Fadil Ibn-Kazar

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Goblin Squad Member. RPG Superstar 6 Season Star Voter. Pathfinder Starfinder Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 891 posts (9,855 including aliases). 4 reviews. No lists. No wishlists. 15 Organized Play characters. 23 aliases.


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Shadow Lodge

There are 16 gems in the wall, each worth 10 gp—all that remains of the glittering mosaics. The cube still holds a few undigested remains:

masterwork longsword
gold holy symbol of Iomedae worth 100 gp
a breastplate emblazoned with a bronze angel
two potions of bull’s strength

You move through the door to the east. Tiny, intricate carvings line the walls of this room, forming great columns of text. Much of it has cracked and crumbled, and the entire southern wall is fractured, with a yawning cavern beyond. The room itself is 20 by 30 feet and there is an old firepit an alcove to the east.

The carvings on the walls can be read with: Aklo, comprehend languages, DC 22 Linguistics check (+5 if you know Dwarven or Gnome).

Spoiler:

The text records a history lavishly describing ascent from the darkness deep below and cowering from the great torch in the daytime sky above.

There is another section that describes opening a puzzle door to pray at the feet of something called the Excavator. This section reads "grandmother, in seeking the Excavator, turned her eyes to the Stone, and to the Steel, and finally to Woe.”

Shadow Lodge

The lemure is actually ok, the ooze does acid damage to which the wee beastie is resistant. Are you checking out the room, the secret door to the west, or the secret door to the east?

Shadow Lodge

Apologies, I just updated the map. The room is not very big and you wouldn't have had the room to keep backing up. I was about to allow a retcon of actions favoring ranged over melee when Faolan posted his. We'll keep those actions and Faolan will have destroyed the cube. This would happen after Bazsil takes damage.

Shadow Lodge

EDIT: Krowe a review shows the lemure didn't take a REF Save, if it makes a DC 12 it isn't eaten yet.

Turn 2 Tracker
Bazsil
Krowe
HFC
Faolan
Bor

The cube quivers closer as you shoot at it, the lemure frozen inside a harbinger of your fate. You wonder if your butt will look at good inside what appears to be mobile gelatin when part of the cube forms a blobby appendage to swing at Bazsil, the one who has hurt it the most.

Cube@Bazsil: 1d20 + 2 ⇒ (17) + 2 = 191d6 ⇒ 11d6 ⇒ 3

1 damage, 3 acid damage. DC 20 Fort Save to avoid being paralyzed.

All of you are backed against the wall and prepared to sell yourselves dearly.

Faolan and Bor turn 2, Bazsil and Krowe turn 3.

HFC:

DEFENSE
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 50 (4d8+32)
Fort +9, Ref –4, Will –4
Immune electricity, ooze traits
OFFENSE
Speed 15 ft.
Melee slam +2 (1d6 plus 1d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks engulf, paralysis
19/50

Shadow Lodge

The cube shakes as the claws and arrows impact against it. It moves more quickly than you thought possible and runs over the lemure.

DC 12 Ref Save to avoid, otherwise it is Engulfed. It takes acid damage (less than the resistance of 10) and must make a Fort Save DC 20 or be paralyzed for 3d6 ⇒ (4, 6, 1) = 11 rounds. The paralysis is not a poison so the devil is not immune from what I can tell.

Faolan and Bor R1 actions, Krowe and Bazsil can also take Round 2 actions.

Turn 1 Tracker
Bazsil
Krowe
HFC
Faolan
Bor

HFC:

DEFENSE
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 50 (4d8+32)
Fort +9, Ref –4, Will –4
Immune electricity, ooze traits
OFFENSE
Speed 15 ft.
Melee slam +2 (1d6 plus 1d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks engulf, paralysis
23/50

Shadow Lodge

Correct, if you guys had chosen to evade we would've resolved it narratively, with combat we'll count it as a surprise round.

Initiative:

Bazsil: 1d20 + 3 ⇒ (15) + 3 = 18
Faolan: 1d20 + 2 ⇒ (4) + 2 = 6
Bor: 1d20 + 1 ⇒ (1) + 1 = 2
Krowe: 1d20 + 2 ⇒ (16) + 2 = 18
Happy Fun Cube: 1d20 - 5 ⇒ (17) - 5 = 12

Turn 1 Tracker
Bazsil
Krowe
HFC
Faolan
Bor

Happy Fun Cube:

DEFENSE
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 50 (4d8+32)
Fort +9, Ref –4, Will –4
Immune electricity, ooze traits
OFFENSE
Speed 15 ft.
Melee slam +2 (1d6 plus 1d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks engulf, paralysis
39/50

Bazsil and Krowe are up!

Shadow Lodge

This winding tunnel leads down until it abruptly ends in a wide pit descending into the darkness. Rungs have been carved into the side of the pit, and the lemure crawls down them at your urging, dancing lights descending with it so you can see.

The pit goes down 40 feet and the room below seems to open up. When the lemure is not immediately attacked you move down. This vast chamber seems more finished than the upper chambers. Walls of smooth masonry stones intersect a mirrorlike marble floor. A statue of a twisting, insectile form stands in the center of the large chamber, as if a beetle-like god were flowing like water. Reliefs along alcoves to the east and west depict rough-hewn reptilian forms gathered around a step pyramid. Rough purple gems have been wedged into the reliefs, forming starburst patterns. The southern wall has partially collapsed, cracking the floor and blocking what was once the only hall leading out of the room behind tons of stone and rubble.

Moving into a defensive circle you see a door to the east and west. They appear to have been cunningly concealed once but the years have made them obvious.

Perception:

Bor: 1d20 + 6 ⇒ (19) + 6 = 25
Bazsil: 1d20 + 7 ⇒ (17) + 7 = 24
Faolan: 1d20 + 8 ⇒ (16) + 8 = 24
Krowe: 1d20 + 1 ⇒ (3) + 1 = 4

Looking to the south all but Krowe notice that the air has a strange shimmering look, and you suddenly realize there is a large cube of gelatinous material slowly inching towards you!

Shadow Lodge

Faolan and Bazsil take out the two stalactites before Bors touch is expended. They flop to the ground, crushed and bisected respectively.

Shadow Lodge

Turn 2 Tracker
Pulsing Stalactite
Krowe
Faolan
Bor
Bazsil

Faolan dents the creature that attacked him and it hisses at him in pain. It drops back towards him and attacks again.

Stalactite@Faolan: 1d20 + 3 ⇒ (9) + 3 = 121d4 + 4 ⇒ (2) + 4 = 6

The other drops on Krowe's devil, taking a slash from its claw.

Stalactite@Krowething: 1d20 + 3 ⇒ (20) + 3 = 231d4 + 4 ⇒ (3) + 4 = 7
Crit Confirm: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 4 ⇒ (4) + 4 = 8
Grab: 1d20 + 5 ⇒ (19) + 5 = 241d4 + 4 ⇒ (1) + 4 = 5

It wraps itself around the waxy thing, inflicting grievous damage as it does so. The Calistrean hug does not work as well however.

Along with 1 damage from the trogs the Krowething is down to 6hp.

Stalactite:

DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +0
OFFENSE
Speed 20 ft., fly 30 ft. (poor)
Melee slam +3 (1d4+4 plus grab)
Special Attacks constrict (1d4+4), grab (any size)
Spell-Like Abilities (CL 5th)
1/day—darkness
7/15 9/15

Shadow Lodge

The Krowething oozes forward and claws at the toothy flesh creature hugging Bazsil.

Krowething@Stalactite: 1d20 + 4 ⇒ (3) + 4 = 71d4 + 1 ⇒ (4) + 1 = 5

It fails to connect and Krowe fires a crossbow at the thing.

1d20 + 3 ⇒ (5) + 3 = 81d10 ⇒ 7

The bolt flies wide, it seems the gods and fate have other designs for the loquacious half-elf.

Turn 1 Tracker
Pulsing Stalactite
Krowe
Faolan
Bor
Bazsil

The stalactite next to Faolan flies back up to the ceiling.

Withdraw

The squeezer on Bazsil swoons as visions of sunlight and happiness flow through its brain, flying away from the group to rub its face on the other stalactites.

Withdraw

Both creatures are now 10' on the ceiling.

Pulsing Stalactite:

DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +0
OFFENSE
Speed 20 ft., fly 30 ft. (poor)
Melee slam +3 (1d4+4 plus grab)
Special Attacks constrict (1d4+4), grab (any size)
Spell-Like Abilities (CL 5th)
1/day—darkness
15/15 15/15

Shadow Lodge

You quickly pass through the bone room and into the passage beyond. The corridor here slopes down at irregular angles and reeks of dampness. The walls are jagged and covered with sharp stone barbs. Mossy growths spread across the floor and walls, old bones lying pale against the dark moss.

Perception:

Bor: 1d20 + 6 ⇒ (16) + 6 = 22
Bazsil: 1d20 + 7 ⇒ (5) + 7 = 12
Faolan: 1d20 + 8 ⇒ (11) + 8 = 19
Krowe: 1d20 + 1 ⇒ (13) + 1 = 14

GM Dice:

1d20 ⇒ 3
1d20 ⇒ 17

All but Bazsil spot a strange shape on the ceiling, a stalactite that appears to be...pulsing.

Initiative:

Bazsil: 1d20 + 3 ⇒ (4) + 3 = 7
Faolan: 1d20 + 2 ⇒ (17) + 2 = 19
Bor: 1d20 + 1 ⇒ (7) + 1 = 8
Krowe: 1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 6 ⇒ (15) + 6 = 21

Turn Surprise Tracker
Pulsing Stalactite
Krowe
Faolan
Bor
Bazsil

Krowe and Bor react with lightning reflexes but are still not fast enough to prevent two stalactites from falling, one on Faolan and one on Bazsil!

Partial Charge to slam into you.

Stalactite@Faolan: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 81d4 + 4 ⇒ (1) + 4 = 5
Stalactite@Bazsil: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 141d4 + 4 ⇒ (2) + 4 = 6
Grab@Bazsil: 1d20 + 5 ⇒ (16) + 5 = 211d4 + 4 ⇒ (4) + 4 = 8

Now that they are closer you can see that these stalactites have eyes and teeth! The one next to Faolan looks at him with an awkward stare after missing while Bazsil learns the secrets of the so-called Calistrean hug.

K. Arcana DC 11:

These are darkmantles, underground predators that drop on prey and crush them to death before feasting.

Pulsing Stalactite:

DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +0
OFFENSE
Speed 20 ft., fly 30 ft. (poor)
Melee slam +3 (1d4+4 plus grab)
Special Attacks constrict (1d4+4), grab (any size)
Spell-Like Abilities (CL 5th)
1/day—darkness
15/15 15/15

Krowe, Faolan, and Bor to act in the Surprise Round.

Shadow Lodge

A quick loot reveals many clubs and shields in addition to the following on Handiss and the sorcerer.

Loot:

potion of aid
potions of cure light wounds (2)
mwk hide armor with armor spikes
+1 warhammer
javelins (5)
wolf fang necklace (100 gp)
oil of magic weapon (2)
potion of owl’s wisdom
heavy crossbow with 10 bolts
mwk spear
geode pectoral (25 gp)

You move down the tunnel into the room behind the defensive line. Countless bones jut from the clay walls of this chamber. Grinning skulls peer down over the ends of femurs and ulnas sticking out at odd angles. Most of the bones are from animals—some as large as stags and bears—but some are undeniably human.

The stacked arrangements of bone are nearly 2 feet thick and rise up to meet the 10-foot-high ceiling. There is a tunnel beyond this chamber leading further into the stone.

Shadow Lodge

The group makes short work of the remaining two troglodytes, leaving you back in the crystal room covered in blood and vomit.

Shadow Lodge

Turn 6 Tracker
Trog Fodder
Krowe
Bor
Bazsil
Faolan

Bazsil puts the caster to rest with a wild slash from his vomit spattered sword. Her final gaze is one of hatred and she attempts to spit blood at you, failing at even that.

The final two trogs swing at the Krowething again.

Trog3@Krowething: 1d20 + 2 ⇒ (1) + 2 = 31d6 + 1 ⇒ (1) + 1 = 2
Trog4@Krowething: 1d20 + 2 ⇒ (12) + 2 = 141d6 + 1 ⇒ (5) + 1 = 6

Trog Fodder:

DEFENSE
AC 16, touch 9, flat-footed 15 (–1 Dex, +6 natural, +1 Shield)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or
2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)
0/13 0/13 10/13 13/13

Party is up!

Shadow Lodge

Sorry, forgot to roll. 1d4 ⇒ 1 round, so you can actually turn around and move to attack the troglodytes clubbing the Krowething.

Shadow Lodge

Turn 5 Tracker
Trog Fodder
Krowe
Bor
Pectoral
Bazsil
Faolan

The scarf slashes into the troglodyte and she attempts to defensively grease the scarf out of Bor's hands.

Concentration: 1d20 + 4 ⇒ (10) + 4 = 14

Her spell fails to take shape under the stress of being near death.

The Krowething claws at one of the troglodytes.

1d20 + 4 ⇒ (9) + 4 = 131d4 + 1 ⇒ (2) + 1 = 3
1d20 + 4 ⇒ (1) + 4 = 51d4 + 1 ⇒ (3) + 1 = 4

The claws scrabble across the hide shield.

Bazsil and Faolan.

Shadow Lodge

Is Bor attacking the caster or moving back to attack the rear trogs?

Shadow Lodge

Turn 5 Tracker
Trog Fodder
Krowe
Bor
Pectoral
Bazsil
Faolan

Bazsil's slash misses the sorcerer completely while Faolan goes running into the tunnel behind the party, passing two troglodytes and Krowe's summoned nightmare as he does. The troglodytes are unable to respond to Faolan as they are repulsed and occupied by the thing.

Draconic:

"It scratched me, kill it!"

Trog3@Krowething: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 1 ⇒ (1) + 1 = 2
Trog4@Krowething: 1d20 + 2 ⇒ (8) + 2 = 101d6 + 1 ⇒ (4) + 1 = 5

Trog Fodder:

DEFENSE
AC 16, touch 9, flat-footed 15 (–1 Dex, +6 natural, +1 Shield)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or
2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)
0/13 0/13 10/13 13/13

Pectoral:

DEFENSE
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 34 (4 HD; 2d6+2d8+18)
Fort +9, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee +1 spear +3 (1d8+1/×3), bite –3 (1d4)
Ranged heavy crossbow +2 (1d10/19–20)
Bloodline Spell-Like Abilities (CL 2nd; concentration +4)
5/day—elemental ray (1d6+1 acid)
Sorcerer Spells Known (CL 2nd; concentration +4)
1st (5/day)—cause fear (DC 13), grease (DC 13)
0 (at will)—arcane mark, detect magic, detect poison,
mending, ray of frost
Bloodline elemental (earth)
18/34

Krowe and Bor are up.

Shadow Lodge

1 person marked this as a favorite.

Krowe:

Damage Reduction! Well my poor troglodytes will be hard pressed to deal with that, well played.

Bor cuts down the vexing troglodyte while Krowe unleashes a nightmare upon the unsuspecting troglodytes to the rear. As the creature trundles down the passage you hear shouts of alarm.

Draconic:

"What is that!"

"It looks like my poop after I ate that fat human!"

The sorcerer sees her death approaching and works to delay it. Using one of her few remaining spells she attempts to send Faolan fleeing in fear.

Step back and case Cause Fear on Faolan, DC 13 Will Save.

Faolan and Bazsil are up!

Shadow Lodge

Turn 4 Tracker
Trog Fodder
Krowe
Bor
Pectoral
Bazsil
Faolan

The last trog remains amazingly untouched as he swings again at Bor. His club rings true, through Bor manages to avoid the worst of the blow.

Trog1@Bor: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (6) + 1 = 7
Crit Confirm: 1d20 + 2 ⇒ (3) + 2 = 51d6 + 1 ⇒ (4) + 1 = 5

The pectoral wearer grunts as one of Faolan's shield hits finds her arm but she remains standing. Those in the rear hear sounds from behind, possibly reinforcements coming from one of the other tunnels you passed.

Trog Fodder:

DEFENSE
AC 16, touch 9, flat-footed 15 (–1 Dex, +6 natural, +1 Shield)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or
2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)
0/13 3/13

Pectoral:

DEFENSE
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 34 (4 HD; 2d6+2d8+18)
Fort +9, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee +1 spear +3 (1d8+1/×3), bite –3 (1d4)
Ranged heavy crossbow +2 (1d10/19–20)
Bloodline Spell-Like Abilities (CL 2nd; concentration +4)
5/day—elemental ray (1d6+1 acid)
Sorcerer Spells Known (CL 2nd; concentration +4)
1st (5/day)—cause fear (DC 13), grease (DC 13)
0 (at will)—arcane mark, detect magic, detect poison,
mending, ray of frost
Bloodline elemental (earth)
18/34

Krowe and Bor are up.

Shadow Lodge

Turn 3 Tracker
Trog Fodder
Krowe
Bor
Pectoral
Bazsil
Faolan

Will DC 13: 1d20 ⇒ 14

The final troglodyte proves more resistant to Krowe's spells than even his fearsome leader.

The pectoral wearing troglodyte steps back from Faolan and attempts to ray him in the face.

Acid Ray Touch@Faolan: 1d20 + 2 ⇒ (17) + 2 = 191d6 + 1 ⇒ (2) + 1 = 3

Shadow Lodge

Turn 3 Tracker
Trog Fodder
Krowe
Bor
Pectoral
Bazsil
Faolan

The last remaining troglodyte takes a scarf to the chest before swinging at a moving Faolan.

AoO@Faolan: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (3) + 1 = 4

Faolan and Bazsil both miss their targets and the lone troglodyte resumes his swings at the scarf wielding Bor.

Attack@Bor: 1d20 + 2 ⇒ (16) + 2 = 181d6 + 1 ⇒ (4) + 1 = 5

Trog Fodder:

DEFENSE
AC 16, touch 9, flat-footed 15 (–1 Dex, +6 natural, +1 Shield)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or
2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)
0/13 3/13

Pectoral:

DEFENSE
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 34 (4 HD; 2d6+2d8+18)
Fort +9, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee +1 spear +3 (1d8+1/×3), bite –3 (1d4)
Ranged heavy crossbow +2 (1d10/19–20)
Bloodline Spell-Like Abilities (CL 2nd; concentration +4)
5/day—elemental ray (1d6+1 acid)
Sorcerer Spells Known (CL 2nd; concentration +4)
1st (5/day)—cause fear (DC 13), grease (DC 13)
0 (at will)—arcane mark, detect magic, detect poison,
mending, ray of frost
Bloodline elemental (earth)
30/34

Krowe and Bor are up.

Shadow Lodge

Handiss stops moving, smashed beneath the stone fists. The caster sees death coming for her and attacks, attempting to spear the elemental with a ray of acid.

Ranged Touch@Elemental: 1d20 + 2 ⇒ (12) + 2 = 141d6 + 1 ⇒ (4) + 1 = 5

Turn 3 Tracker
Trog Fodder
Krowe
Bor
Pectoral
Bazsil
Faolan

Bazsil and Faolan.

Shadow Lodge

Turn 3 Tracker
Trog Fodder
Handiss
Krowe
Bor
Pectoral
Bazsil
Faolan

Faolan smashes the frogs into jelly and flicks the remains at the last troglodyte. Bazsil's slash hits, putting a minor cut into the troglodyte's flank. It responds by attempting to keep the group off Handiss, swinging his club at Bor.

Trog@Bor: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 211d6 + 1 ⇒ (5) + 1 = 6

Handiss has learned her lesson about standing up and swings at the elemental from the ground.

Handiss@Elemental: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 71d8 + 8 ⇒ (5) + 8 = 13

Fate is not smiling on poor Handiss today.

Handiss:

DEFENSE
AC 16, touch 7, flat-footed 16 (+3 armor, –1 Dex, +6 natural,
–2 rage)
hp 51 (4 HD; 2d8+2d12+24)
Fort +12, Ref –1, Will +5
Defensive Abilities uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 warhammer +10 (1d8+8/×3), bite +3 (1d4+2) or
bite +8 (1d4+2), 2 claws +8 (1d4+2)
Ranged javelin +2 (1d6+5)
Special Attacks rage (10 rounds/day), rage power (knockback)
14/51

Trog Fodder:

DEFENSE
AC 16, touch 9, flat-footed 15 (–1 Dex, +6 natural, +1 Shield)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or
2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)
0/13 8/13

Pectoral:

DEFENSE
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 34 (4 HD; 2d6+2d8+18)
Fort +9, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee +1 spear +3 (1d8+1/×3), bite –3 (1d4)
Ranged heavy crossbow +2 (1d10/19–20)
Bloodline Spell-Like Abilities (CL 2nd; concentration +4)
5/day—elemental ray (1d6+1 acid)
Sorcerer Spells Known (CL 2nd; concentration +4)
1st (5/day)—cause fear (DC 13), grease (DC 13)
0 (at will)—arcane mark, detect magic, detect poison,
mending, ray of frost
Bloodline elemental (earth)
34/34

Krowe and Bor, let's see if you can finish them.

Shadow Lodge

Creatures with immunity to poison are unaffected by the stench, but it is a 30 foot aura and so would affect Krowe.

Handriss is tripped and pounded upon. The sorcerer attempts to remove Faolan's shield.

Grease, DC 13 Ref to hold on.

Turn 2 Tracker
Cat Frogs
Trog Fodder
Handiss
Krowe
Bor
Pectoral
Bazsil
Faolan

Bazsil and Faolan are up.

Shadow Lodge

Turn 2 Tracker
Cat Frogs
Trog Fodder
Handiss
Krowe
Bor
Pectoral
Bazsil
Faolan

The troglodyte attacking Faolan goes down beneath his shield. The frogs and remaining troglodyte attack.

Frog@Faolan: 1d20 + 3 ⇒ (16) + 3 = 19
Frog@Bor: 1d20 + 3 ⇒ (12) + 3 = 15
If the frogs hit it is 1 damage and a DC 10 Fort Save.

Trog@Bor: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 141d6 + 1 ⇒ (4) + 1 = 5

The leader stands, provoking attacks from Bor and the elemental, before shouting in Draconic and smashing her warhammer into the elemental. A powerful new wave of musk washes over you as she does so, watering your eyes.

Draconic:

"I am Handiss and I will slay you intruders!"

Handiss@Elemental: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 8 ⇒ (6) + 8 = 14

Handiss emits a powerful wave of musk, eliciting a DC 17 Fortitude Save to avoid being sickened. This isn't an action but a story description of her aura. The text of the adventure states that the similarity of diet for the unnamed mooks means you don't have to save against their stench again, but the named troglodytes have a different diet and so require a new save.

Handiss:

DEFENSE
AC 16, touch 7, flat-footed 16 (+3 armor, –1 Dex, +6 natural,
–2 rage)
hp 51 (4 HD; 2d8+2d12+24)
Fort +12, Ref –1, Will +5
Defensive Abilities uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 warhammer +10 (1d8+8/×3), bite +3 (1d4+2) or
bite +8 (1d4+2), 2 claws +8 (1d4+2)
Ranged javelin +2 (1d6+5)
Special Attacks rage (10 rounds/day), rage power (knockback)
51/51

Trog Fodder:

DEFENSE
AC 16, touch 9, flat-footed 15 (–1 Dex, +6 natural, +1 Shield)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or
2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)
0/13 13/13

Cat Frogs:

DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will –1
OFFENSE
Speed 10 ft., swim 20 ft.
Melee bite +3 (1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
4/4 4/4

Pectoral:

DEFENSE
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 34 (4 HD; 2d6+2d8+18)
Fort +9, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee +1 spear +3 (1d8+1/×3), bite –3 (1d4)
Ranged heavy crossbow +2 (1d10/19–20)
Bloodline Spell-Like Abilities (CL 2nd; concentration +4)
5/day—elemental ray (1d6+1 acid)
Sorcerer Spells Known (CL 2nd; concentration +4)
1st (5/day)—cause fear (DC 13), grease (DC 13)
0 (at will)—arcane mark, detect magic, detect poison,
mending, ray of frost
Bloodline elemental (earth)
34/34

Krowe and Bor are up.

Shadow Lodge

Faolan, Bor, and the elemental are all in the front rank and get flanking. Faolan are you targeting the leader or the troglodyte and frog that attacked you?

Shadow Lodge

Turn 1 Tracker
Cat Frogs
Trog Fodder
Leader
Krowe
Bor
Pectoral
Bazsil
Faolan

Ref DC 15: 1d20 - 1 ⇒ (2) - 1 = 1

The leader falls under the suddenly unstable earth while the troglodyte on Faolan dodges the elemental. The troglodyte with the pectoral snarls at Krowe.

Draconic:

"I command the earth here, not you!"

With that she casts a spell at Krowe.

Cause Fear, Will DC 13 or be frightened. If you pass, you are shaken for one round.

Bazsil and Faolan are up.

Shadow Lodge

The air is damp and moist here, but it’s a fresh, cool mist. A rough crystal globe hangs from the ceiling, candles burning within it. The light from the globe refracts off the mist in the room and the crystal growths on the walls, filling the room with rainbows. A bubbling fountain in the center creates a jet of clear water that continually drains back into the ground.

You see two troglodytes holding clubs and shields setting up a defensive line. They are flanked on either side by checks notes cat-sized frogs and there are two female troglodytes behind them. One is wearing a ornamental pectoral and the other is wearing spiked hide armor.

The hide wearer hoists her javelin and barks a command to the warriors.

Draconic:

"Now!"

Initiative:

Bazsil: 1d20 + 3 ⇒ (6) + 3 = 9
Faolan: 1d20 + 2 ⇒ (1) + 2 = 3
Bor: 1d20 + 1 ⇒ (12) + 1 = 13
Krowe: 1d20 + 2 ⇒ (13) + 2 = 15
Cat Frogs: 1d20 + 1 ⇒ (17) + 1 = 18
Trog Fodder: 1d20 - 1 ⇒ (18) - 1 = 17
Pectoral: 1d20 ⇒ 12
Leader Chick: 1d20 - 1 ⇒ (17) - 1 = 16

The tunnel is short, Bor and Faolan will move into the room at the same time as Bazsil finishes his final move/put away. Assume Krowe is in the rear and the elemental is either gone or in the front with Bor and Faolan.

Surprise
Cat Frogs
Trog Fodder
Leader
Krowe
Bor
Pectoral
Bazsil
Faolan

The troglodytes and frogs hold the line.

Full Defense

The leader throws her javelin at Bor.

Leader@Bor: 1d20 + 2 ⇒ (1) + 2 = 31d6 + 5 ⇒ (5) + 5 = 10

She curses as the adrenaline causes the bolt to fly wide. The troglodyte with the pectoral casts a spell on Bor's shield.

She casts Grease on your shield, Ref Save DC 13 to hold on.

Turn 1 Tracker
Cat Frogs
Trog Fodder
Leader
Krowe
Bor
Pectoral
Bazsil
Faolan

The frogs and trogs move up and attack Faolan and Bor.

Frog@Bor: 1d20 + 3 ⇒ (1) + 3 = 4
Trog@Bor: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (6) + 1 = 7
Frog@Faolan: 1d20 + 3 ⇒ (14) + 3 = 17
Trog@Faolan: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 1 ⇒ (3) + 1 = 4

Seeing her troops mostly failing, the larger troglodyte leader moves up and swings her warhammer at Bor!

Leader@Bor: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 211d8 + 8 ⇒ (4) + 8 = 12

Leader:

DEFENSE
AC 16, touch 7, flat-footed 16 (+3 armor, –1 Dex, +6 natural,
–2 rage)
hp 51 (4 HD; 2d8+2d12+24)
Fort +12, Ref –1, Will +5
Defensive Abilities uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 warhammer +10 (1d8+8/×3), bite +3 (1d4+2) or
bite +8 (1d4+2), 2 claws +8 (1d4+2)
Ranged javelin +2 (1d6+5)
Special Attacks rage (10 rounds/day), rage power (knockback)
51/51

Trog Fodder:

DEFENSE
AC 16, touch 9, flat-footed 15 (–1 Dex, +6 natural, +1 Shield)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or
2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)
13/13 13/13

Cat Frogs:

DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will –1
OFFENSE
Speed 10 ft., swim 20 ft.
Melee bite +3 (1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
4/4 4/4

Pectoral:

DEFENSE
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 34 (4 HD; 2d6+2d8+18)
Fort +9, Ref +0, Will +4
OFFENSE
Speed 30 ft.
Melee +1 spear +3 (1d8+1/×3), bite –3 (1d4)
Ranged heavy crossbow +2 (1d10/19–20)
Bloodline Spell-Like Abilities (CL 2nd; concentration +4)
5/day—elemental ray (1d6+1 acid)
Sorcerer Spells Known (CL 2nd; concentration +4)
1st (5/day)—cause fear (DC 13), grease (DC 13)
0 (at will)—arcane mark, detect magic, detect poison,
mending, ray of frost
Bloodline elemental (earth)
34/34

Whew! Krowe and Bor are up.

Shadow Lodge

You quickly advance down the tunnel, the bodies of your recent foes cooling behind you in the crystal chamber. A sharp drop leads to a large chamber. Rough stone steps have been cut at the end of the tunnel, easing the downward passage. Faces loom from the walls, cut from the natural stone in the form of reptilian visages. Their mouths are open, filled with jagged teeth, and their oval eyes lack pupils, making them seem blind. The charred remains of a fire sit within a bowl in the center of the room.

There are 4 other entrances out of this room. The southern, eastern, and northern tunnels are silent. You hear strange croaking from the southeastern tunnel.

Shadow Lodge

The elemental smashes the final troglodyte, ending both his life and this combat. Taking shallow breaths as some of the stench dissipates, you hear no other immediate response to the combat.

Shadow Lodge

Turn 5 Tracker
Krowe
Bazsil
Faolan
Bor
Trogs

Troglodyte:

DEFENSE
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or
2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)
0/13 0/13 0/13 13/13 (dazed)

The group quickly cuts down two more troglodytes, leaving only the dazed one for Krowe and the elemental to deal with.

Shadow Lodge

The elemental crushes the lizard before it can cause further damage to Spasi.

Trog4 Will DC 13: 1d20 ⇒ 6

The speaker is dazed by Krowe's spell.

Bazsil and Faolan cut down one of the front troglodytes.

The remaining trog attempts to slice into Bor as he casts.

Trog2@Bor: 1d20 + 2 ⇒ (12) + 2 = 141d6 + 1 ⇒ (5) + 1 = 6

But misses with all of the trog and lizard blood in his eyes.

Trog3 Will DC 16: 1d20 ⇒ 20

The troglodyte in the rear manages to avoid the worst of the spell however, and focuses on his club work by attacking the elemental.

Draconic:

"Dave. Dave, snap out of it and help me!"

Trog2@Faolan: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 1 ⇒ (1) + 1 = 2
Trog2@Faolan: 1d20 - 3 ⇒ (17) - 3 = 141d4 ⇒ 2
Trog2@Faolan: 1d20 - 3 ⇒ (1) - 3 = -21d4 ⇒ 2

Trog3@Elemental: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (5) + 1 = 6

Sadly their skill does not match their will and they fail utterly.

Turn 5 Tracker
Krowe
Bazsil
Faolan
Bor
Trogs

Troglodyte:

DEFENSE
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or
2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)
0/13 13/13 13/13 13/13 (dazed)

Party is up. 2 troglodytes continue to fight while 1 is dazed this round.

Shadow Lodge

The lizard takes a slash and gets the crazy eyes as Bazsil and Bor pile on. The trogs react with fear as the elemental is summoned.

Draconic:

"He commands the stone!"

"We must eat his power, take that one alive!"

The troglodytes maintain their assault on Faolan, the lizard focuses on Bazsil and the back two troglodytes focus their clubs on the earth elemental.

Faolan attacks:

Trog1: 1d20 + 2 ⇒ (1) + 2 = 31d6 + 1 ⇒ (4) + 1 = 5
Trog1: 1d20 - 3 ⇒ (14) - 3 = 111d4 ⇒ 4
Trog1: 1d20 - 3 ⇒ (17) - 3 = 141d4 ⇒ 4
Trog2: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (5) + 1 = 6
Trog2: 1d20 - 3 ⇒ (9) - 3 = 61d4 ⇒ 1
Trog2: 1d20 - 3 ⇒ (18) - 3 = 151d4 ⇒ 1

Bazsil attacks:

Lizard: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 161d4 ⇒ 4

Earth Elemental attacks:

Trog3: 1d20 + 2 ⇒ (3) + 2 = 51d6 + 1 ⇒ (6) + 1 = 7
Trog4: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 1 ⇒ (2) + 1 = 3

Not looking good for team Stinky. Moving Bor to act with the rest of the party in my turn tracker.

Turn 4 Tracker
Krowe
Bazsil
Faolan
Bor
Trogs
Shocker Lizard

Troglodyte:

DEFENSE
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or
2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)
13/13 13/13 13/13 13/13

Shocker lizard:

DEFENSE
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +5, Will +2
Immune electricity
OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d4)
Special Attacks shock
9/19

Party is up.

Shadow Lodge

Turn 2 Tracker
Krowe
Bazsil
Faolan
Trog
Bor

The troglodytes and lizard attack when they see you begin casting. Two trogs and the lizard move to attack Faolan while two trogs throw javelins at Bazsil.

Draconic:

"For the Stone!"

"Protect the Eye!"

Trog1@Faolan: 1d20 + 2 ⇒ (2) + 2 = 41d6 + 1 ⇒ (4) + 1 = 5
Trog2@Faolan: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (1) + 1 = 2
Lizard@Faolan: 1d20 + 4 ⇒ (7) + 4 = 111d4 ⇒ 2

Trog3@Bazsil: 1d20 + 0 ⇒ (18) + 0 = 181d6 ⇒ 6
Trog4@Bazsil: 1d20 + 0 ⇒ (6) + 0 = 61d6 ⇒ 4

Trog2@Faolan Confirm?: 1d20 + 2 ⇒ (12) + 2 = 141d6 + 1 ⇒ (5) + 1 = 6

Turn 3 Tracker
Krowe
Bazsil
Faolan
Trogs
Shocker Lizard
Bor

One club and one javelin hit home, causing minor wounds.

Troglodyte:

DEFENSE
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or
2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)

13/13 13/13 13/13 13/13

Shocker lizard:

DEFENSE
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +5, Will +2
Immune electricity
OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d4)
Special Attacks shock

19/19

Krowe, Bazsil, Faolan are up.

Shadow Lodge

The newest creatures seem amused at your situation.

Draconic:

"We don't like Phaendar, and we don't like you. Our scouts found a group of humans in the woods and planned to bring some back here to honor our god. Give us this map and we will allow you to leave."

Shadow Lodge

The guard looks at you suspiciously.

Draconic:

"Come no closer humans."

Shortly several more flood into the cavern, 3 troglodytes and a large lizard. One of the newcomers steps forward.

Draconic:

"What's this about a deal?"

Turn 2 Tracker
Krowe
Bazsil
Faolan
Trog
Bor

Party is up, keeping turn tracker posted in case this goes sideways.

Shadow Lodge

You move ahead into the tunnel. A cylindrical mass of roots hangs from the exact center of this room. The roots have been braided together to form a cradle holding a giant violet crystal as big as a human head.
Sparkling veins of crystal line the walls.

Current Battle is updated, you are entering from the "south".

Standing near the crystal you see a repilian humanoid that you assume is a troglodyte. When you enter the room it shouts out and sets its shield.

Draconic:

"They're in the chamber of the Eye!"

Initiative:

Bazsil: 1d20 + 3 ⇒ (13) + 3 = 16
Faolan: 1d20 + 2 ⇒ (8) + 2 = 10
Bor: 1d20 + 1 ⇒ (1) + 1 = 2
Krowe: 1d20 + 2 ⇒ (19) + 2 = 21
Trog: 1d20 - 1 ⇒ (11) - 1 = 10

Turn 1 Tracker
Krowe
Bazsil
Faolan
Trog
Bor

Krowe, Bazsil, Faolan are up. Anyone approaching within 30' of the troglodyte (essentially entering this room) must make a DC 13 Fortitude Save or be sickened for 10 rounds. Note that it has taken defensive measures but you have not yet been attacked, the initiative is to keep track of actions so if you wish to use diplomacy that is still an option.

Shadow Lodge

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The area around the cave mouth does show signs of frequent use.

I should have specified but the cave mouth about 4 feet, it might fit a centaur who crouched but probably not a camel.

What tracks you do find show unshod feet with 4 long toes tipped by claws.

K. Local DC 11:

The tracks belong to troglodytes, a particularly odious breed of reptilian humanoid. In the Goblin tongue they are known as "spasis".

Spelling up you proceed.

Beyond the tangle of roots shading the cave entrance, a narrow tunnel slopes sharply down. The tips of tree roots protrude from the ceiling like stained teeth. Faint light from outside catches on a streak of cloudy teal crystal running along the length of one wall. Bulbous brown and purple fungal growths sprout from the ground, and an unpleasant, faintly sulfurous odor hangs in the air.

Perception:

Bor: 1d20 + 6 ⇒ (18) + 6 = 24
Bazsil: 1d20 + 6 ⇒ (11) + 6 = 17
Faolan: 1d20 + 7 ⇒ (8) + 7 = 15
Krowe: 1d20 + 1 ⇒ (12) + 1 = 13

The ceiling here is 4 feet high. As you move in you all see a man sized purple fungus growing against one wall. Unfortunately the minimal light source you are using means it also reacts to you, beginning a wailing shriek that fills the cavern and makes it hard to hear. The tunnel continues deeper and you are sure anything down there has been alerted.

Human, Half-elf, Human, Human. One Low light, Dancing Lights is 10 foot radius. Bazsil can see 20 feet. Bazsil may be near the front but as he is not normally in the lead and does not have Survival he probably wouldn't be able to identify the hazard before it triggers.

Shadow Lodge

You gather your supplies and your map, leaving instructions for the villagers as you prepare your journey. Making good time through the forest you encounter no hostile creatures, and soon after your midday meal come to the rocky region in which the cave is supposedly located. After a brief period of searching, combined with the map you obtained from the centaur, you see a cave entrance partially hidden by roots.

Shadow Lodge

Day 8
Scout NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%.

Zeke: 1d20 + 3 ⇒ (13) + 3 = 16
Lirosa: 1d20 + 3 ⇒ (10) + 3 = 13
Taidel: 1d20 + 3 ⇒ (16) + 3 = 19

Forage or Hunt Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

Halfling: 1d20 + 2 ⇒ (9) + 2 = 11
Aristocrat: 1d20 + 2 ⇒ (18) + 2 = 20

Chemist: 1d20 + 1 ⇒ (4) + 1 = 5
Commoner: 1d20 + 2 ⇒ (3) + 2 = 5
Commoner: 1d20 + 2 ⇒ (4) + 2 = 6
Commoner: 1d20 + 2 ⇒ (8) + 2 = 10
Commoner: 1d20 + 2 ⇒ (14) + 2 = 16
Commoner: 1d20 + 2 ⇒ (18) + 2 = 20
Commoner: 1d20 + 2 ⇒ (8) + 2 = 10

Herd Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check.
Taking 10 gives you 1 sheep/goats.

Stand Watch An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
Felix: 1d20 ⇒ 20
Harris: 1d20 ⇒ 1
Julia: 1d20 ⇒ 13
Clang: 1d20 ⇒ 16

In addition, the two sick commoners have recovered and can be used tomorrow.

Shadow Lodge

I've updated the camp sheet to account for one fewer person. Due to the way I setup the formulas I had to set your contribution to negative so the total would be right going forward. Once we hear from Bor and you've a chance to decide how you want them to act for the day I'll push.

Zeke looks at Faolan with sadness at the news the camp was overrun.

"Korus, the leader of Gristledown, was a friend of mine. You found no trace of him at all? No sign of what happened? He'd not have gone down without a fight."

Shadow Lodge

Krowe:

The man struggles against his bonds but doesn't answer further, the threat of death seems to have spurred him to escape.

You spend the rest of the day/night settling in and setting up patrols, watching for any threat of the Legion and any further sign of betrayal. Zeke quietly approaches Faolan.

"Say, this isn't the lumber camp. I know you didn't say anything before, but what really happened there? I didn't see any of the loggers return with you."

Shadow Lodge

The bartender stumbles from the back room, a haze of mead and stacks of cards following him. Bwuah?

Aubrin nods.

"It's a good plan. Not sure about this cave but if it is big enough to hold us that would be plenty hidden. Don't much care for leaving this spy alive, but that's your choice and I won't gainsay it in front of the others."

You make preparations for the move and tie Edran to a tree.

"I can teach you a few of the signs but there are dozens. Do you intend to stay here all day learning? And how do you know I'll teach you the right ones?"

I assume you will question him further, threaten etc., eventually he will teach you the signs for shelter and danger, but there are far too many and too complicated to know all.

You spend a half day packing the camp and herd, then moving carefully towards the shiny house.

I will allow a +2 bonus to build some temporary structures and shore up the roof of the shiny house. You should be able to build enough temporary storage and shelter for a day or two, but as you've noted the location is not secure and barely adequate to your needs.

You put the dried meat back in the shed, adding your stores to the structure to keep them dry. You've accumulated enough food to last several days without scavenging so do not feel the bite of the journey yet. Many of the villagers are happy to be moving to a new location. The swamp was hidden but hardly comfortable.

Bazsil keeps spirits high and Krowe keeps tracks hidden as you make your way there.

Krowe:

Sense Motive: 1d20 + 5 ⇒ (10) + 5 = 15

Edran replies in goblin.

"They're heading to some lumber camp, on the other side of the forest."

You spend the day traveling to the new house, hiding your trail, and then unpacking some basic structures and penning your animals in again. No foraging this day but you do have enough to build temporary shelter for everybody. Most of them are little more than tents and tarps spread over trees but they'll suffice for now.

Shadow Lodge

Finally recovered from spending a weekend with Painlord, getting a new post up shortly. It will probably feature a camel.

Shadow Lodge

Edran shrugs and looks sullenly at Krowe, seemingly unwilling to cooperate. A search of his pockets reveals several rations and a crude map of the camp and immediate area. Based on the notes you find on the map he was planning on stealing some supplies and fleeing camp soon.

***

The night passes fitfully, each of you lost in thoughts of betrayal, jumping at each noise in fear of a hobgoblin war party. Those patrolling the outside see nothing unusual but there is a tension in the air.

Edran remains roped in the morning, alive and angry but he keeps his silence as he has all night.

Shadow Lodge

Heading to PaizoCon tomorrow, posting will be sporadic and if y'all are there look me up, I'll be glued to the PACG tables.

Shadow Lodge

Bazsil:

You sense he is telling the truth.

Aubrin replies to Bazsil, "It makes sense to me, but I don't know why he's here."

Faolan:

Some of the citizens are backing up in fear but it is primarily those with children attempting to get them away from the violence.

Edran looks at Bazsil in contempt mixed with fear.

"I wasn't sent to spy on you, you podunk half-man. I was traveling to better places and got trapped here by the Legion attack."

Shadow Lodge

Sorry for the delay guys, I'm apparently no longer of an age where I can drive 600 miles to a metal concert then get 2 hours of sleep and function the next day.

Edran wets himself in terror as the demon dog turns to him.

"Alright, alright! Please don't hurt me."

He sobs, a broken man surrounded by murderers.

"I'm not working for the Legion, I'm not Taldan I'm a Molthuni spy. The Legion doesn't know you're here; those markers were to help me make my way out of this accursed hovel and back to Molthune."

The crowd goes from fear of the wolf and Krowe to anger and hatred for Edran. Jet speaks up.

"He can't say here, and neither can we. Let's kill him and pack up. I hope that logging camp is as safe as you say."

Bor & Faolan:

Zeke seems confused by this statement, and his brow is furrowed in apparent concern.

Shadow Lodge

Edran looks startled at Bazsil's accusation, then quickly jumps up from his seat and bolts towards the exit, attempting to dodge Faolan.

1d20 + 1 ⇒ (16) + 1 = 17

He almost manages to escape but a swift application of shield-to-face prevents his flight. He begins to sob as the group closes on him.

"W..w..wh...what are you t.t.t.t.tttalking about?"

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