| GM Pathmaker |
From your vantage, there appears to be nothing that's is threatening or outstanding about the interior. No one is visible, no signs of foul play.
-Posted with Wayfinder
| GM Pathmaker |
| GM Pathmaker |
"Nothing out there but woods, and farms, all with different owners." Tivareau and the guards say the same thing.
-Posted with Wayfinder
Sammakko Treeskipper
|
"Maybe we should go explore where the closest X is on the map. Perhaps we will find something that explains what exactly we are looking for." Sammakko will continue to explore the rest of the house for any sort of clue.
| GM Pathmaker |
A PC who succeeds realizes that the cryptic note is a transcript of a conversation that Elm had with the speak with plants spell and notices that the number of X’s on the map matches the number of times that the word “whisperwort” is underlined in the note.
DC 14 Knowledge (nature) check knows that whisperwort is a colloquial term for a species of red peat moss
Gribbl
|
spellcraft dc 14: 1d20 + 5 ⇒ (3) + 5 = 8
"It's all very interesting but what does it all mean? and what is a Whisperwort? If that's a reference to toads, it's not very funny."
| GM Pathmaker |
Awful rolls, hilarious. Careful revealing qualifying rolls on these next spoilers.
Inspecting the map and succeeding at either a DC 10 Knowledge (geography) check or a DC 16 Wisdom check lets a PC observe that the X’s surround the town but don’t form a discernible pattern
the party trace a curving line through the X’s to form pattern that spirals into one of the farms east of the village center.
the party trace a curving line through the X’s to form pattern that spirals into one one of the farms east of the village center.
Q'lack
|
Q'Lack has a think about the room.
INT: 1d20 ⇒ 1
WIS: 1d20 + 3 ⇒ (10) + 3 = 13
geog (max 10): 1d20 ⇒ 17
"I see no <croak> pattern, other than they are all around the village." notes Q'Lack. "We should seek one out."
Guk
|
Wis: 1d20 + 4 ⇒ (1) + 4 = 5
Wis: 1d20 + 4 ⇒ (10) + 4 = 14
Kn (geography), untrained: 1d20 + 1 ⇒ (13) + 1 = 14
Wis: 1d20 + 4 ⇒ (13) + 4 = 17
"Wait, I've got an idea! ... Err, nevermind. *Ribbit* Got nothing." sighs the grippli.
Gribbl
|
wis check first spoiler: 1d20 + 4 ⇒ (16) + 4 = 20
wis check third spoiler: 1d20 + 4 ⇒ (20) + 4 = 24
"The Xs surround the town, and LOOK! When you trace a line around the marks, they form a spiral that ends in the center here... where this farm is... maybe we should go there first! Maybe check out the location of one of the Xs on the way, of course.. see what's there. We could ask whose farm this is before we go of course."
| GM Pathmaker |
Tivareau seems skeptical about Gribble's drawn pattern but answers, "Well, half of the village lives close to the main road where this line ends! And what does a spiral mean anyways? These X's are probably where he got worts from whatever he does quietly with plants. This map looks quite imprecise to get any decent location anyways. We should take precaution but we must return to the village with Elm's body. You can come with us or you can go see what's out there."
The sun is setting. Return to village OR Give a first and second destination on the map if you choose to not go with Tivareau.
Guk
|
"I agree. *Ribbit* You're right, someone needs to protect the villagers in case something bad happens again, but we have to find out the source of this trouble, understand this *Ribbit* pattern." argues Guk.
| GM Pathmaker |
After Tivareau leaves, you quickly check Elm's other rooms and find a Feather Token (tree) and a masterwork sickle. You then skirt the town, first heading for the closest X to the center of the spiral. Upon arriving, the general area appears to in the middle of an overgrown field with no outstanding features. Darkness sets in.
Geography DC12 to find the right spot
Gribbl
|
Gribbl looks around the area and shrugs cluelessly. "I don't see anything special here." (lacks the requisite skills to get over a required 10 on the knowledge check)
| GM Pathmaker |
You reach the center of the spiral pattern which ends in a group of small farms and houses. Scouting the area, you spot Dupin about to enter a home, he sees you approaching, ”Friends! What are you doing in these part? Are you leaving us already, heading east? I was about to do evening prayers, you are welcomed to join me in my home for some blessings before your trip.”
Guk
|
Guk hops towards Dupin. "We'd be more than happy to, *Ribbit* though we're a bit concerned by the fact that your house is at the center of a pattern Elm had figured out." He shows the priest the map they've found. "See? *Ribbit* That's strange!"
Guk studies Dupin's reaction as he's confronted to the evidence found.
Sense Motive: 1d20 + 11 ⇒ (6) + 11 = 17
| GM Pathmaker |
I had forgotten that Dupin should actually be distraught over Elm's death. His greetings just now was far to cheery. So redacting...
You reach the center of the spiral pattern which ends in a group of small farms and houses. Scouting the area, you spot Dupin about to enter a home, he sees you approaching, ”Friends. The captain told me of your findings at Elm's house. Have you discovered anything else? I was about to do evening prayers for the poor man, you are welcomed to join me in my home for some blessings before your trip.” He appears very sincere with no hint of guise then tells you that he knew Elm very well. As leaders of the village, they saw each other frequently as peers and friends.
Once inside his home, Dupin gravely listens to your story about Elm's notes and the suspicion of the spiral pattern leading here. He was about to pour some tea when the all the candles in the house blow out...
Something is scratching at the door then bumping at the closed shutters. The thumping begins to get louder and more violent! Boom! Boom!! BOOM!!! The front door splinters into pieces and large fireballs fly into the room! They appear to be flying festival gourds with twisted faces and flames licking out. They head straight for Dupin, shouting "REVENGE!"
Gourds: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5
Gribbl : 1d20 + 6 ⇒ (8) + 6 = 14
Guk: 1d20 + 6 ⇒ (1) + 6 = 7
Qlack : 1d20 + 4 ⇒ (10) + 4 = 14
Sam: 1d20 + 4 ⇒ (10) + 4 = 14
Round 1:
Gribbl, Qlack, Sam, Guk up!
Gourds
Q'lack
|
Q'lack steps back in horror, draws his bow and tries to put an arrow between the eyes of one of the horrible gourds!
"What are <croak> these?
"
attack, PBS: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
damage, PBS: 1d6 + 1 ⇒ (5) + 1 = 6
Guk
|
"Mr.Dupin *Ribbit* What is this sorcery?"
Not sure what he's up against, Guk decides to stay put and draw his morningstar.
Ready action: will attack in melee whatever gourd comes in reach.
Cold Iron Morningstar: 1d20 + 1 ⇒ (16) + 1 = 171d6 ⇒ 1
Gribbl
|
Gribbl sends a glob of acid at one of the gourds.
ranged touch to hit: 1d20 + 3 ⇒ (18) + 3 = 21
dmg if hits: 1d3 ⇒ 2
Gribbl
|
gourd 1... it's the only one he can reach with his range right now.
Guk
|
Will DC 13: 1d20 + 6 ⇒ (6) + 6 = 12
Duration: 2d6 ⇒ (1, 1) = 2
Guk suddenly starts to breathe hard, and his globular eyes grow restless, glancing behind him as if he expected a creature to ambush him at the corner of his eyes.
Is it our turn?
Sammakko Treeskipper
|
Sammakko steps up to the rolling gourd and unleashes a pair of kicks with his webbed feet.
Unarmed: 1d20 + 6 ⇒ (1) + 6 = 7Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Flurry: 1d20 + 6 ⇒ (10) + 6 = 16Dmg: 1d4 + 1 ⇒ (2) + 1 = 3
Will: 1d20 + 3 ⇒ (12) + 3 = 15
-Posted with Wayfinder
| GM Pathmaker |
The glow of the gourd's faces makes them easy to locate. Qlack puts a masterful shot through an eye hole of the rolling gourd, Sam lands a kick to it's side. Gribble melts half the southern flying gourd with his acid, which answers back with a flaming belch. The rolling gourd opens it's maw and expels a cone of fire catching Qlack and Guk! Sam hops right, dodging the flames. The doorway is on fire!
breath weapon damage, Reflex DC 12 half: 1d10 ⇒ 5
RT belch, fire damage to Gribbl: 1d20 + 4 ⇒ (3) + 4 = 7 >>1d6 ⇒ 5 miss
Round 2:
Gribbl, Qlack, Sam, Guk up!
Gourds
Q'lack
|
reflex: 1d20 + 6 ⇒ (14) + 6 = 20
"Ouch <CROAK>" moans Q'Lack as he hops to get a safer spot.
That doesn't stop him dropping another arrows into the first of the flying gourds.
attack, PBS: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
damage: 1d6 + 1 ⇒ (4) + 1 = 5
| GM Pathmaker |
Qlack nails the gourd to the floor with his arrow, it gurgles as the inner flames die down.
-Posted with Wayfinder
Guk
|
Ref, shaken: 1d20 + 0 - 2 ⇒ (15) + 0 - 2 = 13
Guk hops aside in time before he's completely engulfed in flame, and attempts to smack the gourd with his bludgeon. His attempt is a clumsy one, however, and he only meets thin air.
Cold Iron Morningstar, shaken: 1d20 + 1 - 2 ⇒ (5) + 1 - 2 = 41d6 ⇒ 5
| GM Pathmaker |
Meanwhile, Dupin grabs a rug and begins to beat out flames on the nearest door. The two remaining gourds sees him and turns towards.
-Posted with Wayfinder
Sammakko Treeskipper
|
Sammakko tries to land another set of kicks on the rolling gourd.
Unarmed strike: 1d20 + 6 ⇒ (16) + 6 = 221d4 + 1 ⇒ (4) + 1 = 5
Flurry: 1d20 + 6 ⇒ (1) + 6 = 71d4 + 1 ⇒ (4) + 1 = 5
| GM Pathmaker |
Guk's morningstar takes out a porcelain set on the dinner table. Dupin looks back, "Nanna's tea set!" Sam's second combo smashes in the rolling gourd's top, it stops moving and talking. The last remaining gourd flies in, rounding the door and spits fire at Dupin, setting his arm on fire.
RT: 1d20 + 4 ⇒ (8) + 4 = 12 >>1d6 ⇒ 1
Round 3:
Gribbl, Qlack, Sam, Guk up!
Gourds