| Camlo Zenovia |
I hid on the wrong side of the rock huh?
Camlo hurls an orb from his necklace of fireballs in the general direction of the Yrthak.
Range is 70ft, and I only need to get it within 20ft of the beastie but in case you need a roll:
atk: 1d20 + 13 ⇒ (11) + 13 = 24
DC 14 reflex save for half damage
DMG: 3d6 ⇒ (1, 3, 2) = 6
| Sefayll Valerian |
Satisfied that the bard's spell has nullified the creature for the moment, Sefayll looks for salvage from the horses' gear.
"We will be hard-pressed to fight the creature as long as it is airborne. I think we should grab anything useful and keep moving while the spell has it blinded. Maybe it will fly into a cliff and save us the trouble."
| Aubrey the Demented/Malformed |
That won't work - the web must be attached to "two or more solid and diametrically opposed points" and while that's actually a bit unclear, I take it to mean it must be anchored between two walls, or between the ground and the ceiling of a room, or some other firm anchor points - the flapping wings of a moving yrthak don't count. Vethran would know that, so you may consider an alternative action.
| Aubrey the Demented/Malformed |
And I probably didn't read the spell description properly then, or they changed it in PF. EDIT: In fact, I dug out the 3e PHB and read the description. It actually clarifies the "solid and diametrically opposed points" by adding "floor and ceiling, opposite walls, etc." so it shouldn't have worked in the Eberron game either (cool though it was). Sadly, I read spell descriptions now from time to time.
| Alwyn Agnarrson |
Fair enough. In that case, we can't do much, really - we're pathetic ranged combatants, and while we have some language-dependent spells that could affect it, it is inside a silent bubble... I'd suggest we leg it; hopefully the yrthak decides against coming after us again.
| Sefayll Valerian |
Survival aid: 1d20 + 1 ⇒ (10) + 1 = 11
"Moving away was precisely my idea. It appears there is little left of use on the beasts of burden."
| Aubrey the Demented/Malformed |
They can stand silently in the background for now. I'll come up with a heart-wrenching farewell at the appropriate moment.
Alwyn and the others trudge across town. It has been a long day and the sun is already sinking down towards the western ocean. The damage is not as bad as it could be, due to the actions of the heroes. Cart horses drag down the street huge slate-grey corpses and the carcasses of massive bears for disposal out of town. The north gate is badly damaged and a few of the buildings in the main part of town have been ripped open and looted. But the people of Sandpoint are rugged and used to adversity, and already they are bouncing back and returning to business as usual. The main damage is across the river, where a number of mansions for town worthies stand. These have been smashed apart and their occupants stolen away with their gold and finery.
The group find Sherriff Hemlock with Mayor Deverin and the town council. A notable absentee is Alderman Scarnetti, kidnapped from his house across the river by the giants.
Mayor Deverin looks tired. She gets straight to business. "Do you know what caused this attack? There are normally no giants in the area, let alone enough to organise something like this."
| Hudak |
"They were camped over there in the hills. I'm not the best judge of why giants do what they do. I excel at ending their thread on this existence though.
We couldn't effectively assail their redoubt though. I think they're headed back the way they came. Maybe Shelelu would know more?"
Shelelu....that's that elven ranger, right?
| Aubrey the Demented/Malformed |
"The giants typically hail from the mountains above the Storval Plateau. Other tribes of your Shoanti kin are well acquainted with the giant-kind. Isn't that right, Sheriff Hemlock?"
Hemlock nods grimly. (Although he does pretty much everything grimly. He's not the laugh-a-minute sort of Shoanti that Hudak is.
| Sefayll Valerian |
Sourly, the former signifier adds, "We were ill-prepared to make a foray against such a formidable foe after such a battle within the town. Different circumstances could have provided a very different result."
She looks at the Varisian cousins, "Didn't one of you say something about the giants 'finding what they were looking for?' Did they say what it was? Or why they grabbed... I'm sorry, what was the man's name again? From the mansion across the river?"
| Alwyn Agnarrson |
"This attack seems to be part of a complex and far-reaching plot. While the giant commanding this assault is called Teraktinus, he serves someone named Mokmurian. That is a name we ran across in the wilds off Turtleback Ferry - apparently he was behind a seris of ogre attack there. Mokmurian dwells in a place called Jorgenfist, wherever that is."
"The giants were calling for greedy souls. Alderman Scarnetti certainly fits that description." Alwyn pokes a nearby giant-sized bloodstain. "I noticed that several of the giants had Sihedron tattoos; that is an age-old symbol of greed. Interestingly, we also found the Sihedron rune on the undead maniac Aldern Foxglove, and on the shapechanging death cultists we unmasked in Magnimar. As I said, this plot is big."
"Finally, Teraktinus made off with a 'stone'. This annoys the hell out of me; he must have been the one with the horn that we almost caught by the brewery. What this stone is, we have no idea; however, it must be significant, as it is what they came here for. So would suggest that that is where we start. He took it from somewhere inside the city. Can we identify it? Secondly, we need to figure out what Jorgenfist is, and where it is located. There we will find Momurian, Teraktinus, the stone - and the remains of Alderman Scarnetti."
| Sefayll Valerian |
"If I can avail myself of your library - if it survived the invasion - I can see if I can determine where or what Jorgenfist is. Of course, one of your locals might know, too. Are there any you can suggest I visit?"
| Alwyn Agnarrson |
"Vethran knws teleportation magicks. Thus, we could conceivably leapfrog the giants returning to their base and try to save their captives again. He could also get us to Magnimar quickly if we need to consult a library there."
"We probably should not dawdle too much, though. A raid like this is only undertaken when preparations are almost complete. Risking discovery this way indicates that Mokmurian is no longer worried about the little people finding out about his plan."
| Aubrey the Demented/Malformed |
"Teleportation to an unknown place can be risky," replies Vethran. "If we get more information about Jorgenfist, I or Sefayll can perhaps scry the area and have a safer journey. Safer, but not necessarily safe."
"But there is also the risk that the giants may return," adds Illes. "Sandpoint is our home. Vethran and I will remain to add to the defence of the town, and the rest of you can travel to Jorgenfist and deal with this Mokmurian person."
Mayor Deverin nods. "We don't have much in the way of historical texts, but what we do have you are welcome to peruse."
| Sefayll Valerian |
"I can also teleport some of us. I don't have the capacity that Master Vethran has, I'm sure, but it is still an option. If Vethran and Illes remain here, I won't need to transport as many. It might be enough."
Knowledge (Geography): 1d20 + 12 ⇒ (4) + 12 = 16
Knowledge (Nature): 1d20 + 11 ⇒ (8) + 11 = 19
Knowledge (Religion): 1d20 + 12 ⇒ (7) + 12 = 19
Less than awe-inspiring, those rolls. I will have to do some research into the spell options.
| Camlo Zenovia |
Camlo noodles around while the others do research, but he quickly gets board and wanders off to see if he can find someone who may be able to help.
Gather Information: 1d20 + 2 ⇒ (7) + 2 = 9
Time: 1d4 ⇒ 3
Anyone around who knows anything about Giants, or possibly the Sihedran stuff?
| Alwyn Agnarrson |
"Excellent. I have a little spiritualist trick I'd like to try." Alwyn gathers up the others. "Let's have a seance, folks. Bring your weapons; there might be carrion eaters around."
After a quick read-through, it oooks like seven giants entered town, and we killed six of them. So 'll memorise six Speak weith dead spells. I get five questions for each. They get Will saves and might lie, so I think we should ask each of the first three:
* "Who is Mokmurian?"
* "What makes him fit to lead you?"
* "Who are his allies?"
* "How big is his army?"
* "Where is Jorgenfist?"
After that, we can ask about things like:
* "How do we get to Jorgenfist?"
* "Who guards the way there?"
* "What is Mokmurian's plan?"
and other questions like that. It would depend on the answers we get from the first three dead guys.