GM Fuzzfoot's AP: Giantslayer

Game Master PJP

Map of Trunau | Tactical Maps - Book 3 | Tactical Maps - Books 1 & 2 | Notes and Exhibits | Party Treasure


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Unfortunately, those all missed.

Is Mouser out for a while and I missed it?


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Out until Wednesday.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Mouser takes advantage of the flanking position to try to really stick it to the half-orc, and in an amazing thrust, he stabs the foe right in the heart, killing him before he can drink the potion.

Attack, Flanking: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Damage: 1d4 + 5 + 2d6 ⇒ (3) + 5 + (3, 2) = 13

Crit Confirm?: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Combat is over.


INACTIVE - GAME DIED

Tam flops onto the ground, exhausted.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

"Well struck Mouser. I do not think we could have taken much more of that."

Somer sheaths his blade with a sigh and looks around.

That was fairly terrible. I may need to rethink my tactics.

"It would appear my idea of trying to rest for the night may be been a poor choice. At least we all made it though" he looks at this own blood clothing and then at the abused Balmir "mostly."

He takes his time and starts to search the body of the fallen half-orc.

Most have been doing something he thought was pretty important in there. Lets see if there are any clues.


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

Derrik sits down as well "Indeed well done mouser, I should have swung for the vial, I might have it it." Derrik thinks back over his tactics.

After resting for a few moments Derrik gets back up, "What were they dragging out of that cave and what is down there?" Derrik heads towards the cave entrance.


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Once the orc falls Balmir takes another swing at it, burying his axe in the orc's chest. He grunts at the orc as he pulls out the blade. "I told you that you wouldn't escape." His anger fades and he becomes aware of those around him. "Let's go. Let's look at that cave entrance."

He turns and starts walking towards the hole in the side of the hill. Exhausted and beat up, he walks slowly but somehow he feels a little lighter in spirit. The weight of the vengeance of his family is lifted by a very small part but it gives him hope. Someday this will be done.


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

Who needs healing:

Balmir
CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9
Somer
CLW wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW wand: 1d8 + 1 ⇒ (4) + 1 = 5
Tax
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW wand: 1d8 + 1 ⇒ (6) + 1 = 7

33/50 charges remain on the wand.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

On the half-orc, you find:
potion of cure moderate wounds, acid (2), alchemist’s fire, black adder venom (2 doses), bloodroot (2 doses), blue whinnis, liquid ice (2), oil of taggit, tanglefoot bag, thunderstones (2), mwk studded leather, mwk cold iron falchion, dagger, light crossbow with 10 bolts, formula alembic, true love locket containing a lock of hair, alchemy crafting kit, antitoxin (2), formula book (contains all prepared extracts plus enlarge person, invisibility, shield, and stone fist), mwk thieves’ tools, portable alchemist’s lab, letter from Grenseldek (see below), 37 gp

The letter reads:
Get me Uskroth's Hammer and Rock. I want everything else in the barrow too, but I have to have the hammer and the rock. I think it looks like the rock I already have shown you. I have to have both rocks to know the way to Giantkiller's Tomb, so make sure you get the right one. Then bring the hammer and the rock back to the fort.
Signed,
Grenseldek
Glorious Chieften of the Twisted Hearts.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

You have essentially finished the first book. The cavern exploration will largely be roleplay and auditing the treasure list, but all of the main foes came out to battle at once since you rested. I don't see much point in doing the little encounters that were meant to just wear you down a little. So no need to use up healing resources - you have a chance to rest plenty now. Go ahead and play this out, but I am swamped today, and so will try and reconcile more of the details tomorrow.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Well the loot sheet is looking pretty full. Time to do some end of book selling and buying once everything is claimed and worked out.


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Derrick, save your CLW charges since we are resting now. I'm sure that we'll need them soon enough!

"A hammer and a rock? Well, I guess we can find those things. Are they here?" Balmir looks around the cave entrance to see if anything recognizable is laying there.

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15
Quote:
I'll be on a trip to San Antonio/Austin until next Wednesday. I anticipate limited posting availability. Please bot me if necessary.
GM Fuzzfoot wrote:


Is Mouser out for a while and I missed it?

Yes, you missed it, but that's okay!

With that combat over, do we level to 4 now?

Mouser wipes his blade and sheathes it.

"That was unpleasant. I can't believe how long these guys can keep standing, even with lots of wounds. We'll need to figure out how to kill them faster if we're going to fight more of them."

He considers the note they found. "Hammer and rock...from the barrow. Anyone know where that is? Or Giantkiller's Tomb, for that matter?"

knowledge history/local: 1d20 + 4 ⇒ (15) + 4 = 19


INACTIVE - GAME DIED

Knowledge (local): 1d20 + 9 ⇒ (18) + 9 = 27

"Here's what I remember..."

DM's time to fill in!


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

"Who are the twisted hearts as well? Looks like we have lots of questions and no answers" Derrik looks around the tomb.

do we level?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Unfortunately, your best shot at answers lies dead at your feet. But the letter gives you some clues.

After that battle, you decide a proper rest is needed. After spending the rest of the night passed out in a near-by building, you decide to get some answers.

You do a check around the rest of the cavern complex (you can look at the map as you like), and find a giant skeleton in the center of a tomb is still dressed in very find armor, and one eye socket contains a rock it in. With some help, you are also able to recover a number of other items, mostly large sized weapons, armor and adventuring gear. The merchants in Trunau are happy to buy it off of you.

Eventually, you are also able to confirm that the half-orc alchemist is named Skreed, and that he murdered Rodrik because the man discovered secret meetings in the plague house and was getting to close. You also find out that the tatoo Skreed has on his face let's him transform to look like a human, which is how he went undetected so long. The attack was orchestrated by him in order to find the tomb of Uskroth which was rumored to be in Trunau - and in fact it was!

Through either your own knowledge, or with the help of some of the townspeople, you are able to discover that Grenseldek as the hill giant leader of the Twisted Nail orc tribe, an orc tribe dwelling in the northern Mindspin Mountains. You also find that the Twisted Nail orcs inhabit a ruined border fort called Redlake Fort. Once part of Harchist’s Blockade, Redlake Fort stands near the River Esk, north of Trunau.

Kurst and Jagrin Grath and the rest of Trunau’s militia are glad to receive closure over the death of Rodrik.

Kurst tells you, "Although Trunau has weathered many orc raids in the past, the Twisted Nails’ attack was by far the most devastating in recent history, and left the inner quarter largely in ruins."

Skreed Gorewillow’s half-orc saboteurs dealt a terrible blow to the town’s morale that will likely heighten tensions between Trunau’s human and half-orc residents for some time. Trunauans are nothing if not perseverant, however, and the efforts to rebuild the town begin the day after the raid. Trunau’s leaders order Uskroth’s tomb sealed once more, and the ruins of the Plague House are consecrated and ritually cleansed with fire to put the structure to rest once and for all.

Jargrin Grath has little to say on the subject, but offers "The “Twisted Hearts” tribe of days past was a combined tribe of orcs and giants that was led by the giant hero Uskroth. Maybe there is a connection?"

The armor and hammer are both items of historical significance. See notes and exhibits for details.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

I am assuming this all took a couple of days.

Even with a nights sleep Somer is more subdued then normal, the stress of the protracted battles seems to have him stuck in his head as the caves are explored and life begins to return to a more normal flow.

The giant skeleton and artifacts that are uncovered do perk his interest and you can see him weighing the idea of using the hammer before passing it to the others to look at.

Before all this he spent the bulk of his time with a glass of wine but no one has seen him drink anything since the battle for Trunau began. He does however look for opportunities to join those he battled shoulder to shoulder with whenever the opportunity arises be it at a tavern or helping clean up and rebuild. A theme from him during this time is the desire to attempt to address the problem that this Twisted Nails / Hears group represents.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Oh! And yes, welcome to level 4!


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

After getting a few days rest and recuperation, you receive an invitation from Chief Defender Halgra of the Blackened Blades asking you to join her in the meeting room at the Ivory Hall.

When you arrive, you find yourselves among all of the prestigious Trunau’s Council of Defenders. They ask you to sit, and start to discuss the recent attacks.

With the information gleaned from captured orc prisoners and the half-orc saboteur Skreed Gorewillow, they are worried that the town’s orc troubles are far from over. Thanks to you, the orcs’ hill giant chieftain, Grenseldek, was unable to recover the items she sought from Uskroth’s tomb, and the council fears another attack on Trunau in the near future. To that end, Halgra asks you to go to Grenseldek’s lair— an abandoned outpost near the River Esk called Redlake Fort—and deal with the giant chieftain and her orc tribe before they can attack Trunau again.

"I believe you are best suited to this task," Halgra explains, "as Trunau’s militia and citizenry are needed to rebuild the town’s defenses after the orc attack. Will you do us this great honor, heros of Bloodmarch Hill?"


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Once he is rested Somer finds the others to examine the various spoils they have acquired. He is amazed but the armor and hammer and just how impressive Balmir is now equipped. Turning to the stone he tries to work out its importance or even function.

Know Arcana: 1d20 + 10 ⇒ (13) + 10 = 23

The day of the summons Somer retrieves a long wooden case that was stored under some lose floorboards. The lacquered black case is only a few inches tall but nearly six foot long. With some reverence he opens it and removes an unstrung bow which he carefully polishes before stringing. He whispers to himself as he completes this task.

“Mom, you loved this bow. I will wield Merianna’s Thorn as you did.”

The composite bow is made from wood stained a deep pink with dark red leather binding the middle and silver tips. Delicately inscribed into the wood on each end are three roses lending an artistic and feminine quality to the weapon. The bow was crafted for Somer's mother and was one of her favorite weapons due to its beauty and craftsmanship.

He knows he must spend some time with the bow to infuse a little of his arcane training into the weapon.

Satisfied he joins the others in the Ivory Hall.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The rock lodged in Uskroth’s eye socket is no simple stone, although it is not magical. Removing the fist-sized hunk of dark, igneous rock and examining its other side reveals it to be a magnificent geode whose rich violet and verdant emerald crystals form glittering crystalline patterns.

A successful DC 28 Appraise or Knowledge (dungeoneering) check (or some helpf from the locals) reveals the geode to be a spectacular pleochroic variety of tourmaline, the nearest known deposits of which lie in the Mindspin Mountains to the south and west.

Careful study reveals that the geode’s structure is no fluke of nature; the geode’s crystalline valleys and mounds reflect the exact topography of the Mindspin Mountains, and a carved groove along the mountains seems to indicate a trail through the mountain range. The “map” unfortunately is incomplete. In order to fully use the map, you must find the second half of the geode...


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

"I will go upon this expedition, LastWall would also wish to know of this attack and this Grenseldek with her Orc and Giant tribe. We can drive these vile people from the land." Derrik says while standing there in his new armor.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

When Derrik volunteers so quickly Somer blanches a little. After the last few days he feels the years of neglect on his body when he stands or laughs.

That sounds like a lot of camping. Still needs must.

"Yes, yes. I... It does mot seem there is a ticking clock so we should have time to prepare."

He looks at the others in an attempt to see where they are.

I guess we are the right people for the job and maybe I can find clues to my parents fate. Still this has become home and it will hurt to leave.


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Balmir stands with Derrik. "I too will go. For the safety of Trunau. And long have I waited for a chance to avenge my family's death at the hand of the giants." Balmir indicates the new armor and weapon at his side. "And with these new things, I will be victorious!"

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Mouser seems a little more hesitant.

"It kind of seems like we already handled all the problems. Plus, I'm only a member of the guard on accident."

The halfling looks over at the pile of loot they had accumulated.

"Still..." he says with a deep breath. "These guys probably need my help. I mean...they always need the halfling to do all the hard work. They are doublings, after all..."


INACTIVE - GAME DIED

Tam removes his pipe, lets out a small puff of smoke, and says, "Well know, we couldn't very well let this charming community fall into disarray, could we?" He puffs on the pipe once more, then says, "I'll do what I can to help. Though a hill giant! That sounds like a mighty big problem!"


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Somer nods.

"It seems we have unanimity then. Maybe we will find the other half of this geode as well. Maybe we can find passage up, or is it down, the river."

He shifts a little as he talks, muscles still soar from all the combat.

"There is no eminent deadline, I hope you are ok if we take a few days to prepare and acquire the gear that we need."

I will need to talk to Sara Morninghawk about some arrows. Maybe silver or cold iron in case we run into more magical threats.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

"Thank you! You are truly heroes!"

You take some time to rest, reflect and recuperate, and in a few more days Helga comes to find you.

Halgra introduces you to a venerable elf named Silvermane, who has watched over Trunau’s Hopespring for as long as anyone can remember. T

Silvermane is mute, and communicates through a form of sign language that Halgra can understand and translate. With her help, Silvermane tells you about the Vault of Thorns, a demiplane created by the druidic Council of
Thorns, of which he was once a member. The entrance to the Vault is located within Ghostlight Marsh, a swamp to the northeast surrounding the conf luence of the Kestrel and Esk rivers. Silvermane informs you that the Vault contains a cache of items that can help in their fight against the Twisted Heart menace, though he has no specific details about the items. "To find the Vault of Thorns, you should look for a marker in the form of a circle of thorns carved into a stone near the banks of the River Esk. This marker will put you on the right path through the swamp to find the Vault, but the entrance to the demiplane is hidden."

At this point, the elf produces an ancient, leaf-embossedbrass lantern called a ghostlight lantern. "If the husk of a dead will-o’-wisp is placed inside the lantern, the lamp will produce a beacon that points to the circle of standing stones that marks the Vault’s entrance. Once you reach the druidic circle, you need only wash the supernaturally fueled lantern’s light over the central standing stone to open the portal into the Vault of Thorns. "

Halgra also informs you that she has already secured passage for them aboard a keelboat that regularly plies the rivers of southern Belkzen. The riverboat’s captain, a half-orc named Raag Bloodtusk, has agreed to transport you to Ghostlight Marsh and then up the River Esk to a location near Redlake Fort in exchange for your efforts in helping sail the boat and defending it from any dangerous river denizens.

Halgra explains that overland travel to Redlake Fort would be foolhardy and dangerous, as it would take you right through the orc-infested Hold of Belkzen. Bloodtusk’s riverboat, on the other hand, is well known among the orc tribes along the river, and the gladiator-turned-riverboat-captain enjoys rights of safe passage from these tribes’ chieftains, which makes a river journey far safer than traveling overland.

Before you leave, Halgra gives you a letter of introduction to give to Bloodtusk, who is waiting for you on the southern bank of the Kestrel River.


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

After their days of rest, Derrik has planted a small rose garden just outside of the Temple in Trunau. "I will come and see how you have grown once we have stopped this orc and giant menance in Red Lake Fort." Derrik picks up his pack and moves to the entrance gate to the city, on his way he talks to any of the citizens he meets and waits for his companions to show.

Once they are all assembled Derrik will head down to the boat introducing himself.

"I am Derrik Nular of Last Wall, it is a pleasure to meet you captain." Derrik has no issues with Half Orcs as he knows that they are not all evil.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

"Demiplane? Very interesting." Maybe there is hope in this.

Somer's mood brightens greatly as the discussion with Silvermain proceeded.

"My parents worked a lot with the magical theories behind planar travel. This will be most interesting. Plus a boat will give us time to prepare." he looks at poor Tamxander and thinks about the crafting list they had thrust on him.


INACTIVE - GAME DIED

"Now where are we going to find essence of wisp?" wonders Tam.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Some of you may recall some additional information (or rumors) with a successfull Knowledge (geography), (history), or (nature) check.

10+:
Ghostlight Marsh is a vast tract of swampland along the shores of the River Esk. The current border between the Hold of Belkzen and Lastwall runs through the swamp. Both orcs and humans avoid the marsh due to countless tales of strange, floating lights.

15+:
Lastwall’s northern border with Belkzen has been pushed back multiple times over the centuries. When the second of these borders, Harchist’s Blockade, was overrun by the orcs, some stood resolute, seeing themselves as protectors of the land. The Council of Thorns, a militant druid circle who despised the orcs’ defilement of the land the creatures conquered, attempted to stand their ground. While the druids’ fight was valiant, the Council of Thorns was eventually driven back to the swamp and defeated by the orcs.

20+:
Faced with sure defeat at the hands of the conquering orcs, the druids of the Council of Thorns made a final stand in the swamp, sacrificing themselves in a bloody ritual. As the druids’ dying bodies slumped into the muck, vengeful will-o’-wisps rose from the marsh and drove the orc army out of the swamp. These cruel and capricious aberrations have guarded Ghostlight Marsh from intrusion ever since.

25+:
The will-o’-wisps of Ghostlight Marsh are actually the reincarnated druids of the Council of Thorns, who still remember their former lives.

The Kestrel River, where Raag Bloodtusk’s keelboat lies approximately 18 miles north of Trunau. The short trip to the river is uneventful.

See map Notes & Exhibits for travel plans map and an overview of your transport.

An orc working on the mooring lines waves you over. "Allo!? Who might you be?"


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

K. History: 1d20 + 8 ⇒ (8) + 8 = 16

Derrik tells those gathered what he remembers of the area they are going too. He has also introduced himself.

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Previously..."Demiplane?" Mouser says to Somer. "You're worried about a demiplane, when he said there's a vault? You've got your priorities mixed up...he had me at 'vault.'"

Currently...

"I think we'll be able to find a will-o-wisp easily enough," Mouser says as he explains everything he has heard about the swamp, the orc invasion, and the druid defenders. See first 3 spoilers

knowledge history: 1d20 + 4 ⇒ (17) + 4 = 21

When the orc waves to them, Mouser says "We're looking for Bloodtusk and have a letter of introduction."

"What kind of name is Bloodtusk?" he says under his breath.


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

During the whole trip to the river Balmir is in a foul mood. The thought of dealing with orcs, even half-orcs sits uneasy with him. More than uneasy, it makes him angry. But even in his anger he recognizes the wisdom of the path they are following. He works to keep his anger in check.

Mouser wrote:
"What kind of name is Bloodtusk?" he says under his breath.

"It is a foul and stupid orc name. That's what it is." Balmir whispers back, a frown furrowing his brow deeply.


INACTIVE - GAME DIED

"Hmm. I don't really know about wisps. Sound like angry spirits - how would you injure such a creature? I don't know if my illusions will do the trick," admits Tam.

He sits with his back against a box on the riverboat, smoking his pipe and ruminating while watching the riverbanks pass by.


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Somer smiles at Balmir's comment.

"I am guessing you will not be the party spokesmen on this trip. He may be a decent fellow and if not he is a tool to be used in our.. quest. Hmmm I guess we are on a quest."

Once they get to the boat he again smiles as Mouser steps forward with the letter.

Probably the best face for the party. Not greatly warm to orcs myself.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

"Wait here," the orc responds gruffly. "I'll get da Cap't."

A few minutes later, a half-orc male and an orc female walk down the gangplank. (See Notes and Exhibits for picture)

"So you're the folk that Halgra sent? Don't look like much of a crew, but if you carry your weight, you'll be welcomed here. Now get aboard and stow your gear. This is my first mate, Cogswain Halrex. She'll be givin' you your tasks. She ain't easy, but she's fair and she's in charge. We'll make way in the morning."

Cogswain shows you aboard, and introduces you roughly to the eight other crew members, all half-orcs, aboard Bloodtusk’s riverboat: Barka, Gashnakh, Ghorza, Krothu, Oorug, Sharg, Taug, and Urul.

Bloodtusk’s riverboat is a large, modified keelboat with a sturdy wooden hull. Assembled from the scavenged wrecks of several other vessels, the riverboat looks ungainly, with a wide forecastle and towerlike structure at the bow, and a high aft-castle at the stern. The boat is 120 feet long and 30 feet wide, with a draft of 10 feet. It has a single mast with a large sail as well as rowing banks. To assist in traveling upstream, the riverboat also carries eight horses that can be put ashore to pull the boat upstream.

You come aboard, and can explore a bit. (See map)

A1. Main Deck: The open deck of Bloodtusk’s keelboat sports a single mast, a stowed jolly boat, and an open stable (area A2). Netting along the rails provides additional storage space. A hatch in the deck aft of the mast opens onto the coxswain’s gangway (area A10) below. A short flight of stairs leads up to the forecastle (area A3). Two flights of stairs descend under the forecastle to the cargo hold (area A9). Double doors aft lead to the chart room (area A6) and Bloodtusk’s cabin (area A7), flanked by two sets of stairs that
climb up to the aftcastle and pilot deck (area A8). A small crow’s nest sits atop the 30-foot-tall mast.

A2. Stable: This open stable takes up a large section of the main deck fore of the mast. Its eight stalls are lined with matted hay. The stable holds eight heavy horses,.

A3. Forecastle: This wide platform extends over the gunwales. A tower rises above the bow from the center of this deck, containing the galley (area A4) and the crew cabin (area A5). Two barrels lashed to the bow tower hold 20 javelins and four longspears for the crew to use in defending the boat from river threats or repelling boarders.

A4. Galley: The crew prepares meals in this simple but well-stocked kitchen in the base of the bow tower. A small table in the room can seat six people. Stairs lead up to the crew cabin (area A5) above. Two hammocks can be hung under the stairs to provide additional sleeping areas.

A5. Crew Cabin: The boat’s eight crew members sleep here in hammocks hung between several posts and the walls. Eight wooden footlockers with simple locks containing the crew’s personal effects skirt the perimeter of the room. Ten people can sleep comfortably in these quarters, or up to 12 in more cramped conditions. You share this cabin with the riverboat’s crew.

A6. Chart Room: A large oval table fills the center of this room. A detailed map of the border region between Belkzen and Lastwall, focusing around the Esk and Kestrel waterways, is spread on the table next to a leather-bound ledger. The ledger is seemingly filled with gibberish, but it is written in a simple cipher detailing the ship’s cargo over the last month.

A7. Bloodtusk’s Cabin: You are not invited in here.

A8. Pilot Deck: The riverboat is steered via a sturdy tiller atop this raised deck. Behind the tiller, a heavy ballista is mounted on a swiveling base that gives the siege engine a 360-degree arc of fire. Three crew members are required to operate the ballista.

A9. Cargo Hold: Two sets of stairs lead down into this hold from the main deck (area A1), while a set of double doors allows bulkier goods to be transported through the hatch in the deck and along the gangway (area A10). All manner of mundane trade goods stuff this chamber, including cloth, flour, dried fruit, horse feed, pickled beef, salt, and exotic spices. There are over 500 pounds of goods within this hold. The ship’s larder is found here as well, and contains enough foodstuffs to feed 16 people for 2 weeks.

A10. Coxswain’s Gangway: This long gangway overlooks the rowing banks on either side of the vessel and connects the cargo hold (area A9) to the armory (area A12). Coxswain Halrex can be found here 10 hours a day, pacing back and forth and pounding her drum to set the pace for the rowers in the banks below.

A11. Rowing Banks: Four short flights of stairs descend from area A10 into these recessed compartments, where wooden benches provide seating for rowers working the massive oars that propel the riverboat forward. In all, there are 20 benches, 10 to a side, that when fully occupied can seat 40 rowers, two to a bench. The riverboat’s current crew rows in shifts of four for 5 hours, providing propulsion for 10 hours each day.

A12. Armory: A pair of locked iron doors separates this hold from the rest of the ship.

A14. Bilges: This 5-foot-wide corridor stretches for 80 feet between two doors. The corridor is filled with sludge and muck to a depth of 2 feet, and counts as a shallow bog (costing 2 squares of movement to enter a square).

A15. Pump Room: A rotting door from the bilges is the only entrance into this oft-neglected compartment, which holds the pump that rains the brackish water that accumulates in the bilges. A crew member comes down here once a week to operate the pump.

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Mouser wanders around the ship, taking stock of where everything is.

I wonder if there's anything that needs to be liberated from captivity...

perception: 1d20 + 11 ⇒ (2) + 11 = 13

He looks for any valuables anyone might have lost, but also takes particular interest in the ballista.

Is this thing loaded?


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

Derrik shakes the hand of Captain Bloodtusk and gives a curt nod to first mate Halrex, getting onto the boat Derrik goes where he is directed to store his gear, leaving all of it behind but his armor shield and morning star.

"Our items are safe on your ship without having to lock them up?" Derrik asks


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Well they sure look warm and cuddly.

"Well, quite the boat you have. I am sure the journey will be without incident. Captain, you have the look of a warrior about you which is reassuring."

Somer does little poking around of the boat much happier to stay above deck as much as possible. If there is a moment he will pull Mouser aside.

"Are you thinking a bit of a look around when there is less activity? Always good to know who your host really are in this world."

The Exchange

Halfling Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

Mouser nods. "I'd be happy to look around when there aren't so many people trying to keep my out of the places that actually matter."

Pet peeve...


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Responding to Derrik, he says "Safe? Of course they're safe. My people are loyal, and even if one were a thief, where would they go?"

The ballista is not currently loaded. Mouser doesn't find any more than described above, unless he has a particular interest in horses.

DC 12 Appraise, Handle Animal, or Knowledge (nature) check:
The horses are all in good health, but one in particular catches your eye. You can tell this beast as special.
Have you had much time around horses?


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

Appraise: 1d20 + 6 ⇒ (14) + 6 = 20

Derrik would have being from LastWall


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Still to Mouser.

"Sounds like we will have jobs. Night watch would suit me. I am sure they are honest but recent events and all."

Moving back to Helrex when there is a moment.

"So we are to have jobs? Earn our passage that way I would guess. I'm not great at climbing and what not but I have sharp eyes if you need someone to keep watch. Not a deep sleeper either, elf and all, plus I am a pretty good shot."


Male Dwarf Fighter/8 | HP: 60/73 | AC: 25 T: 12 FF: 23 (+4 vs. giants, +4 mobility) | CMB: +12 CMD: 24 | Fort: +10 Ref: +4 Will: +3 | Init: +3 Perc: +5

Balmir stands still near where he entered the ship. He is still not comfortable being near so many orcs, even if they are half-orcs. He scans the ship then finally addresses Bloodtusk. "You have rowers? I can row. Will that be good enough for you?"


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

"Rowing shows strength! Yes, good choice."

Dawn comes too early it seems, and the crew starts scrambling to make way.

Coxswain Halrex calls out to you. "Move it slugs! Pick a job and get to it!"

Each day, you need to pick a job and make 1 roll to see how you do. Options are:
Cooking: Assist the boat’s cook, Gashnakh, in preparing meals and cleaning, stocking, and maintaining the galley (area A4). A successful DC 10 Profession (cook) check or Intelligence check is enough to cook a palatable meal.
Fishing: Help haul in the day’s catch to feed the crew. A successful DC 10 Profession (fisherman) check, DC 18 Survival check, or a successful DC 10 Strength check is required to haul in the boat’s fishing nets. Four nets are cast into the river each day, and up to two individuals can haul in each net (one attempts the check, while the other can use aid another) every morning. At least one success indicates there is enough food to feed everyone on board for 1 day.
Lookout: Watch for hazards from the crow’s nest atop the mast. Three successful DC 10 Climb checks are required to get to the crow’s nest. Any PC stationed in the crow’s nest gains a +2 circumstance bonus on Perception checks to notice approaching threats.
Rowing: Spend 5 hours rowing the keelboat in the rowing banks (area A11). This requires a successful DC 5 Profession (sailor) or DC 10 Strength check. The PC must also succeed at a DC 10 Constitution check or be fatigued at the end of the shift.
Sounding: Helping the keelboat’s pilot avoid the shallows along the riverbeds requires a successful DC 10 Profession (sailor) check or DC 15 Perception check from the forecastle (area A3).
Stable Mucking: Maintaining the horses and stable (area A2) requires a successful DC 10 Handle Animal check, DC 10 Profession (stable master) check, or DC 15 Ride check.


INACTIVE - GAME DIED

Tam moves to the fo'cstle and looks for shallows and sandbars.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30


Attacking:
Morning Star +5 (1d8+1), Light Crossbow + 3 (1d8 16 Bolts) CMB +4/CMD 14 l; Channel Energy 0/4 (2d6)
HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

Derrik will take his armor off, hanging his holy symbol around his neck and head down to help row.

Fort save: 1d20 + 6 ⇒ (16) + 6 = 22


Status: None | 9/9 CLW Potion | 1/1 Pearl | 1/1 Orc Slaying Arrow | 9/10 +1 Orc Bane Arrows Magus 8 | hp 40/40 | Init 6, Per 12 (L-LV) | AC 18, T 14, FF 14 | CMD: 23 | CMB +9 | Fort +6, Ref +6, Will +6 | +12/+7 +1 Merianna's Thorn (1d8+4X20 | Long Sword +9 (1d8+3-19-20x2,S) | +10 Dagger (1d4+4 19-20/x2) Arcane 6/7 |

Getting up early Somer starts to put on his armor but changes his mind and stows it along with his pack before memorizing his days spells. Once complete he stows the rest of his gear keeping the dagger, his bow and quiver.

Once the list of jobs is laid out he opts to row instead of lookout thinking Mouser may want that job.

Str: 1d20 + 3 ⇒ (13) + 3 = 16

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