Malthir Al Dagon |
Malthir Al Dagon wrote:I suggest that we from now on bring a spare horse or two with us when we go out on our exploration. Right now, we only have our own mounts, right? The pack horse should be loaded with assorted camping gear and other useful items, such as an axe, a shovel, a saw, extra rope, blankets, cooking gear, tent, healing kits, and spare clothes.
Reminds me, let's pick up a couple of healers kits in the morning so we can treat deadly wounds the next time we are injured. I am at 13. 9 by morning from natural healing.
Let's add some alchemists fire to that order as well to combat the trolls. We need to ask Bokken to make extra as well, maybe a dozen additional potions.
I can see both sides to a trial, but we will not hide this from our people. Whatever the consequences they will always know that we will not lie to them even if we can not tell them all. Tomorrow I would like to visit each of the families that lost a loved one and let them know what happened and that it should be over. We should also put word out that the creature has been captured to ease the tension in the street. Once we have our affairs back in order we can set back out, probably the day after tomorrow I would suggest.
For tomorrow we would like to question the man to see if he has any idea of how he contracted Lycanthropy and where. We can then determine if we need to pursue this any further or just research a cure for him. We can then pick up all of our supplies later tomorrow.
Kalev Lehola |
I don't know what we should do about our prisoner. If, as you say, he was under a curse, I'd like for him to be saved, but on the other hand, what does our people want? We can't just consider one man, a foreigner no less, above our citizens without at least discussing the possible repercussions.
On top of the gear-laden horses, Kalev suggests a hunting/signal horn for each member of the Guardians, so we can alert each other to danger.
Ilya Shukhov |
I don't know what we should do about our prisoner. If, as you say, he was under a curse, I'd like for him to be saved, but on the other hand, what does our people want? We can't just consider one man, a foreigner no less, above our citizens without at least discussing the possible repercussions.
On top of the gear-laden horses, Kalev suggests a hunting/signal horn for each member of the Guardians, so we can alert each other to danger.
Ilya already has one ;)
signal whistle (8sp, --lb)
Malthir Al Dagon |
I think we are ready to move to tomorrow.
We want to question the man about how he might have contracted this
Visit with the families of the victums
Identify any remaining magic items that are unknown, including the gear for the werewolf
Sell any items
Purchase any new items, most of it mundane equipment
Meet with the council to determine the general feeling towards crimes due to compulsions or situations such as Lycanthropy
Have I missed anything? Busy day...
DM Alexander Kilcoyne |
No, I think that is about all we have. Ilya is very happy that he purchased that wand. The spell Admonishing Ray is almost overpowered, since it gives 4d6 damage with a level 2 spell. The fact that it is nonlethal doesn't really matter when you can coup de grace an unconscious opponent.
Its just Scorching Ray with non-lethal damage. I was tempted to say its not force because thats the one thing it really has over Scorching Ray but i'll leave it as it is. Sorry I have an absolutely horrid few weeks of assignments as I mentioned, i'll update when I can. The list of what you want to do is extremely helpful, often I have to act on things inferred in speech.
DM Alexander Kilcoyne |
Ok, you retire for the night and you do most of this tomorrow. Your finished with it all on the 3rd. I've taken the liberty of assuming a few Identify spells and take 10's on Ilya's checks.
Kundal remembers fighting off a wolf a little over a month ago, far to the south. He was bitten, but he thought nothing of it. Over the last few days, hes been having dreams of blood and violence and has been waking up in the woods, but was unsure what to make of it. Kundal is horrified to learn he has slain innocents.
The families of the victims appreciate the personal touch of the rulers themselves coming to visit them, and the act has been noted with approval by your people.
The two-bladed sword is +1 on one end, and +1 Vicious on the other. It is beautifully balanced, and a weapon worthy of a great warrior. Kundal's gear is mundane except for +1 Hide Armour and a +1 Greataxe. Kundal begs you to take his gear as compensation, and begs you to find a cure for his Lycanthropy.
You can sell anything valued up to your Base Value in Swordhaven. Anything higher will have to be sold through the markets via an economy check at the end of the month(except you'll get GP for it instead of BP). The sale will count as that district's magical item selling for the month too.
Mundane equipment is bought, remember to deduct the GP.
Oleg and Svetlana feel the man should be hung for his crimes. The rest of the council are a little more sympathetic. Akiros and Kressle both react with incredible ferocity- pointing out that they themselves were given the chance to seek redemption, and their misdeeds were done under no compulsion or curse, unlike Kundal's. Akiros goes as far as to return the sword to Casimir, fall to one knee and tell Casimir to strike him down with the sword if they are to sentence Kundal for his crimes. Sootscales does not believe the people will hold it against the man if it is explained to the people that he and the others were all victims of a terrible curse. Kesten suggests publicly flogging and exiling Kundal from Kardas should be enough to appease the people.
Ilya Shukhov |
Ilya Shukhov wrote:Its just Scorching Ray with non-lethal damage. I was tempted to say its not force because thats the one thing it really has over Scorching Ray but i'll leave it as it is. Sorry I have an absolutely horrid few weeks of assignments as I mentioned, i'll update when I can. The list of what you want to do is extremely helpful, often I have to act on things inferred in speech.No, I think that is about all we have. Ilya is very happy that he purchased that wand. The spell Admonishing Ray is almost overpowered, since it gives 4d6 damage with a level 2 spell. The fact that it is nonlethal doesn't really matter when you can coup de grace an unconscious opponent.
The SRD lists it the spell as having the force subtype. Am I mistaken? I picked it since it is a force spell and SO many creatures have fire resistance.
DM Alexander Kilcoyne |
It definitely has force- what I meant was that I was tempted to nerf it down to not being a force effect because I believe it makes the spell significantly better than the measuring stick of Scorching Ray. But I had these thoughts when I looked over the spell to approve it and decided its fine as is :). I wouldn't nerf it AFTER you spent gold on the wand thats just mean :).
Malthir Al Dagon |
We have 3 potions of cure moderate, 3 potions of cure serious wounds to distribute among the party. I say that Kalev, Ilya, and Casimir each take one while Malthir and Fenna take a potion of cure moderate. That leaves one potion of cure moderate in reserve. Feel free to claim it as a reserve item. I am posting the updated treasure list. Our kingdom sale value is 5900gp so we can sell everything in town as it, the most expensive item we got was the sword at 5350 for the sale value. Each person gets 1833.75gp. If no one minds I would like to claim the Cloak of resistance? Although I will defer to someone else since I have some of the best saves in the party. Posting the treasure list up now. Remember just deduct the sale value from your share if you want something, if you are short take it out of your own gold to make up the difference.
Fenna Thistleswade |
Leaving one potion in reserve does allow us to replace one that's used in combat, in case we don't get chance to replenish our stock beofre needing another.
I'd like to take a whip feather token, or both if nobody else wants one.
So, now we've heard the opinion of the council, what are we to do about Kundal?
Malthir Al Dagon |
Leaving one potion in reserve does allow us to replace one that's used in combat, in case we don't get chance to replenish our stock beofre needing another.
I'd like to take a whip feather token, or both if nobody else wants one.
So, now we've heard the opinion of the council, what are we to do about Kundal?
Malthir recommends keeping him in the castle while we try to find a cure for his condition. If we don't find one by next month, we will need to determine how to hold him when he is nearing the change.
Casimir |
Casimir would like to make a bid for the cloak too - my saves are quite a bit worse than Maladin's. I'll take the second whip token too. I'd also like to purchase a wand of Feather step with about 20 charges, if possible.
Casimir seconds keeping Kundal in jail until we can cure his condition. After that, we can sentence him to a period of service to the people of Kardas, like Kressle and Akiros.
Malthir Al Dagon |
Casimir would like to make a bid for the cloak too - my saves are quite a bit worse than Maladin's. I'll take the second whip token too. I'd also like to purchase a wand of Feather step with about 20 charges, if possible.
Casimir seconds keeping Kundal in jail until we can cure his condition. After that, we can sentence him to a period of service to the people of Kardas, like Kressle and Akiros.
Go ahead and take the cloak if no one else wants it. I can pick one up later.
Bokken aka DM AK |
The council agree imprisonment is the best course of action for now. The day rolls over into the next day- the third of the month, Fenna you would have had time to use Commune if you wished to btw and you receive a tired messenger from the Swordlords, a man named Trask. The swordlords have heard of the aforementioned winter wolf named Howl-Of-The-North-Wind, and have promised a bounty of 1,400 gold pieces should the Guardians take his head.
In addition, the "distinguished gentleman and scholar" Bokken sends a runner with two requests- he wants a waterskin filled with Troll blood so he can continue his research into its regenerative properties, and he also wants the sap of a shambling mound, which he has heard has recuperative qualities. He will of course, pay handsomely for your services.
Malthir Al Dagon |
Will the maps we found help in our exploration of some of the hexes? So Guardians and Fenna, what is our next course of action? Finish scouting the hex to the west? Or head east after this wolf-worg?My vote is West for the moment.
Malthir Al Dagon |
During the morning you are to set out once more, Kesten Garess approaches you and says quietly...
The events of the past few days... It feels like something is actively trying to sabotage our nation. I urge you my lords and lady, do not be away for too long. Safe travels to you...
Kesten, are you going soft on me? Malthir lets the question hang for a moment then smiles, I was beginning to think you were starting to miss us when we are gone, but seriously we won't be too far...I felt the same thing. There will certainly be forces at work to try and make us fail Kesten, but we believe in you and the others can hold things together while we are gone. Have faith, Iomedae will guide us through this. Malthir puts his hand on his friends shoulder and tries to reassure him.
DM Alexander Kilcoyne |
The dead Gnome's maps show-
A crypt to the east hes annotated as 'The Lonely Barrow'.
'Swamp-Witch Hut' to the south-west.
Gurdin River Ford- east then south-east.
Far to the south-west, hes marked the location of a 'lizardfolk village' by the river leading into the Candlemere.
Close by on the island in the middle of the candlemere, he has annoted 'Candlemere Tower'.
Where the Shrike River becomes the Little Sellen River at the T junction, the gnome mentioned an abandoned ferry station.
All these locations will now only take half the time toexplore with the aid of the maps. Also, you never explored the hex directly west of Swordhaven as you were distracted by Karas' schemes.
Kesten Garess aka DM AK |
Kesten Garess aka DM AK wrote:Kesten, are you going soft on me? Malthir lets the question hang for a moment then smiles, I was beginning to think you were starting to miss us when we are gone, but seriously we won't be too far...I felt the same thing. There will certainly be forces at work to try and make us fail Kesten, but we believe in you and the others can hold things together while we are gone. Have faith, Iomedae will guide us through this. Malthir puts his hand on his friends shoulder and tries to reassure him.During the morning you are to set out once more, Kesten Garess approaches you and says quietly...
The events of the past few days... It feels like something is actively trying to sabotage our nation. I urge you my lords and lady, do not be away for too long. Safe travels to you...
Kesten seems to take solace in your words, and then remembers something-
Ah yes... A local fisherman named Arven petitioned us. To the south-east, he claims an ill-tempered... turtle... has claimed his secret fishing hole. I dismissed this as a waste of your time, but perhaps theres something to it in these strange lands.
Fenna Thistleswade |
Yep, is that just south of our current position?
Fenna you would have had time to use Commune if you wished to btw
As much as I enjoy twenty questions, I don't think it'll get very far while we have no leads.
Malthir Al Dagon |
OK, lets go talk to this swamp witch and make sure she is not going to cause trouble in the area.
I still want to scout further west as well after this possibly although it would be nice to clear the area around the lake so it is safe for our fishermen.
Fenna Thistleswade |
I still want to scout further west as well after this possibly although it would be nice to clear the area around the lake so it is safe for our fishermen.
That, and it seems like a good idea to have all the hexes surrounding our capital explored.
DM Alexander Kilcoyne |
1d100 ⇒ 95
Moving south-east out of the Narlmarches forest and into the foothills on and near the shore of the Tuskwater, the Guardians are able to use the dead Gnomes maps and have the area fully mapped by mid-afternoon. Finishing the exploration by approaching the small swamp and the mud-brick hut that sits in the middle of it. A thin tendril of bluish-grey smoke trickles through a gaping hole in the hut's roof, and the hut is surrounded by a crude wooden fence with feathers, animal bones and fetishes adorning it. A pumpkin-headed scarecrow stands a little aside from the hut. A crow flies to perch on the scarecrow's wooden shoulder- and the scarecrow's wooden limb moves suddenly, slamming into the crow and instantly pulverising it. The scarecrow moves back into its guard position within moments- propped up between the house and the fence and watching your approach closely. A single gate is present on the low fence, with a rusted iron bell hanging by the gate on a stick.
25XP each.
DM Alexander Kilcoyne |
The scarecrow itself emanates a magical aura, and seems to be grinning at you, faint orange light emanating from inside its pumpkin head. You sense several other magical auras coming from inside the hut, a couple of them from equipment that the swamp witch is wearing- who has opened a window in the hut in response to the bell being rung.
The swamp witch appears to be an old human, but her skin has a greenish cast and her ears seem to have lengthened with age. Scowling with anger at the noise of the bell she barks from the window at you-
Whos there! What business do you have with the Old Beldame...?
Her initial attitude is unfriendly.
Malthir Al Dagon |
The scarecrow itself emanates a magical aura, and seems to be grinning at you, faint orange light emanating from inside its pumpkin head. You sense several other magical auras coming from inside the hut, a couple of them from equipment that the swamp witch is wearing- who has opened a window in the hut in response to the bell being rung.
The swamp witch appears to be an old human, but her skin has a greenish cast and her ears seem to have lengthened with age. Scowling with anger at the noise of the bell she barks from the window at you-
Whos there! What business do you have with the Old Beldame...?
Her initial attitude is unfriendly.
Lady Beldame, Malthir attempts to befriend the swamp witch, I am Malthir and we are the Gaurdians fo the Greenbelt, we would like to have a word with you please.
diplomacy 1d20 + 8 ⇒ (20) + 8 = 28
If she moves from the window to the door I will activate my detect evil ability while she is walking from one area to the other and can't see us. I will focus it toward her.
DM Alexander Kilcoyne |
Ok the roll was there but a diplomacy check typically takes about one minute and I don't see her becoming friendly just because you said hello in a charming manner :P. Going to take some liberties with narrative.
Being exceptionally charming, Malthir introduces himself and the other Guardians and tells the Old Beldame that they were simply looking to get to know their neighbours. The witch at first seems suspicious, but seems to warm to the young Paladin.
Please don't believe the tripe they whisper about me. I don't consort with demons and I certainly don't eat children. Would you like to come in for some stew so we can chat properly?
Malthir Al Dagon |
As we sit and start to chat with her, Lady Beldame you honor us by inviting us into your home., he introduces the remaining party members,
As you probably have gathered the Kingdom of Kardas is expanding and nears your house. As we expand we are trying to get to know the local folk and learn what we can from them as well as make peace with them. We have had quite a bit of trouble with the Trolls in the southern Narlmarches, we hope you have not had issue with them? We are also scouting the area and anything you might be able to tell us about possible dangers around here would be most helpful.
Malthir will tell her a little about themselves and then ask her about herself and what she is doing out here so far from previously uncivilized lands. See how it goes from there.
DM Alexander Kilcoyne |
The Old Beldames hut is a simple one-room affair, only about twenty feet in diameter with a dirt floor and thatched roof. The rafters are hung with dried herbs and swamp-weeds, and a bubbling cauldron that she cooks and adds herb to as she chats to you. She listens politely to the tales of your exploits and shows genuine interest in the welfare of Kardas.
During the conversation, you find the Old Beldame to be a crotchety and bad-tempered, but knowledgeable and forceful old woman. She has seen no sign of trolls but does not fear them. She warns you that the island in the middle of Candlemere is infested with Will o' Wisps, and that the lizardfolk village just to the west has been particularily riled up lately.
The Old Beldame claims to be a powerful Sorceress, and in her youth she says she often enchanted magical items and weapons for the right price.
As she serves you each a steaming portion of what appears to be vegetable stew, she sits down, eagerly waiting for you to eat. As she watches, she asks of you-
I wonder if you might do an old alchemist a service, young ones...
Malthir Al Dagon |
I must say that this stew is delicious! Is that Thyme and Nutmeg in there? You must share you recipe with Ilya, his cooking skills leave much to be desired...Although we are very busy with matters of state, I am sure we can try to find some time to help you with a situation, are you in some manner of trouble? How can we be of service Lady Beldame?