Desmond Alfonio |
"It would've been much more impressive if I intended to kill you." Desmond replies neutrally.
Vendrick El'druin |
He moves to check his steak -So, what else do you want to know about Mistpines?
"Anything. Everything."
DM. |
What can I say?, The critters to be expected are mainly transformed animals and constructs. There are minor elven structures scattered around, nothing too important but still probably with their defenses up. There a plenty of mirages and random illusory inputs that target all the senses, be prepared to get lost a couple of days. -
He turns to look straight at you
The most important thing is to avoid the giant scot pines, if you find yourselves walking around one of it then just run away, there is a power in the forest that just don't like people to wander around those pines and attack swiftly to kill anyone around... I will need a paper to write you down what effects have the other kind of pines over the magical effects.
Though in my opinion the mistpines is one of the most unprofitable places to adventure in the Vale, we only found one valuable treasure, an old wand, and was by chance, if it not were because the city paid us to look around the forest it would have been a total waste of effort.
Vendrick El'druin |
"Then I take it you haven't actually stepped foot within the ruins Nythn Enelean? Just hearing about the region leads me to believe the elves must have left relics of their old magic around."
DM. |
No clue of Nythn Enelean, nobody have seen it to my knowledge, my bet is that it was destroyed in the same cataclysm that bring the mistpines to its actual state.
And if not destroyed it will remain lost for a long time, it's Hard to find anything on purpose there since due to the nature of the place you can walk for days and just go in circles without noticing.
==============================
Recapitulation:
1. It's very hard to navigate in the Mistpines.
2. Aldwall, Tuskeep and the clans tried for years but failed.
3. You do know that Tuskeep make a half-successful incursion in the mistpines recently. The goblin captain told you that they were guided by young female goblin, the same one that supported Kayiqard in his attempt to become king.
4. You know that before the expedition she talked with Frizb Manyblades, who seems to be the first Tuskeep's intellectual goblin.
Vendrick El'druin |
Well we could go back to Tuskkeep and talk with the ghost of Frizb Manyblades again and see if he told her anything that might help us out in the Mistpines or just go to the Mistpines.
Vendrick pulls out some paper and quill for the halfling to jot down the notes the pines have on magical effects.
DM. |
Ok, I'll take that you all agree with Vendrick. Don't forget you have money to buy consumable, don't depend everything on vendrick's spell because you never know :)
Tuskkeep is perhaps more chaotic than last time. The guards are working extra hard to keep the order but without the authority of a king the city might eventually spiral down to anarchy, the civilized way is not yet that deep ingrained in most goblin's mind.
In the castle:
Pepperclamp:Mr Sven, Mr Alfonio, Lord El'druin, Glad to see you all back, you will be always welcomed here. About Fizb, there haven't been any progress. He mostly refuse to talk with anyone and spend his time in depression, self blaming and ashamed of something I think.
Vendrick El'druin |
I'll never get tired of being called Lord.
"My apologies Pepperclamp, I'm rather lacking in my goblin history. Is there anyway to get Fizb to trust us more?"
Vendrick El'druin |
"He blames himself for revealing too much information about the Leafstaves to a priestess of Lamashtu. What she could want with them is anyone's guess but I'd wager an artifact that can control the weather could be devastating in the wrong hands."
DM. |
P:Talking about goblins, We have detected some unusual movements around Bitterblood Swamp, goblin types not native to the swamp have been observed near it. Since the Swamp is near the village of Vilthorp you guys at Aldwall might want to consider doubling your patrolling around just in case.
P:I have to go to attend my duties, you are free to enter the castle and interview Fizb whenever you like
Sven Bludsvin |
"Did they look like they might be tundra dwellers? Had a run-in with some of them recently, stirring up trouble in the woods."
Sven Bludsvin |
Let's go talk to Fizb.
Sven relays the location of he tundra dwellers' home to Pepperclamp, approximately, and then heads off to Fizb.
Vendrick El'druin |
"Oh before I forget, Fizb is the ghost of Ashorgal's brother."
Desmond Alfonio |
Desmond doesn't seem too interested in interacting with this ghost he's never seen before.
"Well, he's a bit of a downer."
Vendrick El'druin |
Vendrick makes an idle motion with his hands.
"So....how've you been Fizb?"
Sven Bludsvin |
Sven coughs at the awkward silence.
"So. How's afterlife?" he says, and elbows Vendrick to ask the questions they need.
Vendrick El'druin |
"Well thats...just terrible."
"Fizb, do you remember what information you gave the Lamashtu priestess now?"
DM. |
So, guys, what do you want to do?, besides stop playing I can think of
a) ignore the talk with Fizb and proceed to your travel to the mistpines.
b) Asumme you already talked to Fizb, he told you everything he knows and proceed to your travel to the mistpines.
c) Forget the mistpines and return to the format where I present some posible adventures and you choose the one you want to pursue.
Vendrick El'druin |
Woops, missed your post. I thought I was crazy. Let's assume we already chatted with Fizb and go straight to the deathtrap mistpines.
DM. |
Fizbs seems like a cool guy if not for his self-pity. He told you that he shared with the priestess an old theory of his about the Mistpines that he developed In the course of the investigation he did when he still was among the livings. He thinks that the Mistpines is not as chaotic as one would think at first but that in the apparently random events lies some order. An order that, if deciphered, will help to travel to the old elven places while avoiding the major dangers. He died without finishing his calculation, but basically it would need that somebody versed in the arcane mysteries to study of the movement of the magic auras (via detect magic at least) until the pattern is discovered.
=======================
The Mistpines lies beyond Tuskkep far from the civilized ways of Aldwall or the other human settlements of the valley. It takes day and half to reach it form Tuskeep.
So, you start moving. All the day the cold wind scoured the trees, whipping them into a frenzy. Dark grey clouds loomed threateningly on the horizon, never making their move, retreating in the afternoon to reveal a tired sun which exhaustedly gives way to a thin, sickle of moon limping through the sky.
1d20 ⇒ 1
As the night approach you have to decide if you keep travelling or look for a way to rest, perhaps camping, perhaps looking for a cave or something like that.
Vendrick El'druin |
Vendrick clears his throat.
"So Sven, what say you to a camp-out? I'm sure you'll be able to whip up something a bit better than sleeping on rocks yes?"
Sven Bludsvin |
"I'll see what I can find. Can't exactly "whip up" a good campsite."
Sven tries to find a good cave, or sheltered clearing to spend the night.
Survival: 1d20 + 10 ⇒ (9) + 10 = 19
DM. |
I'm surprised Vendrick didn't improvised a rope trick or something.
Vendrick can find a rock formation that give some shelter against the wind but is still mostly in the open. The moon is bright in the sky, making the night not so dark (dim light).
For you to decide if you make a campfire or anything.
After a couple of hours, before
perceptions: 1d20 + 11 ⇒ (1) + 11 = 121d20 + 9 ⇒ (5) + 9 = 141d20 + 4 ⇒ (10) + 4 = 14
s: 1d20 + 7 ⇒ (5) + 7 = 121d4 + 1 ⇒ (2) + 1 = 3
s: 1d20 + 7 ⇒ (20) + 7 = 271d4 + 1 ⇒ (1) + 1 = 2
s: 1d20 + 7 ⇒ (20) + 7 = 271d4 + 1 ⇒ (4) + 1 = 5
v: 1d20 + 7 ⇒ (5) + 7 = 121d4 + 1 ⇒ (3) + 1 = 4
v: 1d20 + 7 ⇒ (13) + 7 = 201d4 + 1 ⇒ (4) + 1 = 5
v: 1d20 + 7 ⇒ (11) + 7 = 181d4 + 1 ⇒ (4) + 1 = 5
v: 1d20 + 7 ⇒ (16) + 7 = 231d4 + 1 ⇒ (3) + 1 = 4
d: 1d20 + 7 ⇒ (19) + 7 = 261d4 + 1 ⇒ (4) + 1 = 5
d: 1d20 + 7 ⇒ (10) + 7 = 171d4 + 1 ⇒ (2) + 1 = 3
d: 1d20 + 7 ⇒ (17) + 7 = 241d4 + 1 ⇒ (1) + 1 = 2
without previous warning you hear some buzzing and half second later from the shadows arrive a volley of arrows. Two hit sven in the back ( 5 dmg after DR). Four hit VEndrick in the shoulder, neck and chest (18 dmg) and two strikes desmond in the chest and leg (7 dmg).
You know from where the arrow where shot but (About 60 ft away, in small group of 3 or 4 attackers). More information requires perc and darkvision or low light vision (in case you do went for a campfire) would help.
Desmond Alfonio |
"Damn!"
Desmond leaps to his feet, drawing his sword in one hand and holding a torch in the other, which he lights with the campfire.
"Show yourselves, or I'll come over there and start making introductions!"
Sven Bludsvin |
Sven gets up, annoyed at the little pricks attacking him.
He sniffs around for them.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22 +8 to this if I can smell them.
Sven Bludsvin |
"We're surrounded. Maybe 20 or more. Try not to make any sudden moves, but be ready to fight if necessary."
In Goblin: "You've gotten our attention, and no real harm done. What is it you want?"