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The troll looks at the group (by the way are the goblins around?), mainly Pai and Slypher.
"Muh. I'm too comfortable to move the ferry. Purhaps in a few days, when invashun is over. Smoke fires say big army coming from muntin' and um in charge protecshin of dis rivuh."
Diplomacy doesn't seem to be working. There is bluff and intimidate. As well as flat out combat...

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Bluff: 1d20 + 4 ⇒ (2) + 4 = 6
This river is best protected from the other side.
I guess we are all there, as we want to move on.

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At least let me give you a magic protection if there is an invasion. Then you can be strong and will not be harmed.
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
If he is not going for the bluff, i will try to cast charm on him. Please nobody attack him.

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Slypher the ferry looks simple enough for a troll to manage. The river is very wide and somewhat swift at this area, you'll need to have the strength of a small troll to navigate to the other side without any issues. Of course, the Troll wont let you use the ferry without his leave. Pai, with all of the minuses in the diplomacy try it just won't happen. You'll have to try something else to get him to grant you passage. Sorry
The troll is starting to look irritated at the "lil'l ones" as he calls you. "Go aweh. I'm not gunha be moved from my hut today. So bugger off and cry to ya mommies aboot the rivah."
Obviously the troll is becoming more and more irritated.
Who is present with the troll now? Also, having the goblins around the troll isn't necessarily a bad thing. They do have certain rights around these parts.

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I think it´s best not to attack the troll. We could just wait in the village one day and see what happens if neccesary.
Ok now big one, would triple the gold you normally take move you from your hut today? Else will you carry us over the river tomorrow?

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Not sure we have the time to spare.
Jostrum, seeing things aren't going well, gathers the goblins and heads over to the ferry.
See here troll, us it not your duty to operate the ferry? I'm sure your superiors would like to hear of your insolence and laziness.
Intimidate: 1d20 ⇒ 9

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The troll looks and both Slypher and Jostrum for a long silent moment, and then starts to laugh causing spittle to fly everywhere. "You are funny puny ones, 'pecially you in da dress. You thunk you bully me? Now go away little uns, next time it'll be me axe you taste."
You failed the intimidate check (but not by more than 5). Thus your penalty to diplomacy grows ever larger. In fact, its in the range where a '20' probably wont succeed. You are left with fighting and with bluff. Yes, time is running short to get to the hand off. Missing the hand off does qualify as failing the mission.

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Osric sort of winces and prepares to do healing spells if this goes badly....perhaps a shady merchant in town knows a way to avoid the ferry or can get us across? Or join up with a legitimate merchant who is already going to head in that direction?

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"Aye, the winter witches, they would see us be gone from this side of the river. Imagine their fury at whoever would prevent us!"
Bluff (assist): 1d20 - 2 ⇒ (15) - 2 = 13

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Sense Motive: 1d20 ⇒ 10
As the party, along with the goblins, gather around the Troll and his ferry tensions start to get high. Everyone is slowly moving their hands to weapons and itchy trigger fingers are everywhere. However, once Pai mentions the Winter Witches the mood changes in an instant. The goblins start to cry about the horrible things the Witches will do to them if they are caught. Their crying and moaning can be heard echoing throughout the entire town. Merchants start to close their stalls, women usher their children into the safety of their houses.
Rimetusk starts to turn pale (if such a thing is even possible) and mumbles something under his breath. "I betta git you across. We want no problums with da Witches."
And like that you are whisked across the Rimeflow river. Once the goblins are assured that there isn't going to be any attacks from the White Witches, they sit quietly as the troll expertly drives the ferry across the fast-moving river.
It doesn't take long and in less than an hour you are back on foot, following your map and walking into the Lands of the Linnorm Kings. Your route takes you through wooded terrain and is designed to keep you far away from the usual patrols in this area. Your map points out the natural trails that wind through these woods, allowing passage through the thickets and shrubs. A sudden opening reveals a little house, no larger than a small child’s tree fort, built atop bundled tree branches lashed together like stilts or legs. The woodwork on the exterior of the house is exquisite, almost delicate in its craftsmanship. The only entrance to this small, one room structure is an open doorway facing west.
Knowledge (Local) & Perception checks please.
Also- well done Pai as clearly things were starting to go badly for the group!

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The forest is quiet, except for the sniffling of a goblin who has suddenly developed a runny nose. As you move forward, the hut is still and oddly placed in the middle of this clearing. There are no other people anywhere near where you are.
After a few moments, someone gets close to the door of the hut and inside is a small porcelain doll. Her toys eyes starring directly at all of you. Once the first goblin sees her the rest start to scream and panic, "The Witch Queen, The Witch Queen, protect us you should, you have to, she kill us all, you two, especially the mean one that keeps yelling me the Witch Queen will especially kill him first! Its your job to protect us from this evil dollie! Its her eyes, they tell the Witch Queen everything. Bash its head in with a rock. Then bash it some more!"
Perhaps there was something to that Witch Queen threat after all.

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crap
"Mind where your eyes wander. Gaze attacks can be powerful and dangerous." Slypher warns the group.
"Quiet down you lot! We haven't let you die yet, and we won't start now." He orders the goblins.
He then sighs and mutters, "Better have your bows ready" as he takes a step towards the hut.
I'm assuming there's like a ladder or something...?

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Pai readies her crossbow.
So what to do now? Probably the witches know we are or were here now. But what of it? We are not in any conflict with them so far. Perhaps we should just move on.

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"I suggest we guard our backs but keep moving. If this is a trap, there is no reason that we need to move directly into it." Sorin suggests, pointing down the trail past the house.

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"I prefer to face things head on, rather than with my back. But if you all think we can escape with the goblins without them having a fit, then by all means, let us be about it."

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As Oscric moves to cast detect magic on the doll, a faint source of magic emanates from inside her chest. Before he can make sense of it, the doll suddenly comes to life! Quicker than her wooden frame and thick stitching would suggest she darts forward and tries to touch Osric!
Dollie: 1d20 + 6 ⇒ (19) + 6 = 25
Slypher: 1d20 + 2 ⇒ (1) + 2 = 3
Jostrum: 1d20 + 4 ⇒ (9) + 4 = 13
Pai: 1d20 + 5 ⇒ (10) + 5 = 15
Sorin: 1d20 + 2 ⇒ (15) + 2 = 17
Alonzo: 1d20 + 6 ⇒ (16) + 6 = 22
Osric: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Order: Dollie, Alonzo, Osric, Sorin, Pai, Jostrum, Slypher,
Round 1, The Doll goes first.
The doll is able to close on Oscric before anyone can react.
Doll Touch Attack: 1d20 + 3 ⇒ (19) + 3 = 22 Damage: 3d8 + 3 ⇒ (7, 1, 1) + 3 = 12
The attack sends coursing energy through Osric's body and he shakes violently.
Oscri, Will Save DC12 for half damage. Now, everyone else may go.

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Slypher steps up to the doll and empowers his staff, striking with both ends in a furious assault.
Arcane pool for +1 enhancement
Staff: 1d20 + 3 ⇒ (20) + 3 = 23, Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Staff: 1d20 + 3 ⇒ (8) + 3 = 11, Damage: 1d6 + 2 ⇒ (1) + 2 = 3
crit threat
threat: 1d20 + 3 ⇒ (13) + 3 = 16, Extra Damage: 1d6 + 4 ⇒ (3) + 4 = 7

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Jostrum's strike doesn't connect, but it allows time for Slypher's staff to make full and solid contact with the doll. The blow is hard and forceful, nearly taking her head off. The doll stumbles for a moment, but keeps her footing.
Osric is stabilized by his internal will of survival while Pai prepares a healing incantation.
Alonzo's turn.

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Alonzo, frozen in fear can't bring himself to move. Apparently he is overtaken by his childhood dreams of a killer doll!
Meanwhile the doll, still on her feet, draws a knife that was holding her hair in a bundle. With speed normally only seen in a skilled warrior, she attacks Slypher.
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
The attack is clumsy and Slypher can easily dodge the thrust.
The PC's may go.

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No Sorin?
Jostrum slashes at the doll with his rapier.
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
@ Osric, So after Pai's healing are you going to start worshiping Asmodeus? ;)

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Slypher takes another double strike at the disturbing child's toy.
Staff 1: 1d20 + 3 ⇒ (13) + 3 = 16, Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Staff 2: 1d20 + 3 ⇒ (7) + 3 = 10, Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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Whoops, forgot Sorin's text. Feel free to sound in at any time Sorin and Alonzo.
The party moves at a dizzying speed trying to pin the doll down. Slypher is the one though that catches her in the head with the staff. With a sickening pop her head pops off and the doll becomes lifeless once more.
Out of combat. Time for healing and searching- Perception, Knowledge (Arcana)