Mothman's Adventures in Darkmoon Vale game

Game Master Mothman

Adventures in Darkmoon Vale


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I’ll respond to Anor and Oliver’s knowledge checks regarding Ulizmila in due course. No one has yet made a knowledge check regarding rat’s tail that will yield any useful results.

Anyone who cares to may attempt any of the following checks on the following topics – you can’t make any check more than once, but if a single topic has more than one skill check associated with it you can attempt any or all of those skill checks.


- Blackscour or Blackscour Taint: Knowledge (local) or (nature)
- Rat’s Tail: Knowledge (nature)
- Ulizmila: Knowledge (arcana), (local), or (geography)
- Elderwood Moss: Knowledge (arcana) or (nature)
- The oldest tree in Darkmoon Wood: Knowledge (geography), (nature) or Survival
- Ironbloom mushrooms: Knowledge (dungeoneering) or (nature)
- Droskar’s Crag: Knowledge (geography), (history), (local), or (religion)
- Dwarven ruins: Knowledge (geography), (history) or (local)
- A local with excellent knowledge of the local area: Knowledge (local) or a Diplomacy check to gather information in town. Anyone who has worked for the Lumber Consortium (eg, Eljoy) or anyone who is a longtime resident of the area (eg Anor) can make either of these checks untrained and with a +4 bonus.


halfling tattooed sorcerer (orc) 2 |AC 13, FF 13, T 11, CMD 9; F 1 R 3 W 6, +2 vs fear; hp 4/10; init +2; perc +10, +12 w/ familiar, +15 sight-based in shadows w/ familar

Knowledge checks are strictly offered as aid another possibilities as they are all untrained. (Ugly AND uneducated, ladies - and he's still available!)

Knowledge (nature) for Blackscour or Blackscour Taint: 1d20 + 1 ⇒ (15) + 1 = 16
Knowledge (nature) for rat's tail: 1d20 + 1 ⇒ (12) + 1 = 13
Knowledge (arcana) for Ulizmila: 1d20 + 1 ⇒ (18) + 1 = 19
Knowledge (arcana) for Elderwood Moss: 1d20 + 1 ⇒ (13) + 1 = 14
Survival for oldest tree in Darkmoon Wood: 1d20 + 6 ⇒ (14) + 6 = 20
Knowledge (nature) for Ironbloom mushrooms: 1d20 + 1 ⇒ (8) + 1 = 9
Knowledge (geography) for Droskar's Crag: 1d20 + 1 ⇒ (16) + 1 = 17
Knowledge (geography) for Dwarven ruins: 1d20 + 1 ⇒ (14) + 1 = 15
Diplomacy to gather information about knowledgeable local: 1d20 + 3 ⇒ (6) + 3 = 9

OH! A 20 regarding the eldest tree in the Wood! Maybe I know something!


Male Human Fighter / 2

“Ruins?” Adalwin perks up “Are you sure they are dwarven?"

all knowledge geography checks:
Ullizila 1d20 + 6 ⇒ (13) + 6 = 19
The oldest tree in Darkmoon wood 1d20 + 6 ⇒ (5) + 6 = 11
Droskar’s Crag 1d20 + 6 ⇒ (16) + 6 = 22
Dwarven ruins 1d20 + 6 ⇒ (15) + 6 = 21


Female Human Witch 1 AC 13 HP 8

Blackscour or Blackscour Taint: Knowledge (local): 1d20 + 5 ⇒ (12) + 5 = 17
Elderwood Moss: Knowledge(nature): 1d20 + 8 ⇒ (16) + 8 = 24
The oldest tree in Darkmoon Wood: Knowledge (nature): 1d20 + 8 ⇒ (13) + 8 = 21
The oldest tree in Darkmoon Wood: Survival: 1d20 + 3 ⇒ (17) + 3 = 20
Ironbloom mushrooms: Knowledge (nature): 1d20 + 8 ⇒ (1) + 8 = 9
Droskar’s Crag: Knowledge (local): 1d20 + 4 + 5 ⇒ (12) + 4 + 5 = 21
Dwarven ruins: Knowledge (local): 1d20 + 4 + 5 ⇒ (17) + 4 + 5 = 26

Not sure about the last 2 and that plus four, but take it off if that isn't what you mean ;)

"I know where the oldest tree is, and the Elderwood Moss. I know where Droskar's Crag is too, but I'm not sure I could identify the mushrooms."


Male Half-elf Oracle 1 (AC: 17 [T: 13 /FF: 14]; HP: 17/17; F+3, R+5, W+6 (+3 more with Taint); Init: -1; Perc: +7 [Low-light vision])

Blackscour Taint: Knowledge (local) 1d20 + 5 ⇒ (2) + 5 = 7
Rat’s Tail: Knowledge (nature) (Untrained Aid Another) 1d20 + 3 ⇒ (12) + 3 = 15
Ulizmila: (rolled earlier)
Elderwood Moss: Knowledge (arcana) 1d20 + 7 ⇒ (12) + 7 = 19
The oldest tree in Darkmoon Wood: Knowledge (geography) 1d20 + 7 ⇒ (13) + 7 = 20
Ironbloom mushrooms: Knowledge (nature) (Untrained Aid Another) 1d20 + 3 ⇒ (8) + 3 = 11
Droskar’s Crag: Knowledge (geography) 1d20 + 7 ⇒ (20) + 7 = 27
Dwarven ruins: Knowledge (geography) 1d20 + 7 ⇒ (20) + 7 = 27
A local with excellent knowledge of the local area: Knowledge (local) 1d20 + 5 ⇒ (14) + 5 = 19

Oliver follows on Adalwin's excitement, "Ooh, I think I know exactly where those are, the ruins by the crag, that is. I may have an idea about the oldest tree as well, as they tend to be the kind tales are told about."

EDIT: I missed that I can roll more than one check per (additional checks)

Ulizmila: Knowledge (arcana) 1d20 + 7 ⇒ (4) + 7 = 11, (geography) 1d20 + 7 ⇒ (8) + 7 = 15
The oldest tree in Darkmoon Wood: Survival 1d20 + 1 ⇒ (9) + 1 = 10
Ironbloom mushrooms: Knowledge (dungeoneering) (Untrained Aid Another) 1d20 + 3 ⇒ (17) + 3 = 20
Droskar’s Crag: Knowledge (history) 1d20 + 5 ⇒ (16) + 5 = 21, (local) 1d20 + 5 ⇒ (5) + 5 = 10
Dwarven ruins: Knowledge (history) 1d20 + 5 ⇒ (5) + 5 = 10, (local) 1d20 + 5 ⇒ (16) + 5 = 21
A local with excellent knowledge of the local area: Diplomacy 1d20 + 7 ⇒ (12) + 7 = 19

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

"Ironbloom Mushrooms are tasty. It's one thing dwarves are right about."

- Blackscour or Blackscour Taint: Knowledge (local) or (nature) 1d20 + 4 ⇒ (11) + 4 = 15
- Rat’s Tail: Knowledge (nature)
Ulizmila: Knowledge (arcana), (local), or (geography)
- Elderwood Moss: Knowledge (arcana) or (nature) 1d20 + 4 ⇒ (12) + 4 = 16
- The oldest tree in Darkmoon Wood: Knowledge (geography), (nature) or Survival 1d20 + 4 ⇒ (8) + 4 = 12
- Ironbloom mushrooms: Knowledge (dungeoneering) or (nature) 1d20 + 4 ⇒ (19) + 4 = 23
- Droskar’s Crag: Knowledge (geography), (history), (local), or (religion) Untrained: 1d20 ⇒ 14
- Dwarven ruins: Knowledge (geography), (history) or (local) Untrained: 1d20 ⇒ 6
- A local with excellent knowledge of the local area: Knowledge (local) or a Diplomacy check to gather information in town. Anyone who has worked for the Lumber Consortium (eg, Eljoy) or anyone who is a longtime resident of the area (eg Anor) can make either of these checks untrained and with a +4 bonus. Untrained, local : 1d20 + 4 ⇒ (5) + 4 = 9


Thanks for the checks all, I will review and summarise what you know tonight if I get a chance.


Aubrey is away this week, but as Reekis doesn't appear to have ranks in any relevant skills, it is probably ok to proceed without him much contributing to the discussion.


Anor wrote:

[dice=Blackscour or Blackscour Taint: Knowledge (local)]1d20+5

[dice=Elderwood Moss: Knowledge(nature)]1d20+8
[dice=The oldest tree in Darkmoon Wood: Knowledge (nature)]1d20+8
[dice=The oldest tree in Darkmoon Wood: Survival]1d20+3
[dice=Ironbloom mushrooms: Knowledge (nature)]1d20+8
[dice=Droskar’s Crag: Knowledge (local)]1d20+4+5
[dice=Dwarven ruins: Knowledge (local)]1d20+4+5

Not sure about the last 2 and that plus four, but take it off if that isn't what you mean ;)

"I know where the oldest tree is, and the Elderwood Moss. I know where Droskar's Crag is too, but I'm not sure I could identify the mushrooms."

Sorry, I may not have been very clear there. The +4 bonus doesn’t apply to all your local knowledge checks, but you may make an additional check (Anor and Eljoy get a +4 bonus to it) to see if you know of anyone else in the area who may know more of the above topics (if that makes sense?).


Almost everyone within Laurel’s shop spends a few moments quietly contemplating what they may know about the ingredients or where to find them – all except Reekis, who erupts into an enormous coughing fit, and Jasper, who babbles away about various things he knows or has heard – many of them not entirely pertinent to the situation, although some of what he says triggers a few useful connections with others.


Anor:

Spoiler:
As you’ve passed through town, you’ve heard a few things about Blackscour and the Blackscour Taint – you assume the original source of this knowledge is probably Laurel.

Blackscour is a fungus that grows in wet, dark places – as far as you know it’s not typically found in this area. If ingested it infests the gut and lungs and eventually eats the host away from the inside. The resultant disease is known as Blackscour Taint. It is unlikely to be spread from person to person – to catch it a person must ingest the fungus or eat or drink food or water already tainted by Blackscour.

You’ve heard that in this case, the fungus seems to have infested Brockman’s Well on the western side of town. You’ve heard that Laurel and Sheriff Baleson managed to track down the source of the infection and that the well has been boarded over and is guarded by the sheriff’s deputies.

Your own studies of the healing arts, the natural world and how magic may intersect with nature has led you to references on Elderwood moss in the past. From what you have heard it is indeed a real thing, a moss that somehow, presumably through some mystical agency, really does only grow on the oldest tree in any given forest. There are various theories on how large and old a forest needs to be for Elderwood moss to grow, and whether it may be found on more than one old tree in particularly large forests, but the truth of such matters are little known. Although Elderwood moss does not have any particular magical properties of its own, and does not radiate magic as a magical item or spell might, it is a strong catalyst that can be used as a potent ingredient in various magical brews and herbal concoctions, particularly those to do with healing. Elderwood moss looks like normal moss but is a silvery green colour.

You’ve heard talk by foresters and druids alike that there is a huge, ancient darkwood tree in the midst of Darkmoon Wood that may be the oldest tree in the forest, but you unfortunately don’t know where it is. The druids call it the Forest Elder, and are very protective of its location. You’ve heard that serpentine beasts are said to lair near or guard the tree, but you’re not sure on the truth of such rumours.

Droskar’s Crag is a very tall, semi-dormant, volcano that lies north of Darkmoon Wood, at the northern edge of Darkmoon Vale. The last time it erupted in any significant way was over 700 years ago, an event known as the Rending, which destroyed several dwarven cities built on or within the volcano.

There are said to be a number of dwarven ruins in the vicinity of Droskar’s Crag. Several of these are remnants of the dwarven civilisation that was destroyed in the Rending, and are either entombed by ancient lava or ash flows, or otherwise almost completely destroyed, and are said to be haunted by the unquiet spirits of the dwarves that perished there. As well, there are several more recent ruins thought to be left be a later dwarven civilisation that grew up since the Rending but has since vanished. One of the most well preserved (and closest to Falcon’s Hollow) of these ruins is a small fortified building that rests atop a hill just south-east of Droskar’s Crag and just north of Darkmoon Wood. This structure has not been well explored by Pathfinders or treasure seekers as it has often over the years been infested by dangerous wild animals, monsters or brigands. Recently there have been reports of unusually aggressive wolves and also kobolds in the area.


Eljoy:

Spoiler:
Blackscour is a fungus that grows in wet, dark places – as far as you know it’s not typically found in this area. If ingested it infests the gut and lungs and eventually eats the host away from the inside. The resultant disease is known as Blackscour Taint. It is unlikely to be spread from person to person – to catch it a person must ingest the fungus or eat or drink food or water already tainted by Blackscour.

You’ve heard stories of Elderwood moss. From what you have heard it is indeed a real thing, a moss that somehow, presumably through some mystical agency, really does only grow on the oldest tree in any given forest, but you don’t know much more than that.

You’re more familiar with Ironbloom mushrooms, and have even tasted them in the past. As Laurel said, they grow in dark places thick with metal – typically underground and around dwarven forges. Many dwarves consider them a delicacy. You tried them when you travelled through the Five Kings Mountains, during your old army days during the Goblinblood Wars. You reckon if there are really dwarven ruins in the area then you’d have a good chance of finding some growing there. They are small-capped mushrooms with a distinctive iron grey colour.


Oliver:

Spoiler:
You’ve heard a lot of stories about Ulizmila since you’ve been in the area, although it’s difficult to reliably sort the truth from fiction.

Some say that Ulizmila is a grand-daughter or great grand-daughter of the famed witch Baba Yaga. Rumours place her with the power to kill with a word, turn a man into a goat, or to shoot lightning from her eyes. Some stories claim she has a horrid appearance, having various animalistic features. Other tales lend her a slightly more benign aspect, claiming that she is willing to help those who seek her aid, although she typically asks a high and unusual price, often more than the asker is willing to pay. She is said to dwell in a cottage deep in the Darkmoon Wood, though you don’t know precisely where. Her cottage is said to be filled with all manner of strange things, and although you don’t know much specifically about Rat’s Tail, you think there’s a good chance that Ulizmila is likely to have some or know where to find it.

Your own studies of the healing arts and how magic may intersect with nature has led you to references on Elderwood moss in the past. From what you have heard it is indeed a real thing, a moss that somehow, presumably through some mystical agency, really does only grow on the oldest tree in any given forest. There are various theories on how large and old a forest needs to be for Elderwood moss to grow, and whether it may be found on more than one old tree in particularly large forests, but the truth of such matters are little known. Although Elderwood moss does not have any particular magical properties of its own, and does not radiate magic as a magical item or spell might, it is a strong catalyst that can be used as a potent ingredient in various magical brews and herbal concoctions, particularly those to do with healing.

You’ve heard talk by foresters and druids alike that there is a huge, ancient darkwood tree in the midst of Darkmoon Wood that may be the oldest tree in the forest. A woodsman once described to you that this tree lies five miles north west of the point where the Jagged River (actually a narrow, fast flowing stream that flows from the northern mountains) meets the Droskmere, a small lake in the central eastern part of Darkmoon Wood.

Droskar’s Crag is semi-dormant, mostly conical stratovolcano that lies north of Darkmoon Wood, at the northern edge of Darkmoon Vale. It’s tallest peak (the south peak, known as the Hammer) rises to an elevation of 28,822 feet, making it the highest peak within the borders of Andoran and the highest known active volcano in the world. Although it continues to emit intermittent puffs of smoke from its two craters, it is not thought that a major eruption is imminent. The last time it erupted in any significant way was over 700 years ago in 3980 AR, an event known as the Rending. The eruption and subsequent earthquakes caused the destruction of two dwarven cities built on and within the mountain. The ruins of these cities are either entombed by ancient lava or ash flows, or otherwise almost completely destroyed and inaccessible, and are said to be haunted by the unquiet spirits of the dwarves that perished there.

A later dwarven civilisation settled the area around Droskar’s Crag (but not on or within the mountain itself) between about 4360 and 4470 AR, before falling due to civil war or invasion. Several ruins from this era still stand amongst the hills and mountains north of Darkmoon Wood. One of the most well preserved (and closest to Falcon’s Hollow) of these ruins is a small fortified building that rests atop a hill just south-east of Droskar’s Crag and just north of Darkmoon Wood. This structure has not been well explored by Pathfinders or treasure seekers as it has often over the years been infested by dangerous wild animals, monsters or brigands. If one were to travel along the northern fringes of Darkmoon Wood from east or west, it is said that the ruin would be visible as one approached or passed Droskar’s Crag.

You had the story of the location of the massive Darkwood tree from a man named Milon Rhoddam, a most experienced woodsman who works for the Lumber Consortium. If you needed further advice on locations within or around the Darkmoon Wood, you would consider asking him. As far as you know he is currently based at the main Lumber Consortium camp on the southern fringe of Darkmoon Wood, along the road that leads north from Falcon’s Hollow.


Adalwin:

Spoiler:
You’ve heard of an old witch with an evil reputation that lives in a small cottage or hut deep within Darkmoon Wood. It is said to be in the northern half of the wood, north of Darkmoon River that runs through the wood. It has been mentioned to you that this cottage lies to the west of a particularly massive Darkwood tree, some 300 feet tall, and that there is a trail through the forest between the two. Unfortunately you don’t know exactly where this tree is.

Droskar’s Crag is semi-dormant, mostly conical stratovolcano that lies north of Darkmoon Wood, at the northern edge of Darkmoon Vale. It’s tallest peak (the south peak, known as the Hammer) rises to an elevation of 28,822 feet, making it the highest peak within the borders of this nation, Andoran, and the highest known active volcano in the world. Although it continues to emit intermittent puffs of smoke from its two craters, it is not thought that a major eruption is imminent. The last time it erupted in any significant way was over 700 years ago, an event known as the Rending.

There are said to be a number of dwarven ruins in the vicinity of Droskar’s Crag. Several of these are remnants of a dwarven civilisation that was destroyed in the Rending, and are either entombed by ancient lava or ash flows, or otherwise almost completely destroyed. As well, there are several more recent ruins thought to be left be a later dwarven civilisation that grew up since the Rending but has since vanished. One of the most well preserved (and closest to Falcon’s Hollow) of these ruins is a small fortified building that rests atop a hill just south-east of Droskar’s Crag and just north of Darkmoon Wood. Reports suggest that the ruin is only a few hundred years old and clearly of dwarven construction, far different from the distinctive architecture of a ten-thousand year old Azlanti ruin. If one were to travel along the northern fringes of Darkmoon Wood from east or west, it is said that the ruin would be visible as one approached or passed Droskar’s Crag.


Jasper:

Spoiler:
You’ve heard woodsmen’s tales of a massive, 300 foot tall Darkwood tree somewhere in the north eastern part of Darkmoon Wood. A tree that big would have to be extremely ancient, quite possibly the oldest tree in the forest, and would almost certainly have some type of moss growing on its trunk. You’ve heard warnings that dangerous creatures seem to be drawn towards these sort of truly old trees, and people approaching them should be alert for trouble.


Male Human Fighter / 2

Adalwin's brow wrinkles as he tries to recall his mothers lessons, the hours spent pouring over maps and charts of this region. He feels a pang of homesickness thinking about his mother, but pushes that down and, somewhat surprised, realises some of these names and places sound familiar.

”I’ve heard of an old, evil witch who lives somewhere to the north of Darkmoon River, in the woods. Her cottage is supposed to be west of a massive Darkwood tree, with a trail running between them… could that be the tree? I guess there can’t be too many old witches living in the forest so there’s probably a good chance it’s Ulizmila."

He pauses, as if waiting to be contradicted, before continuing more confidently. "And Droskar’s Crag is easy, it’s the biggest volcano in the world, well tallest anyway. It’s highest peak is over 28000 feet – hope those mushrooms don’t grow too high. It’s at the northern edge of Darkmoon Vale, basically dormant. There’s heaps of Dwarven ruins around the area, though most of them were destroyed or buried in the last eruption, 700 years ago." The youth scratches his head absently, still pondering. “There’s some more recent dwarven ruins though, and closer too. Nearest one is on a hill south-east of Droskar’s Crag, just north of the Wood. Only a few hundred years old, but it might be worth checking it out.” Adalwin smiles widely, clearly happy with himself. Those in the room are put in mind of a dog wagging his tail.

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

Eljoy twists a finger into his ear, scrapes out a nail-full of wax and dirt and wipes it on his sleeve.

"Sounds like book learning. Will it get you through the forest?"

Laurel's Recipe:
Here is the recipe,” Laurel says, tapping the page with her finger. “You can see the list of ingredients up here – a number of different roots, herbs and concentrations, most of which I have here or can get easily enough, but there are three I don’t know. See here, rat’s tail, the one I asked you about Anor – don’t feel bad, I’ve never heard of it either, outside of Granny’s book. She describes it as a specially pickled root that resembles its namesake … she writes elsewhere that she got some from Ulizmila. Without knowing what it is or where else to find it, that might be our best bet too – providing that the old witch is still alive, you can find her, and the price she asks is not too great. She’s a mean, crafty sort, or so they say. My grandmother traded her own tongue to the witch for a few pages of what she knew. That was years and years ago, and I don’t know a soul who got any nicer as they got older.”

Laurel sighs, shakes her head, then looks back at the list. “Here. Elderwood Moss, that’s another I’ve not heard of, but Granny’s notes say it only grows on the oldest tree in a forest. Sounds like hokum to me – how does moss know the tree it’s growing on is the oldest, second oldest or otherwise? Anyway … there must be an oldest tree in Darkmoon Wood I suppose, but I’m damned if I know which one it is.”

“The last thing I don’t have is this – Ironbloom mushrooms. At least I’ve heard of those, though I don’t have any. They’re stunty little things, only grow in dark places thick with metal. A favourite amongst dwarves or so I hear, the mushrooms are said to grow around their forges. Well, there’s few enough dwarves left in these parts, but I’ve heard of dwarven ruins up north, around Droskar’s Crag. If there’s any Ironbloom growing anywhere nearby, that might be your best bet.”


Female Human Witch 1 AC 13 HP 8

"I agree those ruins are probably worth checking out. There has been unusual activity with wolves and kobalds around there recently. Also, if that is the tree, I am certain it will contain the moss."


halfling tattooed sorcerer (orc) 2 |AC 13, FF 13, T 11, CMD 9; F 1 R 3 W 6, +2 vs fear; hp 4/10; init +2; perc +10, +12 w/ familiar, +15 sight-based in shadows w/ familar

"A couple of the ax-men at the tavern were talking the other day about a tree in the northeastern part of the wood," he illustrates by pointing due west, "that was hundreds and hundreds of feet tall. If it's not the oldest, a person could climb it and see the oldest from there, right? They said, though, that sometimes those old trees attract some dangerous creatures, and a person has to watch out." He doesn't seem worried in the least.


Female Human Witch 1 AC 13 HP 8

Anor looks around at the general build of the people in the room, at the weapons they carry, and consideres her own, invisible skills.

"I'm not sure anything the loggers could bypass would be a problem for us as a group. Perhaps we should investigate together?"

"I could draw a crude map of the forest, but it would be better if we had an accurate one. It seems like we should plot a route out to get to these places as quickly as possible, and then go collecting."


Male Half-elf Oracle 1 (AC: 17 [T: 13 /FF: 14]; HP: 17/17; F+3, R+5, W+6 (+3 more with Taint); Init: -1; Perc: +7 [Low-light vision])

"Did you know that, from what I've heard, the elderwood moss is indeed real? A moss that somehow, presumably through some mystical agency, really does only grow on the oldest tree in any given forest. Doesn't that sound amazing? There are still theories on how large and old a forest needs to be for Elderwood moss to grow, and whether it may be found on more than one old tree in particularly large forests, but the truth of such matters are little known. The moss itself doesn't have any particular magical properties, but it is a strong catalyst that can be used as a potent ingredient in various magical brews and herbal concoctions, particularly those to do with healing."

"That said, I've heard there is a huge, ancient darkwood tree in the midst of Darkmoon Wood that may be the oldest tree in the forest. I'm pretty sure this tree lies five miles north west of the point where the Jagged River, which is a misnomer considering it's actually a narrow, fast flowing stream, meets the Droskmere, a small lake in the central eastern part of Darkmoon Wood. That should put us where we need to be, especially considering Adalwin just informed us of Ulizmila's cottage being near just such a tree."

"I can confirm, I know just about as much as Adalwin has offered about the ruins, but I'm pretty sure if we travel along the northern fringes of Darkmoon Wood from east or west, it is said that the ruin would be visible as one approached or passed Droskar’s Crag."

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

Eljoy snorts. "The loggers tell all kind of stories. Can't trust much they say, but the woods are full of trouble."


halfling tattooed sorcerer (orc) 2 |AC 13, FF 13, T 11, CMD 9; F 1 R 3 W 6, +2 vs fear; hp 4/10; init +2; perc +10, +12 w/ familiar, +15 sight-based in shadows w/ familar

Jasper shrugs and studies the floor for a moment, "I s'pose," he gives the big man a sidelong glance and a grin, "but it was all I had to offer."


Male Human Fighter / 2
Anor wrote:

Anor looks around at the general build of the people in the room, at the weapons they carry, and consideres her own, invisible skills.

"I'm not sure anything the loggers could bypass would be a problem for us as a group. Perhaps we should investigate together?"

"I could draw a crude map of the forest, but it would be better if we had an accurate one. It seems like we should plot a route out to get to these places as quickly as possible, and then go collecting."

Adalwin nods. "It would certainly increase our chances for success, which will benefit the whole town. A map would certainly be of benefit."


Laurel smiles for the first time since you’ve been in her shop, albeit tiredly. “This is good – it sounds like between you there may be a real chance you can find those ingredients. Well, if you’re willing to try to do that, I’m willing to try to concoct the cure. For the quantity I’m going to have to make, I’ll need enough moss to fill a small hand basket or large pouch; seven mushrooms; and I’m not certain about the rat’s tail as I don’t know how big each root is – as much as you can find or beg from Ulizmila I suppose.”

She turns away and her smile changes to a frown. “Be careful in the woods – it’s a dangerous place whether or not the lumberjacks exaggerate their stories; and the hills north perhaps more so. Anor is right, you’ll probably be off sticking together – you look quite capable.”

“Some of you are sick, is that right. Here, I can offer you some of what I’ve been making for people. It won’t cure you, but this tea will ease the pain in your belly and chest, and if you brew the leaves and powders in this jar up in some boiling water and inhale the steam – don’t drink it! – it will reduce the cough. But your best bet is to find those ingredients and hope that I can make a proper cure with them. Be as quick as you can – people have already started to die, and there’ll be more every day.”


Female Human Witch 1 AC 13 HP 8

"We will do what we can Laurel. Come on, let's make a move, we have some ground to cover. Which ingredient should we go for first?"


Between the lot of you, and with some help from Laurel, you are able to draw up what you think is a fairly accurate map of Darkmoon Wood and its environs, with the approximate location of key sites such as the tall tree, Ulizmila’s hut, and the dwarven ruins shown. The proportions and scale of the map may not be 100% correct, but they are probably pretty close.

Map

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

What's the relative speed of canoeing up the Foam, v trail walking?

Shortest is probably road to the lumber camp, then northwest to the lake, tree, hut and shrooms in that order. But, if canoeing is faster than walking a counterclockwise loop up the Foam to the crag, then hut, then tree and home might work.


With Jasper and Oliver on the team, the group’s movement rate on foot is 20. That means 16 hours per day overland, or about 8 through trackless forest.

I’m not sure on the speed of a canoe, but a rowed row boat can do 15 miles per day. Keep in mind that you will be against the current the entire way, which is likely to reduce the speed. The River Foam is known to be navigable as far as the waterfall, less is known about the state of the forest rivers. Getting hold of sufficient canoes or boats could prove a challenge.

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

We'll only be against the current outbound. The trip home will be downhill all the way.

"It's a day to the lumber camp and at least two days to the lake from there. Or we can try the river. Probably four days to the lake, but the ride home will be quick."


Male Human Fighter / 2

Adalwin studies the rough map. "What about heading north-west up the road, and then skirting the edge of the forest to the dwarven ruins? Of course we would eventually have to head into the forrest, and it's a longer route miles wise, but may be much easier to navigate. Especially if we could loan some horses. Maybe the sheriff would help us out, seeing as it is in the interest of the town?"

Not sure if this would be faster, haven't done the math!


halfling tattooed sorcerer (orc) 2 |AC 13, FF 13, T 11, CMD 9; F 1 R 3 W 6, +2 vs fear; hp 4/10; init +2; perc +10, +12 w/ familiar, +15 sight-based in shadows w/ familar

"I don't know about a canoe, but if we go overland, I can double up on a horse with someone. I used to do that a lot... before."

"Or I could ride a big dog. I did not get to practice a lot, but I know the basics."


Female Human Witch 1 AC 13 HP 8

"I think the land route is probably the safest."

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

Eljoy shrugs.

"We'll wear out some shoe leather then."


Laurel clears her throat. “Well. Much as I appreciate your help, there are still people lining up outside my door for what little hep I can offer them now. Perhaps it’s time you moved your planning elsewhere …”


Male Human Fighter / 2

"I haven't been in town too long. Does anyone know where we could inquire about horses or canoes?'


Reekis coughs and groans. "So I've got mushrooms growing in my pipes and instead of a cure I've got to go into those woods and get some weird moss and shit? I thought I was here for a cure." He shudders. "I'm a city boy. Should never have come here. I hate this town."

Thom simply can't get enough of canoes. Nice map by the way - nice to see that architectural training didn't go to waste.

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

"Torag's giant hammer! We all hate this f%$&ing town, Reekis! Worst f$~~ing pit of horseshit in Andoran. Just take the lady's balm and let's get out of here." He glares at his drinking companion for a long breath, then shifts the glare to include the others.

"Everyone! Take the balm if you need it. Then out! Laurel's got work to do. We'll talk more outside. "

The big man steps to his right out of the doorway and holds his hands wide to sweep the others forward as he circles the room counterclockwise.

When he returns to the door, he glances back at Laurel, and nods. "Pardon my Chel language, ma'am."

*** Outside ***

Outside the door, Eljoy is quick to lay a heavy hand on Gool's shoulder. "Reekis, you don't have to do anything, but this f~!&ing stuff'll kill you. Saw it in the gods damned army when we got some 'thoa-crossed water. Laurel can't cure it. The f$~+ing Consortium won't do anything unless all the cutters die. Even then probably not."

"So you can die in the woods looking for a cure, or you can die in a gutter here, or you can die on the road trying to find another healer."

Reekis Gool wrote:


Thom simply can't get enough of canoes. Nice map by the way - nice to see that architectural training didn't go to waste.

It's an acquired taste, or maybe it's like Stockholm syndrome.


halfling tattooed sorcerer (orc) 2 |AC 13, FF 13, T 11, CMD 9; F 1 R 3 W 6, +2 vs fear; hp 4/10; init +2; perc +10, +12 w/ familiar, +15 sight-based in shadows w/ familar

Jasper hustles out the door. "Sorry, Laurel, we'll be back!"


"Yeah, yeah..." Reekis coughs again and wipes the back of his hand on his pants, leaving a pinkish stain. "So, like, I know nothing about this forest. Where are we going first?"


Female Human Witch 1 AC 13 HP 8
Eljoy Skinner wrote:


Shortest is probably road to the lumber camp, then northwest to the lake, tree, hut and shrooms in that order. But, if canoeing is faster than walking a counterclockwise loop up the Foam to the crag, then hut, then tree and home might work.

This?


Reekis has ADHD, so he wouldn't have noticed that.

"So, does anyone know how to, y'know, make a boat go?" asks Reekis doubtfully. "What happens if we fall in?"


Female Human Witch 1 AC 13 HP 8

"Don't worry about the boats. We decided it was safer to go overland. Best heading off by the lumbercamp to make for the lake."


halfling tattooed sorcerer (orc) 2 |AC 13, FF 13, T 11, CMD 9; F 1 R 3 W 6, +2 vs fear; hp 4/10; init +2; perc +10, +12 w/ familiar, +15 sight-based in shadows w/ familar

"Maybe the lumberjacks would know the fastest way to the big tree?" The orcling looks at the lumberman among them hopefully.

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

"If we knew where that tree was, it would already be lumber. The Consortium is like a big slavering mouth. No matter how much you stuff in it, it always wants more."


Female Human Witch 1 AC 13 HP 8

"I agree, I wouldn't tell the consortium what we are about."


Male Human Fighter / 2

"So is there anyone else in town who can help us, or should we be on our way? I may need to buy some rations, best not to be slowed down hunting or foraging along the way"


Female Human Witch 1 AC 13 HP 8

"I'm good for about 5 days. We have a map. Let's get going. Time is ticking away."

Sovereign Court

Male Human (Andoran); Percept +0, Sense Motive +0; Init +1 ; AC 18 T 12 FF 16; F 6, R 3, W 0 (+2 v emotion spell and effect); HP 28/28

Skinner rubs his armpit vigorously.

"I'd plan on 7 to 10 days. It's slow going in the woods." Eljoy swivels his head around to Adalwin. "Come with me. I need to pick up some things too. We'll meet the rest of you at the edge of town on the lumber camp road." He jerks his head. "Reekis."


Female Human Witch 1 AC 13 HP 8

"That sounds reasonable, I'll join you then and top up."

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