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denat: 1d20 + 6 ⇒ (3) + 6 = 9
forsten: 1d20 + 10 ⇒ (9) + 10 = 19
ronald: 1d20 + 4 ⇒ (10) + 4 = 14
simon: 1d20 + 4 ⇒ (7) + 4 = 11
molly: 1d20 + 9 ⇒ (17) + 9 = 26
grey: 1d20 + 2 ⇒ (7) + 2 = 9
Anglon: 1d20 + 5 ⇒ (3) + 5 = 8
The Blighted Hollow
target: 1d8 ⇒ 2charge attack, limbs, flat footed, lunge, power attack: 1d20 + 10 + 2 - 2 ⇒ (9) + 10 + 2 - 2 = 19damage if hits: 2d6 + 8 + 4 ⇒ (2, 4) + 8 + 4 = 18
init: 1d20 + 0 ⇒ (9) + 0 = 9
The Runelords are heading south, having travelled for two hours, when they come to a blighted hollow.
The sweet stench of decay hangs thick in this woodland clearing. Knotted branches of sickly leaves line the perimeter, creating a thick canopy that blocks most of the sunlight and cloaks the hollow in shadow. Withered vegetation struggles to grow in ragged clumps among the multitude of bones strewn across the forest floor.
The runelords stop for a moment to look, and the evil they were warned of strikes! One of the trees around the perimeters suddenly bursts into movement, only Molly's avian perception catching the precursors to movement.
Bursting from about halfway around the clearing one of its scythelike branches stretches out, the tip just catching Foresten.
[ooc]Not sure we need a map for this as I suspect this will be a very fast encounter - one way or another ;)
She considers Simon
"Humans think us Fey mysterious. Capricious. Understand if you have trouble understanding the Fey we have just as much understanding you. You have asked questions. You have implied. But you have not offered me a deal, nor made a promise. I do not deal with humans. I deal with Fey."
"This I give you as a gift; listen to the words of the Fey. We do what we say we will do, but there is an art in making sure that what we say is not what is what is implied."
"Falchos thought it laired to the south. But be careful; the castle of the Dancing Lady is also to the south."
"A Tree. The ground in this forest strengthens the trees. Most simply grow tall, but this one somehow awakened. It somehow ate one of my sisters, and after that it could move. Now it stalks the forest consuming the magic and lives of all it finds - and especially Dryads. I am the last Dryad for many, many miles. It has been hunting me for months."
She bursts into tears again
"He led it away when it came here. He hasn't returned... he's dead..."
She laughs bitterly.
"Is not 'civilization' the enemy of nature? All you people seem to do is enslave, destroy and kill."
She pauses on that last word, seeming to linger on it.
"One by one my sisters are dead. My lover sacrifices himself to lead the murderer away, but It will return and I will die."
"It may be a betrayal... I don't care. I will aid you if you can save him. Eldest know I could not convince him to save himself. Save my lover and I will be your ally."
There is, in turn, a look of distaste on her face. A look of shame. A look of desperate hope. A look of pleading.
Once the basics of the infrastructure are established in Tatzylford the Runelords continue investigating the map.
Grove of Tiressia
perception dc 10:
A beautiful woman kneels by the water's edge weeping softly
further perception dc 16:
That's not a woman - it's some sort of fey!
both perceptions above and knowledge:nature dc 16:
A dryad! She is a dryad! A tree-based nature fey
made knowledge:nature by 10 (dc26):
Fine; go read the entry on Dryads... man, this game has a lot of knowledge monkeys :P
knowledge:nature dc 10:
Even for the giant trees in this area this oak looks... special. Twenty feet across and eighty feet wide it looks more like some wooden tower than a tree.
As in 80% off. 50% if you don't use all your magic tricks to cut costs down as you have done up to now!
Additional money (the 20% you pay) in this case does count as from the kingdom, but yoi won't see any benefits until/if you link it in. Till then it is a para-independent kingdom.
To do so you will need to explore, then claim, hexes between your kingdom and here.
That said, before UC there were rules for rushing land claim to connect to a village; I'll have a look and see if I can find something similar. As I recall it was something like +1d4 unrest/hex and a stability check or something.
Also, if people want to decide if they want to explore the hexes around here now is a good time to do it.
This was an encounter as per the book... and at your level... well... sorry if people feel let down that it was so easy. There are harder ones. I thought this was worth doing for the impression on your citizens.
Ronald blinks out of sight.
who?: 1d6 ⇒ 2
knowledge arcana dc12:
Tatzylwyrms! A boogie-man of the local humans. Whenever someone goes missing the humans blame it on the Tatzylwyrm. Some sort of Dragon.
knowledge arcana dc17:
as above plus
A very, very weak dragon. Stealthy, good climber, mildly poisonous, no real magic. One of the less intelligent dragons, although reputed to speak draconic.
knowledge arcana dc27:
Really? Just read the entry then. Did you write a book on these things?
The Rezbin Farm
The villagers are exhausted; 8 hours of walking through forest, after 4 previous days of such slogging, had left them barely able to walk.
The Runelords and their servants had borne up better than the villagers.
The Grey Horror still tirelessly bore the supplies strapped to it.
All that remained now was to cross the skunk river and make their way to where the map said the old farmhouse had been.
Perception rolls from everyone please. Any precautions taken while travelling that would still be in effect after 8 hours please shout out.
Holgrins states "Well, were they members of your society? They didn't live here or report to you. They were bandits. They could have traded but they stole..."
At this point Dazak (who has a poor grasp of common) bursts in "Our land first!"
Holgrins then rejoins
"It was human lands once. They were killed and you lot moved in. Probably killed them!"
By now the audience start to interject and meaningful dialogue goes out the window.
sounds like discussion thread has an answer if someone wants to state it for 'the record'.
It wasn't... but now you suggest it...
These are heavily laden ox drawn wagons bush-bashing through the towering forests and improv fording over streams.
Incidentally, there is a sort of ford at Harsks's fall for the main river. That's what Harsk was making for.
Okay, check the new map in the campaign tab up top and tell me what you think.
Okay; are we discussing the law?
Seems to be a case of non-donors paying an extra tax, or perhaps more diplomatically as donors paying less tax?
I take it that you're happy to have Loy and co join up?
Any more questions you want to ask him?
At the moment it sounds like the edict might get away from the unrest problem.
IS this a law?
Basically the existence of the undead will freak people - especially new citizens - out. On the other hand the ability to have necromancers come live here (or be trained) and control undead makes for a tireless (if dumb) labor and military force that never rebels.
What do people think? Does it sound reasonable?
Reve takes the body into the river, standing ankle deep in the water as he drops it in.
The...whatever that undead thing was rises out of the water. Impossibly out of the water - lurching up out of the water as if it were six feet deep, Stag Lord's body dragged along with him.
Nodding at Reve he turns, and trudges back into the lake, sinking as he goes. Within seconds he and the Stag Lord's body have vanished under the water.
Something bumps against Reve's ankle. Something long - and sharp. Looking down he sees a Ranseur swirled against him by the current.
Assuming the minions are talking about what to do, and Panhorn leaves the amulet anyway - seems an impasse.
The amulet is gone the next morning - and from that moment on Panhorn is exempt from the curse. No pranks are played on him, and his luck seems to turn to the good.
This leaves the question of what now?
Clarification: this isn't a resource hex. You could loot the place for about 4 BP of potion ingredients. If you're brilliant you might be able to find a way to build a city here without wrecking 'the (ph)arm' in which case you'd get a free alchemist's shop. If you could convince him to pay taxes he might earn you a bit.
Bokken the Alchemist seems to dance forward and back a little. Finally he dances forward and snatches at the baskets, then dashes back to his cottage.
"I don't want neighbours, y' understan'. No disrespect. Don' like people. Moved out 'ere to be away from people. Brother's fault. Do my tradin' wit' Oleg till those new people come and pissed off the Bandits."
"E'ryone trades wi' Bokken. I trade wi' em 'all. Merchants, hunters, farmers, bandits, kobolds, trolls, all of 'em. Trade wi' you, but keep away from me land."
"Won' pay taxes. My land." he warns.