| Dræven |
Round 2 Init 15
Seeing the arrows flying overhead and hearing them thudding into flesh behind him, he turns to see the trolls pin-cushioned with arrows. Fearing he may not get a chance to try out his new sword, he hesitates, deciding if he should turn around and go back towards the trolls. (delay until after trolls)
Status and Effects:
AC 19 HP 45
Let me know if you want me to roll for the archers again this round.
| GM KoKyu |
Your rolls are considerably better than what I would put out. Can I get you to roll for the Trolls as well - if they ever get to you :P
Yes, Kenan was blessed; that was my mistake on the Init line. No, Jeryn did not post he was casting mage armor, he only readied his staff for some missiles.
Jade Regent Part II: Night of Frozen Shadows....
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
Combat! Round 2
Init: Jeryn: 17 (Force Missile Readied) | Fenra: 16 (Coat of Many Starts) | Draeven: 15 | Kenan: 15 (Bless)| Koya: 13 | Rennyn: 10 | Sandru: 8 | Trolls: 6 | Ameiko: 5 (Bardic Performance started Round 1 - 10/12 Rounds remain: Inspire Courage +1)
The volley of arrows streaks through the trees and again one of the trolls mews dully. A loud crack follows and one of the numerous trees shudders violently sending a shower of leaves and twigs raining to the ground. From Draeven's perspective, one of the large figures has collided with a tree of equal girth and has dropped out of sight. The other troll truds on, its heavy footfalls thumping the ground as it slips eastward into thicker cover (Troll#1 is down, the second has moved to partial concealment: 20%).
TROLL CR 5 large humanoid (giant)
Init +2; scent; Perception +8
DEFENSE
AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
#1 hp 63 AT38 to AS45 (cover @20% miss)
#2 hp 63-23+5-54(falls)+5 Now @-4 @AV40
(6d8+36); regeneration 5 (acid or fire)
Fort +11, Ref +4, Will +3
OFFENSE
Speed 30 ft.
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5) Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)
STATISTICS
Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +10; CMD 22
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +9, Perception +8
Rennyn: 0 points strain | Kenan: 0 points strain | Ameiko: 0 points strain of 26, (11 of 12 performances remain) | Draeven: 0 points strain | Fenra: 0 points strain, | Shalelu: 0 strain | Jeryn: 0 points strain, | Spivey: 0 strain, | Map Updated
| Fenra Mvashti |
Fenra is not willing to go running up to trolls and waits for the archers to get in as many shots as possible first. To help prepare she taps Kenan on the shoulder and whispers something as she passes by him on her way to Rennyn.
Cast resistance on Kenan then moves up to Rennyn to most likely do the same to him next round.
| Rennyn of House Thysrial |
Bless affects the caster and all allies within 50', so that would be everyone except Draeven. Aid is targeted to a single creature. So bless then?
Rennyn's round 2 miss chance: 1d100 ⇒ 80 HIT
Round 2
Jeryn waits for the trolls to come in range.
Fenra casts a spell on Kenan and moves to Rennyn.
Draeven delays.
Kenan launches two more arrows... bless and inspire courage active
flurry of bows #1: 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22
miss chance: 1d100 ⇒ 69 HIT
damage: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10
flurry of bows #2: 1d20 + 6 + 1 + 1 ⇒ (1) + 6 + 1 + 1 = 9
...hitting the other troll with one arrow despite its attempt at hiding. (10 damage)
Koya casts bit of luck on herself.
Rennyn's arrow also finds the 2nd troll. Spivey! Take a flask of alchemist's fire and douse that downed troll! (7 damage)
Sandru offers up Spivey a flask and waits for the troll to get closer.
Trolls do something...
Draeven turns and rushes back towards the trolls.
Ameiko keeps playing.
Shalelu launches 3 more arrows... bless and inspire courage active
rapid shot #1: 1d20 + 8 + 1 + 1 ⇒ (20) + 8 + 1 + 1 = 30
confirm: 1d20 + 8 + 1 + 1 ⇒ (16) + 8 + 1 + 1 = 26 CONFIRMED
miss chance: 1d100 ⇒ 88 HIT
damage: 3d8 + 3 + 3 ⇒ (5, 1, 5) + 3 + 3 = 17
rapid shot #2: 1d20 + 8 + 1 + 1 ⇒ (7) + 8 + 1 + 1 = 17
miss chance: 1d100 ⇒ 50 HIT
damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
rapid shot #3: 1d20 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6
...drilling the hiding troll twice. (17+6 damage. Should the 1st troll get up, she'll hit that troll with the 1st shot. Seeing it likely go back down, she'll send the second to the hiding troll.)
Spivey grabs the flask and begins flying towards the downed troll keeping high and wide from the other one.
| GM KoKyu |
Again, my bad for not paying attention to the blessings given.
Recapping Round 1: Troll#1 is dropped. Moving into Round 2: more arrows are loosed striking Troll#2 who has taken to cover, Spivey is supplied with a flask of alchemists fire and Draeven has turned back towards the trolls rushing to meet them. We now move into Round 3 where I am sure Troll#2 will be dropped by a rain of arrows robbing Draeven of any practice time with his sword. Still, there is that 20% miss so...fire away! Once the arrows are spent, the Troll will (see below)
Jade Regent Part II: Night of Frozen Shadows....
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
Combat! Round 3
Init: Jeryn: 17 (Force Missile Readied) | Fenra: 16 (Coat of Many Starts) | Kenan: 15 (Resistance) | Koya: 13 (Bit of Luck) | Rennyn: 10 | Sandru: 8 | Shalelu: 8 | Spivey: 8 | Trolls: 6 | Draeven: 5 | Ameiko: 5 (Bardic Performance started Round 1 - 9/12 Rounds remain: Inspire Courage +1)| Party Spell Affects:(Bless)
At the sound of the first troll hitting the earth several crows caw betraying their anticipation of the arrival of a long awaited food truck. Like Spivey, some take the air, swooping in and over branches to secure their pecking order. The tiny woman clutches the flask of volatile liquid close to her bosom as she quickly negotiates her way towards her target. Darting to avoid branches, the sound of more arrows flying towards the second threat can be heard whizzing behind her and to the right. At last, she arrives at the spot and dashes the container upon the prone creature. Flames burst to life covering the downed form and soon the air is filled with the smell of burning flesh and hickory. (Troll #1 is out of the game)
The second troll, it's oversized hands swatting free the stingers of arrows, mews its frustration.
(Draeven turns and rushes back towards the trolls.)
(Am interpreting this to mean MAx2) Spotting the green hulk approaching it, the troll thunders from its cover (MA). The two power houses meet and the troll wastes no time in taking out its frustrations upon the well muscled Draeven (SA reach+1 claw). Swinging an arm the size of a tree trunk the grotesque giant catches Draeven on the side forcing the half-orc to contort to avoid any permanent damage (Troll#2 is 10ft from Draeven).
Troll claw vs. Hulk: 1d20 + 8 ⇒ (16) + 8 = 24
Claw Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Attack conditional on the Troll surviving long enough to break cover :P
TROLL CR 5 large humanoid (giant)
Init +2; scent; Perception +8
DEFENSE
AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
#1 hp 63 -10-23+5 AS45 to AW46
#2 hp 63-23+5-54(falls)+5 Now @-4 @AV40 DEAD
(6d8+36); regeneration 5 (acid or fire)
Fort +11, Ref +4, Will +3
OFFENSE
Speed 30 ft.
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5) Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)
STATISTICS
Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +10; CMD 22
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +9, Perception +8
Rennyn: 0 points strain | Kenan: 0 points strain | Ameiko: 0 points strain of 44, (9 of 12 performances remain) | Draeven: 8 points strain | Fenra: 0 points strain, | Shalelu: 0 strain | Jeryn: 0 points strain, | Spivey: 0 strain, | Map Updated
| Dræven |
| 1 person marked this as a favorite. |
No way Spivey gets there in one round and neither do Draeven and the troll close to melee but I'll roll with it.
Round 3
Jeryn waits for the trolls to come in range.
Fenra does something...
Kenan launches two more arrows... bless and inspire courage active
flurry of bows #1: 1d20 + 6 + 1 + 1 ⇒ (18) + 6 + 1 + 1 = 26
miss chance: 1d100 ⇒ 99 HIT
damage: 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12
flurry of bows #2: 1d20 + 6 + 1 + 1 ⇒ (16) + 6 + 1 + 1 = 24
miss chance: 1d100 ⇒ 49 HIT
damage: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11
...striking the troll twice more. (23 damage)
Koya delays.
Rennyn looses another arrow... bless and inspire courage active
bow: 1d20 + 7 - 2 + 1 + 1 ⇒ (12) + 7 - 2 + 1 + 1 = 19
miss chance: 1d100 ⇒ 64 HIT
damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
...which joins the others embedded in the troll's flesh. (5 damage)
Sandru waits for the troll to get closer.
Troll attacks Draeven. (8 injury)
Draeven rolls with the troll's strike and then says, My turn,
(free action enter rage) before stepping in under the troll's outstretched arm and... rage and inspire courage active
attack: 1d20 + 12 ⇒ (19) + 12 = 31
confirm: 1d20 + 12 ⇒ (16) + 12 = 28 CONFIRMED
damage: 4d6 + 36 ⇒ (2, 1, 4, 2) + 36 = 45
...and sweeps his great blade across the mid section of the beast. The troll stops moving for a moment before its top half slides off of his legs and both halves fall to the ground. (45 damage)
Ameiko stops playing.
Shalelu nocks an arrow but does not draw it back, waiting to see what happens
Spivey watches the first troll burn.
My dice are on fire!
Round 4
...Draeven pulls out an alchemist's fire and tosses it on both halves of the troll.
| Dræven |
Draeven toes the ashes and stomps out any lingering flames before rejoining the caravan.
Now let's get that wagon fixed and get going.
| Fenra Mvashti |
Fenra inquires, They were carrying nothing nonflammable?
| GM KoKyu |
My dice are on fire!
When are they not? This is why we fear putting our characters in your campaigns ;) Speaking of which....
Jade Regent Part II: Night of Frozen Shadows....
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
Combat Ended BBQ Started!
Ameiko's bachi slows then finally stops and her shamisen falls silent, Well, that took longer than I thought. Stowing her instrument she turns back to the cart and with raised eyebrow, Hey Sandru, didn't you break an axle on the 98 trip?
Sandru stands up from his work to scratch his head and then it dawns on him. When his memory finally kicks in he turns to Koya, Oh my stars! I'd forgotten all about that. Blushing the old woman pats the air frantically with her hands, Sandru, as soon as you get that axle freed place it on the ground over here. Quickly Koya sets to work selecting pieces of kindling and begins to chant. Rubbing the pieces together, small strips of whittle collect at her feet and when the axle is prepared Koya gathers these pieces up. Continuing her chant, she presses the shavings into the broken part, moulding them into a single piece and restoring the axle to working order.
While Koya and Sandru work, Draeven and Spivey inspect the charred remains of the trolls. The calls of crows fills the air and Spivey does her best to avoid becoming an appetizer. Neither of the trolls carried any weapons. Other than a set of savage looking claws both wore sacks on what remains of leather belts made from strips of hide. Used as coin purses the sacs, which may have been cow stomachs, contain a number of shiny objects the trolls had gathered as trinkets. There is also an odd shaped twig roughly 10 inches in length. Freed of bark and bone dry to the point of being bleached to a dull grey, the twig bends twice in conjunction with a few knuckle sized knots. The twig is stained black at the top as though having been exposed to flame, perhaps the Trolls used this as a fire poker or meat skewer. After sorting out various worthless rocks and fragments of bone the two return to the caravan with a sizable haul.
234 gp, 380 sp, 1,000 cp
[450 gp] unworked topaz (worth 225 gp; Craft (jewelry) DC 20 to repair)
[90 gp] deep blue spinel
[80 gp] coral
[120 gp] unworked deep blue spinel (worth 60 gp; Craft (jewelry) DC 15 to repair)
[500 gp] topaz
[45 gp] citrine
[50 gp] unworked moonstone (worth 25 gp; Craft (jewelry) DC 12 to repair)
[100 gp] amethyst
The old twig is in fact a wand of spark (CL 1) [375gp]
An hour later the repaired axle is back in place and the load of turnips is ready to roll once again. Unfortunately, between repairing the axle and that minor troll attack, the caravan has been delayed. Turning to the others Sandru offers the group two choices, press on and make Solskinn for just after nightfall or hold up somewhere along the road just before dusk and set up camp.
Which will it be? Camping or pushing on to town?
| Dræven |
Fenra inquires, They were carrying nothing nonflammable?
Just these baubles, Draeven replies tossing the gemstones onto a wagon seat for all to gander at. And this stick.
| Rennyn of House Thysrial |
Let's push on to town I say.
| Fenra Mvashti |
Fenra eyes the gems with a practised eye. Never one to leave anything to chance she casts detect magic on the pile and is slightly surprised to see the stick glow.
identify: 1d20 + 8 ⇒ (12) + 8 = 20
This is a wand, spark I suspect. These gems have value but would have more if properly worked.
She stores them carefully in one of the wagons.
I would also prefer to just head into town now.
| GM KoKyu |
Jade Regent Part II: Night of Frozen Shadows....
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
..
Dogged by the constant cawing of crows overhead, the group presses on. In reference to the crows the normally stoic monk comments, Unnatural, and resumes his vigil on the sky. By time the small town of Solskinn comes into view, dusk is settling over the idyllic little valley the town inhabits. On the bright side, your first impressions of the place is one of genuine pleasantness. From the top of the valley it is possible to see well kept houses and tree lined cobblestone streets. Gentle streams of smoke rise from stone chimneys, dogs bark playfully, bursts of laughter ring forth and of the few places you've come across since entering the Noland's Southmoor, this is the most picturesque. As though to affirm this impression, even the surface of the road smooths and the descent into town is comfortable.
Three miles or so outside of Solskinn, the sun sets plunging the valley into darkness and things take on an eerie feel. The change from day to night is a near 180 degree change not just in lighting but also in atmosphere. The noise of dogs and men cease, doors close and the town looks all but abandoned. Even the crows seem to disappear.
As the caravan approaches you see several large fire brands which have been light throughout. The brands dimly illuminate the town's main roads casting strange shadows across the fronts of houses and storefronts.
..: 1d20 + 10 ⇒ (16) + 10 = 26
Shadows cast by firelight normally flicker across surfaces in almost random patterns however some of the shadows here are moving all on their own. Writhing like snakes or parts of strange insects there is something threatening about them.
| Fenra Mvashti |
perception: 1d20 + 9 ⇒ (16) + 9 = 25
| Rennyn of House Thysrial |
perception: 1d20 + 10 ⇒ (5) + 10 = 15
| Dræven |
perception: 1d20 + 13 ⇒ (2) + 13 = 15
| GM KoKyu |
I thought for sure Draeven would have easily noticed :P
Jade Regent Part II: Night of Frozen Shadows...
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
Init: | Rennyn: ?? | Shalelu: 23 | Sandru: 21 | Spivey: 20 | Koya: 20 (Bit of Luck+Bless used) | Creatures: 19 | Ameiko: 12 (9/12 Rounds remain Bardic Performance) | Jeryn: 11 (No spells used) | Fenra: ?? (Coat of Many Starts used) | Kenan: 6 | Draeven: ?? || ..
Twice in the same day Kenan speaks. Although his voice is serene his message still manages to instill some urgency, There. The shadows of this place do not match what the braziers project. They are alien, of reptile or snake and insect. The monk unslings his bow and points with its tip at a spot just beyond the town boundary. There in the dim flicker of the fire light strange things dance upon the walls of the homes and shops. Unearthly appendages and parts of abnormally large insects weaving and moving in imitation. Spivey is next to notice, Yes! I see it too. They move with the flames but out of sync. That's kind of creepy. Where's whatever it is that's creating that? The tiny woman squints her green eyes in an attempt to spot the shadow's source.
For the time being as the group looks ahead, the shadows are content to wave and dance however a large group of travelers won't go unnoticed for long...(All that is seen is the shadows of these creatures, their exact location remains unknown but close | NPC and PC Directions please)
Perception Rolls...
Sandru: 1d20 + 7 ⇒ (15) + 7 = 22
Ameiko: 1d20 + 7 ⇒ (16) + 7 = 23
Jeryn: 1d20 + 7 ⇒ (9) + 7 = 16
Koya: 1d20 + 4 ⇒ (11) + 4 = 15
Kenan: 1d20 + 10 ⇒ (19) + 10 = 29
Shalelu: 1d20 + 12 ⇒ (9) + 12 = 21
Spivey: 1d20 + 14 ⇒ (12) + 14 = 26
Init Rolls....
Koya: 1d20 + 0 ⇒ (20) + 0 = 20
Jeryn: 1d20 + 1 ⇒ (10) + 1 = 11
Kenan: 1d20 + 1 ⇒ (5) + 1 = 6
Ameiko: 1d20 + 2 ⇒ (10) + 2 = 12
Shalelu: 1d20 + 5 ⇒ (18) + 5 = 23
Spivey: 1d20 + 5 ⇒ (15) + 5 = 20
Sandru: 1d20 + 6 ⇒ (15) + 6 = 21
Creatures: 1d20 + 6 ⇒ (13) + 6 = 19
??? XP 600
NE Medium aberration (extraplanar)
Init +6; darkvision 60 ft., low-light vision, scent; Perception +6
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 19 (3d8+6)
Fort +3, Ref +5, Will +5
Defensive Abilities: feather fall, shadow blend; SR 7
Weaknesses: light fixation (Slowed)
Offense
Speed 30 ft., climb 30 ft.
Melee 3 claws +4 (1d4+2 plus shadow slime)
Statistics
Str 14, Dex 15, Con 14, Int 5, Wis 14, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative, Lightning Reflexes
Skills Climb +14, Perception +6, Stealth +6 (+10 in dim light);
Racial Modifiers +4 Stealth in dim light
Organization solitary or gathering (2–12)
Treasure none
Rennyn: 0 points strain | Kenan: 0 points strain | Ameiko: 0 points strain of 44, (9 of 12 performances remain) | Draeven: 0 points strain | Fenra: 0 points strain, | Shalelu: 0 strain | Jeryn: 0 points strain, | Spivey: 0 strain, | Map Updated
| Fenra Mvashti |
Not one to normally shy at shadows, once made aware Fenra sees the strange shapes easily. Their wrongness sends a little shiver across the back of her neck and prompts her to make sure her morningstar is near to hand. Like earlier she calls the stars to form a protective cloak around her, the strange sights and otherwise stillness of the village suggesting trouble.
coat of many stars, 2nd hour of use.
| Rennyn of House Thysrial |
init: 1d20 + 5 ⇒ (20) + 5 = 25
| Dræven |
init: 1d20 + 2 ⇒ (2) + 2 = 4
| Fenra Mvashti |
initiative: 1d20 + 2 ⇒ (17) + 2 = 19
| Rennyn of House Thysrial |
Round 1? Init 25
Rennyn draws his sword and holds it defensively, waiting to see what happens next... delay
... as does everyone else I assume until the creatures show themselves.
PS. You forgot Jeryn on the encounter map.
| GM KoKyu |
Jade Regent Part II: Night of Frozen Shadows...
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
Combat! Round 1 Init 19 onwards
Init: | Rennyn: 25 | Shalelu: 23 | Sandru: 21 | Spivey: 20 | Koya: 20 (Bit of Luck+Bless used) || Fenra: 19 (Coat of Many Starts hour 2) | Creatures: 19 | Ameiko: 12 (9/12 Rounds remain Bardic Performance) | Jeryn: 11 (No spells used) | Kenan: 6 | Draeven: 4 || .. (Why does bigger formatting not work?)
From atop the rooftops, two strange creature crawl into view. Their spongy dark body blend at times almost seamlessly with the roof yet it is now clear that this is no mere shadow playing in the firelight. Resembling a bizarre cross between a snake and an obsurdly large insect, the being is approximately 4-1/2 feet long with wisps of shadow trailing along. Unlike other creatures of this world, such as goblin or troll, neither of the two creatures show any direct resemblance to each other. Each bare similar skin and wisps of shadow but all other features are unique. Although no mouth or eyes are visible, the creatures both crawl towards the group stopping at the edge and appearing to see you, one of them emits a screech like hiss. The sound is as chilling as the cooling night air of these lands and after a moment is answered by several others, all from within the town. (MAx2)
??? XP 600
NE Medium aberration (extraplanar)
Init +6; darkvision 60 ft., low-light vision, scent; Perception +6
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 19 (3d8+6)
Fort +3, Ref +5, Will +5
Defensive Abilities: feather fall, shadow blend; SR 7
Weaknesses: light fixation (Slowed)
Offense
Speed 30 ft., climb 30 ft.
Melee 3 claws +4 (1d4+2 plus shadow slime)
Statistics
Str 14, Dex 15, Con 14, Int 5, Wis 14, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative, Lightning Reflexes
Skills Climb +14, Perception +6, Stealth +6 (+10 in dim light);
Racial Modifiers +4 Stealth in dim light
Organization solitary or gathering (2–12)
Treasure none
Rennyn: 0 points strain | Kenan: 0 points strain | Ameiko: 0 points strain of 44, (9 of 12 performances remain) | Draeven: 0 points strain | Fenra: 0 points strain, | Shalelu: 0 strain | Jeryn: 0 points strain, | Spivey: 0 strain, | Map Updated
| Rennyn of House Thysrial |
Round 2 Init 25
Rennyn spies the bizzare creatures...
knowledge (nature/planes/religion): 1d20 + 5 ⇒ (6) + 5 = 11
...but doesn't recognize them.
He holds his sword at the ready should they get within reach of his blade...
readied attack: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d8 + 12 ⇒ (4) + 12 = 16
Status and Effects:
AC: 19 HP 32
Shalelu: Round 2 Init 23
Shalelu wastes no time and sends three arrows streaking up at the shadowy creatures... targeting one creature til it dies then switch targets
rapid shot #1: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d8 + 1 ⇒ (6) + 1 = 7
rapid shot #2: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d8 + 1 ⇒ (6) + 1 = 7
rapid shot #3: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d8 + 1 ⇒ (1) + 1 = 2
Sandru: Round 2 Init 21
Sandru pulls out his scimitar and prepares to use it...
readied attack: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d6 + 4 ⇒ (5) + 4 = 9
Spivey: Round 2 Init 20
Spivey calls upon the divine power of Elysium and blasts one of the creatures with starlight...
damage: 1d4 ⇒ 2 +1 for each alignment deviation from CG, DC 12 Reflex save negates.
Koya: Round 2 Init 20
Not sure how many of these creatures there actually are, Koya cast light on a stone and hurls it down the street past the brazier.
| GM KoKyu |
Jade Regent Part II: Night of Frozen Shadows...
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
Combat! Round 2 Init 19 onwards
Init: | Rennyn: 25 | Shalelu: 23 | Sandru: 21 | Spivey: 20 | Koya: 20 (Casts light) | Fenra: 19 (Coat of Many Starts hour 2) | Creatures: 19 | Ameiko: 12 (8/12 Rounds remain Bardic Performance) | Jeryn: 11 (No spells used) | Kenan: 6 | Draeven: 4 | ..
Koya retrieves a stone from the road and begins rubbing it in her hands. Mermering a short prayer the rock soon shines brightly and the old woman tosses it ahead of the party. The orb arcs lazily through the air revealing two more creatures emerging from shadow. The strange beasts pause to watch the light as Koya's stone travels past the brazier, bounces and comes to rest at the base of a statue of an Ulfen man pointing a sword to the sky.
As the stone settles, yet two more of the creatures appear emerging from the corners of buildings and rooftops beyond. The creatures seem to float rather than fall to the ground and for a moment, the new arrivals are more interested in the light than the call which originally drew them near. However the cries of the creature struck by Shalelu's arrows soon draws their attention back to the group. Ignoring the new light source this one rushes forward (Charging MA 35ft) toward the paladin. Yet before the beast's claws could tear into flesh, Rennyn's blade flashes in an upward arc carving a deep gash into the dark creature, felling the beast. And still, the stroke leaves the paladin puzzled for an instant. It was as though part of the beast was there and yet not there as the resistance felt by blade on flesh was inconsistent. There is some trickery to these monsters. Other hissing cries fill the night air and the sense of more to come presses in. (Creatures have shadow blending, 20% miss chance. Spivey's Starlight Blast is not a ranged attack, not used)
Not needing any prompting from the others, Ameiko takes up her shamisen for the second time in the same day and strikes a tune with which to inspire encourage in the masses.
You've heard tales of creatures who lurk in the shadows; hunters from the dark places. Called boogie men by some their nature makes them difficult marks. These things hunt like wild dogs, coyotes or leopards rending their victims with sharp claws and using a paralyzing poison before consuming their prey while still alive.
Shalelu #1 20% miss: 1d100 ⇒ 69 HIT
Shalelu #2 20% miss: 1d100 ⇒ 15 MISS
Shalelu #3 20% miss: 1d100 ⇒ 39 HIT
Rennyn Readied Action 20% miss: 1d100 ⇒ 47 HIT
Sandru Readied Action 20% miss: 1d100 ⇒ 83
Y-7 HP 19-9-16; charges to AE-10 (+2 att, -2 AC) DEAD
??? XP 600
NE Medium aberration (extraplanar)
Init +6; darkvision 60 ft., low-light vision, scent; Perception +6
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 19 (3d8+6)
Fort +3, Ref +5, Will +5
Defensive Abilities: feather fall, shadow blend; SR 7
Weaknesses: light fixation (Slowed)
Offense
Speed 30 ft., climb 30 ft.
Melee 3 claws +4 (1d4+2 plus shadow slime)
Statistics
Str 14, Dex 15, Con 14, Int 5, Wis 14, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative, Lightning Reflexes
Skills Climb +14, Perception +6, Stealth +6 (+10 in dim light);
Racial Modifiers +4 Stealth in dim light
Organization solitary or gathering (2–12)
Treasure none
Rennyn: 0 points strain | Kenan: 0 points strain | Ameiko: 0 points strain of 44, (8 of 12 performances remain) | Draeven: 0 points strain | Fenra: 0 points strain, | Shalelu: 0 strain | Jeryn: 0 points strain, | Spivey: 0 strain,| Koya: 0 Strain (Bit of Luck+Bless used) | Map Updated
| Rennyn of House Thysrial |
Spivey's Starlight Blast is not a ranged attack, not used.
You sure about that? :/
If that is your rule... then she will cast spiritual weapon instead.
RETCON Spivey: Round 2 Init 20
Spivey takes to the sky over the creatures while excitedly reciting a prayer to Desna. In response, a glowing starknife appears beside one of the shadow creatures and immediately lunges for it...
attack (round 1 of 3): 1d20 + 5 ⇒ (19) + 5 = 24
miss*: 1d100 ⇒ 5
damage: 1d8 + 1 ⇒ (8) + 1 = 9
...but the force weapon slices through nothing but shadow.
* I'm also confident that darkvision actually defeats shadowblend. As does areas of normal light.
Fenra still needs an action for this round.
Jeryn can blast magic missiles and Kenan arrows.
Jeryn knowledge (planes): 1d20 + 9 ⇒ (3) + 9 = 12
| Dræven |
Round 2 Init 4
Draeven moves forward (MA to AD,-12) to put himself in front and apart from his companions, in part to draw the creatures to himself and to also give himself room to work. His battle fever begins to rise (FrA enter rage) as he readies his own wicked blade...
SA readied attack: 1d20 + 12 ⇒ (20) + 12 = 32
confirm: 1d20 + 12 ⇒ (15) + 12 = 27
miss: 1d100 ⇒ 41
damage: 4d6 + 36 ⇒ (6, 3, 3, 1) + 36 = 49
Status and Effects:
AC: 15 HP 45 (+12)
raging round 2 of 17
inspire courage
| Fenra Mvashti |
knowledge planes: 1d20 + 6 ⇒ (3) + 6 = 9
Fenra has no idea what the strange creatures could be and as a precaution touches Rennyn's shoulder channelling Desna's protection to him. She keeps her morning star in hand.
Shield of faith +2 AC
| Rennyn of House Thysrial |
Round 2 Init 11
Jeryn speaks words infused with arcane power and points at the creature nearest on the right and two missiles of pure force unerringly strike it... (@ V,-8)
caster level check: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d4 + 3 ⇒ (4) + 3 = 7
caster level check: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d4 + 3 ⇒ (1) + 3 = 4
11 damage total
Round 2 Init 6
Kenan launches two arrows at the same creature targeted by Jeryn...
flurry of bows #1: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
miss chance*: 1d100 ⇒ 35
damage: 1d8 + 5 ⇒ (8) + 5 = 13
flurry of bows #2: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
miss chance*: 1d100 ⇒ 6
damage: 1d8 + 5 ⇒ (1) + 5 = 6
*same comment as above about shadowblend.
| GM KoKyu |
Jade Regent Part II: Night of Frozen Shadows...
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
Combat! Round 3 Init 25 onwards
Init: | Rennyn: 25 | Shalelu: 23 | Sandru: 21 | Spivey: 20 | Koya: 20 (Casts light) | Fenra: 19 (Coat of Many Starts hour 2, Shield of faith +2 AC on Rennyn) | Creatures: 19 | Ameiko: 12 (7/12 Rounds remain Bardic Performance) | Jeryn: 11 (No spells used) | Kenan: 6 | Draeven: 4 | ..
Shadow Blend (Su): In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
Darkvision is black and white only. As Shadow Blending is a Super Natural Ability using shadow I see no reason why it cannot be used under the current conditions: Night. Light sources are present (braziers and Koya's lit stone) however these are further away and do not qualify as bright light
I would be happy to allow Spivey's Starlight Blast to be used at range but as there is no ranged descriptor I could find (please provide a link showing me where this is clarified), I am treating it as though the effect is centered around her, 5ft in all directions.
Ranged weapons from the party sing into the night and the very air around Jeryn pulses. A few of the group's attacks strike home with the wizard's blasts of force garnering the immediate attention of the creature he'd targeted. (Moving on to Round 3 actions)
Y-7 HP 19-9-16; charges to AE-10 (+2 att, -2 AC) DEAD
V-8 HP 19-7-4
??? XP 600
NE Medium aberration (extraplanar)
Init +6; darkvision 60 ft., low-light vision, scent; Perception +6
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 19 (3d8+6)
Fort +3, Ref +5, Will +5
Defensive Abilities: feather fall, shadow blend; SR 7
Weaknesses: light fixation (Slowed)
Offense
Speed 30 ft., climb 30 ft.
Melee 3 claws +4 (1d4+2 plus shadow slime)
Statistics
Str 14, Dex 15, Con 14, Int 5, Wis 14, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative, Lightning Reflexes
Skills Climb +14, Perception +6, Stealth +6 (+10 in dim light);
Racial Modifiers +4 Stealth in dim light
Organization solitary or gathering (2–12)
Treasure none
Rennyn: 0 points strain | Kenan: 0 points strain | Ameiko: 0 points strain of 44, (7 of 12 performances remain) | Draeven: 0 points strain | Fenra: 0 points strain, | Shalelu: 0 strain | Jeryn: 0 points strain, Force Missile x2 | Spivey: 0 strain, Spiritual Weapon | Koya: 0 Strain (Bit of Luck+Bless used) | Map Updated
| Fenra Mvashti |
Fenra briefly closes her eyes and issues a low prayer blessing the group in their actions.
Bless +1 on attack rolls and +1 against fear effects.
| Rennyn of House Thysrial |
Round 3 Init 25
Rennyn steps forward (MA to AD,-9) and stands ready to strike down another of the creatures should it approach...
readied attack: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d8 + 13 ⇒ (2) + 13 = 15
Status and Effects:
AC: 20 HP 32
inspire courage
shield of faith
bless
Shalelu: Round 3 Init 23
Shalelu wastes no time and sends three arrows streaking up at the shadowy creatures... targeting one creature til it dies, then switching targets
rapid shot #1: 1d20 + 12 ⇒ (12) + 12 = 24
miss chance: 1d100 ⇒ 75
damage: 1d8 + 2 ⇒ (2) + 2 = 4
rapid shot #2: 1d20 + 12 ⇒ (2) + 12 = 14
miss chance: 1d100 ⇒ 11
damage: 1d8 + 2 ⇒ (2) + 2 = 4
rapid shot #3: 1d20 + 7 ⇒ (3) + 7 = 10
miss chance: 1d100 ⇒ 31
damage: 1d8 + 2 ⇒ (7) + 2 = 9
...hitting once.
Sandru: Round 3 Init 21
Sandru stays close to Koya and Ameiko, sword still at the ready to defend them...
readied attack: 1d20 + 10 ⇒ (20) + 10 = 30
confirm: 1d20 + 10 ⇒ (5) + 10 = 15
miss chance: 1d100 ⇒ 62
damage: 2d6 + 10 ⇒ (3, 6) + 10 = 19
Spivey: Round 3 Init 20
Spivey's glowing starknife attacks again...
attack (round 2 of 3): 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d8 + 1 ⇒ (4) + 1 = 5
...but the force weapon misses completely this time. Last round should be a hit due to darkvision. :)
Koya: Round 3 Init 20
Koya casts sanctuary upon herself, ready to wade into the thick of things to heal people should it become necessary.
Fenra Round 3 Init 19
Casts Bless.
Monsters are up.
PS Jeryn cast magic missile, not force bolt.
| GM KoKyu |
Jade Regent Part II: Night of Frozen Shadows...
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
Combat! Round 3 Init 25 onwards
Init: | Rennyn: 25 | Shalelu: 23 | Sandru: 21 | Spivey: 20 (Spiritual Weapon) | Koya: 20 (Casts light, Sanctuary) | Fenra: 19 (Coat of Many Starts hour 2, Shield of faith +2 AC on Rennyn) | Creatures: 19 | Ameiko: 12 (7/12 Rounds remain Bardic Performance) | Jeryn: 11 (Magic missile used) | Kenan: 6 | Draeven: 4 | ..
The tempo of battle increases. Arrows whiz through the air amidst arcane words and are met with the squealing hisses of the strange creatures. Turning their full attention to the group, several of them charge forward and one is cut down by the awaiting great sword in Draeven's hands. Rennyn's blade tugs at the neighboring creature's charge but the paladin's swing is not enough to dash the thing to the ground. On the heels of their brethren, two more of the strange things break through the two warrior's reach to threaten. The paladin twists out of the way but the weird tendrils of the other scores a direct touch upon the bicep. A shadowy claw cuts through Rennyn's sleeve and the inky tendril marks the skin below. The tendril is cold and wet leaving behind a kind of slime upon the swordsman's skin. The creature menacing Draeven is sluggish and the big man easily evades its attempts.
AC-9 Att vs. Rennyn: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
AC-10 Att vs. Rennyn: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
AC-12 Att vs. Draeven: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Claw Damage: 1d4 + 2 ⇒ (4) + 2 = 6
(Please add this to your next post as appropriate)
A thin layer of oily black slime covers these creatures. Whenever it strikes a foe, it transfers a swath of this cold black slime onto the creature struck. This slime causes a growing numbness and lethargy in the bodies of those it coats. Each time a creature takes damage from these claws, the creature struck must make a DC 13 Fortitude save or take a cumulative –2 penalty to its Dexterity score. A creature whose total Dexterity penalty equals its Dexterity score is paralyzed and blinded as long as the penalty remains in effect. All accrued Dexterity penalties fade an hour after the last time the victim was affected by shadow slime, but any new slime resets the recovery period. The save DC is Constitution-based.
Rennyn Miss: 1d100 ⇒ 11
Y-7 HP 19-9-16; charges to AE-10 (+2 att, -2 AC) DEAD
V-8 HP 19-7-4-4; charges to AC-9 (+2 att, -2 AC)
T-9 HP 19; charges to AC-10 (+2 att, -2 AC)
Y-14 HP 19; charges to AC-13 (+2 att, -2 AC) DEAD
V-13 HP 19; charges to AC-12 (+2 att, -2 AC)
Q-14 HP 19; MAx2 to AA-13
X-14 HP 19; Appears
V-8 HP 19; Appears
R-10 HP 19; Appears
??? XP 600
NE Medium aberration (extraplanar)
Init +6; darkvision 60 ft., low-light vision, scent; Perception +6
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 19 (3d8+6)
Fort +3, Ref +5, Will +5
Defensive Abilities: feather fall, shadow blend; SR 7
Weaknesses: light fixation (Slowed)
Offense
Speed 30 ft., climb 30 ft.
Melee 3 claws +4 (1d4+2 plus shadow slime)
Statistics
Str 14, Dex 15, Con 14, Int 5, Wis 14, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative, Lightning Reflexes
Skills Climb +14, Perception +6, Stealth +6 (+10 in dim light);
Racial Modifiers +4 Stealth in dim light
Organization solitary or gathering (2–12)
Treasure none
Rennyn: 6 points strain | Kenan: 0 points strain | Ameiko: 0 points strain of 44, (7 of 12 performances remain) | Draeven: 0 points strain | Fenra: 0 points strain, Bless | Shalelu: 0 strain | Jeryn: 0 points strain, Force Missile x2 | Spivey: 0 strain, Spiritual Weapon | Koya: 0 Strain (Bit of Luck, Bless, Sanctuary used) | Map Updated
| Rennyn of House Thysrial |
fort save: 1d20 + 7 ⇒ (11) + 7 = 18
The spot on his arm where the oily black slime is left begins to feel numb. Rennyn can feel his coordination faltering but his divine connection bolsters his fortitude and he shakes off the effect. Beware! Their touch robs your dexterity!
| Dræven |
JERYN: Round 3 Init 11
Jeryn sees an opening too good to pass up and moves forward (MA to AE,-10) to unleash a gout of magical fire with a few words while sweeping his out stretched hands back and forth, engulfing all three shadow creatures engaging Draeven and Rennyn... burning hands @ AC,-12 & AC,-10 & AC,-9)
caster level check: 1d20 + 4 ⇒ (19) + 4 = 23 @ AC,-12
caster level check: 1d20 + 4 ⇒ (2) + 4 = 6 @ AC,-10
caster level check: 1d20 + 4 ⇒ (6) + 4 = 10 @ AC,-9
damage: 5d4 + 2 ⇒ (2, 1, 4, 1, 2) + 2 = 12 (DC 16 reflex save for half)
Jeryn would have cast mage armor in round 1... if someone was actually running him/paying attention. :) We'll just go ahead and retcon that in now.
KENAN: Round 3 Init 6
Kenan steps to his left (5' step to AF,-13) and launches two arrows at the creature closing in on Draeven... (@ AA,-13)
flurry of bows #1: 1d20 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14
miss chance*: 1d100 ⇒ 21
damage: 1d8 + 6 ⇒ (3) + 6 = 9
flurry of bows #2: 1d20 + 6 + 1 + 1 ⇒ (7) + 6 + 1 + 1 = 15
miss chance*: 1d100 ⇒ 76
damage: 1d8 + 5 ⇒ (4) + 5 = 9
*not sure if these are needed.
...drilling it with both.
DRAEVEN: Round 3 Init 4
I guess we just won't let them touch us then! Draeven growls as he slices down at the shadow creature in front of him...
SA attack: 1d20 + 13 ⇒ (3) + 13 = 16
miss*: 1d100 ⇒ 39
damage: 2d6 + 18 ⇒ (5, 4) + 18 = 27
*not sure if these are needed.
...removing its head.
Status and Effects:
AC: 15 HP 45 (+12)
raging round 2 of 17
inspire courage
bless
| Rennyn of House Thysrial |
RENNYN Round 4 Init 25
I'll see what I can do, is Rennyn's reply as his own razor sharp blade flashes out in front of him...
SA attack: 1d20 + 9 ⇒ (20) + 9 = 29 @ AC,-10
confirm: 1d20 + 9 ⇒ (19) + 9 = 28
miss: 1d100 ⇒ 66
damage: 2d8 + 26 ⇒ (1, 4) + 26 = 31
cleave attack: 1d20 + 9 ⇒ (7) + 9 = 16 @ AC,-9
miss: 1d100 ⇒ 87
damage: 1d8 + 13 ⇒ (1) + 13 = 14
...the brazier light glints off of the sword as is passes through the first creature's neck, removing its head before carrying on and nearly severing the second. Both shadow things slump to the ground. Rennyn spares a glance at Draeven and lifts his eyebrows.
Status and Effects:
AC: 18 (cleave) HP 32 -6 strain
inspire courage
shield of faith
bless
Shalelu: Round 4 Init 23
Shalelu steps to her right (5' step to AG,-8) and sends three arrows at the creature being attacked by Spivey's summoned weapon... @ V,-8
rapid shot #1: 1d20 + 12 ⇒ (17) + 12 = 29
miss chance: 1d100 ⇒ 75
damage: 1d8 + 2 ⇒ (6) + 2 = 8
rapid shot #2: 1d20 + 12 ⇒ (9) + 12 = 21
miss chance: 1d100 ⇒ 52
damage: 1d8 + 2 ⇒ (5) + 2 = 7
rapid shot #3: 1d20 + 7 ⇒ (15) + 7 = 22
miss chance: 1d100 ⇒ 31
damage: 1d8 + 2 ⇒ (7) + 2 = 9
...hitting all threes times sending the creature crashing to the ground. 24 damage total
Sandru: Round 4 Init 21
Sandru holds the line...
readied attack: 1d20 + 10 ⇒ (11) + 10 = 21
miss chance: 1d100 ⇒ 95
damage: 2d6 + 10 ⇒ (3, 6) + 10 = 19
Spivey: Round 4 Init 20
**Spivey should be somewhere over the lite area as per my post earlier.
Spivey sends her glowing starknife to attack one of the late comers... (MA to redirect)
attack (round 3 of 3): 1d20 + 7 ⇒ (10) + 7 = 17 @ R,-10
miss: 1d100 ⇒ 83
damage: 1d8 + 1 ⇒ (3) + 1 = 4
...giving it a minor wound before fading into stardust.
She follows that up with a spell at the same creature... (SA cast lesser confusion)
caster check: 1d20 + 3 ⇒ (13) + 3 = 16
DC 16 will save or confused for 1 round
Koya: Round 4 Init 20
Koya watches the battle unfold ready to act. (delay)
Fenra is up then the monsters.
| Rennyn of House Thysrial |
Just for clarification, that leaves 2 remaining. X,-14 & R,-10. With the R,-10 slightly wounded and possibly confused.
| Fenra Mvashti |
Fenra moves forward to join Draeven an Rennyn near the front line AE-10 to help prevent any from getting in behind them or provide healing if needed.
| GM KoKyu |
Jade Regent Part II: Night of Frozen Shadows...
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
In seconds a hail of arrows and steal makes quick work of the charging creatures, and those foolish enough to advance. With a small pile of black spongy masses laying upon the road, the two creatures that can still be seen turn and flee their odd forms quickly disappearing without a trace.
Combat! Ended
Some eyes remain focused upon the darkened town as the group collects itself; black ichor is shaken from blades or wiped clean, bowstrings are checked, arrows counted and equipment stowed. A few minutes have passed since the strings on Ameiko's shamisen stopped their vibrations and the silence which had settled over the company is strangely broken by the movement ahead of a heavy curtain. One of the windows facing the iconic statue has gleamed to life and the face of an Ulfen male peers out framed by a brightly lit room.
Ameiko quirks, Hmm, looks like someone's home.
Rennyn: 6 points strain | Kenan: 0 points strain | Ameiko: 0 points strain of 44, (7 of 12 performances remain) | Draeven: 0 points strain | Fenra: 0 points strain, Bless | Shalelu: 0 strain | Jeryn: 0 points strain, Force Missile x2 | Spivey: 0 strain, Spiritual Weapon | Koya: 0 Strain (Bit of Luck, Bless, Sanctuary used) | Map Updated
| Dræven |
Quite the welcoming party this town has.
Apparently the inhabitants aren't overly concerned their town is overrun by shadow monsters. They should probably put up a warning notice on the town gate to inform visitors.
But then, the monsters seem to be stymied by heavy curtains and closed doors...
| Rennyn of House Thysrial |
Let's deliver the turnips and find an inn for the night.
| GM KoKyu |
Jade Regent Part II: Night of Frozen Shadows...
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
The man's name is Olaf. Dressed in merchant garb, he is tall with long hair which has matured to a salt and pepper. Olaf is cautious, yet despite an unseen woman's mild protest from somewhere within, the group is quickly invited in to what looks like a common shop. As noted, the interior is brightly lit with white washed walls and no hard corners. A heavy door closes behind you and you can see the heavy curtains covering windows and various dried goods as well as other items lining neatly stocked shelves. All it takes is a quick recant of your journey from Fenra and all of Olaf's Ulfen suspicions melt away. As luck would have it, he is the man to whom the turnips were commissioned and he insists the group stay the night.
Despite the unwelcoming greeting of the creatures, Solskinn's residents are as the town appeared to be, warm and inviting. Soon the joyful voices of women and children can be heard coming from the back of the shop, far too many it seems given the size of the shop and the exterior dimensions. Upon passing through another heavy door at the rear of the shop however, the building opens into a wide, brightly lit, covered courtyard. A large table is set in the center and open doors to other houses line the perimeter. Places are set for everyone and food quickly follows with what looks like the whole town in attendance. Over the course of a pleasant meal you learn much about the people here.
Solskinn has not always been plagued by shadowy monsters. A few years ago Solskinn was like any other town in the Southmoor under the rule of King Opir Eightfingers; unhappy and poorly kept. Then from out of nowhere, the creatures came. Solskinn lost many in the first year. Anyone who remained on the streets after dark vanished without a trace, but those who remain indoors until dawn have never been molested. The shadowy spirits do not harm livestock or pets, nor do they damage buildings or steal tools and equipment left untended. When news of these strange occurrences reached King Eightfingers, he sent a few patrols to Solskinn in token attempts to help the town. But after the third patrol vanished, the king all but gave up on the town.
Strangely, the citizens of Solskinn seem to have come to terms with these frightening nocturnal visitors. They call them Nightmares and seem to treat them as such. Crime has all but disappeared, a real sense of community has grown along with strong family values. They knocked down a few walls, connect one another's homes and live peacefully. Some even claim that since the shadow plague came to town, they’ve rested better at night and haven’t had problems with sickness. Indeed, everyone in attendance appear to be in peak physical condition prompting most of the town’s citizens to believe that these strange spirits are more beneficial than harmful. Nonetheless, those who remain outdoors after dark are still taken away, never to be heard from again.
As for the rest of Southmoor, Solskinn sends Opir his annual taxes and remains unmolested by the king's soldiers. Like their neighbors to the south, the townspeople keep to themselves. They maintain the town's reputation as a haunted place as this fact remains true and it would not do to put the lives of good folk at risk. Regular travelers pass through and the only inn in Solskinn remains separate from the rest of the buildings. The group hadn't heard of Solskinn's haunted streets? Well, the people of Jol have never been know to be so free with their information to strangers. The fact the group arrived at night and managed to walk away from their encounter unharmed speaks well of you. The people are impressed and have toasted you all for being of good sound character.
For good or bad, the people have no intention of completely ridding themselves of their Nightmares. They would refuse any more offers of help from Opir or anyone else for that matter. Nor do they wish to know the source of these creatures or why they appeared. Jeryn puzzles at the name, knowing that true Nightmares are a different creature all together yet, as there is no more information about these strange things than what is already known, decides to settle the matter upon his next visit to a reputable library.
After a good meal and a productive evening the group settles down for the night. Your dreams are sporadic, beginning with frightful things but ending triumphantly. In the morning everyone feels well rested - it was literally the best sleep you've had in years. (For the remainder of the day everyone receives +2 to all saves) Olaf has offered the group another commission should you choose, a load of chickens, or if you'd be willing to stay an extra day, a load of apples which he is expecting from the valley's orchards. Either delivery is heading for Kalsgard.
Before I relieve you of your turnips, if there is anything anyone would like to do or know before pressing on I will pause to let you post as much. The events of both Solskinn and Tomgruv were inspired by the CS Lands of the Linnorm Kings and I thought it would make the caravan trip more interesting than just hand waving it all.
Rennyn: 0 points strain | Kenan: 0 points strain | Ameiko: 0 points strain of 44, (12 of 12 performances remain) | Draeven: 0 points strain | Fenra: 0 points strain, | Shalelu: 0 strain | Jeryn: 0 points strain, | Spivey: 0 points strain | Koya: 0 points strain | Sandru: 0 points strain...
| Dræven |
Apparently we killed the town's murderous watch dog mascot good luck charm, Draeven muses to himself as he partakes in the evenings goings on.
| Rennyn of House Thysrial |
Rennyn thanks the benevolent hosts for feeding and putting up the group for the evening.
Later he groans inwardly at the two choices of shipments offered. I don't wish to have to deal with a load of chickens but I don't wish to wait another day for the apples either.
| GM KoKyu |
Jade Regent Part II: Night of Frozen Shadows....
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
Let me know what the caravan is carrying: chickens, apples or nothing :P
According to the folks of Solskinn, the next stop, Delmon’s Glen, is three days away. The road north out of Solskinn is smooth for a while but then the usual Ulfen quality resumes; a badly eroded caravan’s bad dream. Fortunately by now Sandru has adapted and he navigates the roads like the professional he is avoiding any breakdowns. At the end of the first day, the group, and its following flock of crows, meets up with another caravan traveling south. Smaller than your own, it’s four men, simple cart and wagon take turns watching the sky. They carry a load of cabinetry for Solskinn and seem happy enough to see you. After exchanges of favorable reports for the way ahead are made, you join forces for the night – there is safety in numbers.
Over some of Sandru’s ale and Ameiko’s cooking, you learn a little of Delmon’s Glen. Whereas stranger gnome settlements are rumored to be hidden in the deeper reaches of the woods, Delmon’s Glen is no more than an average town, just with a twist. Situated along the major overland trade route connecting Jol and Varisia, it is a small hub to the south for most of the Linnorm Kingdoms. Yet despite its location on this route, the relatively small town has not grown significantly over the years. The impression is, it is nothing more than a stopover; a rest area for travelers doing business elsewhere. Its main claim to fame seems to be carpentry as evident from the fine craftsmanship of the cabinets in the cart.
The men and their cart depart early, politely turning down offers for breakfast and the second day of travel proves uneventful. Only the ever present calls of the crows litter the way ahead but these fade by nightfall. After a peaceful night, the crows wake you at dawn, Who needs an rooster when you got those things? and like groundhog’s day, the day repeats itself; bad roads, crows and potholes.
At the end of the third day Delmon’s Glen comes into view. Most of its buildings resemble typical Ulfen architecture, yet as they are built by gnomes, for gnomes, they are small. Several wood working shops present their wares and a few larger buildings, including a trading post and a much-frequented inn, the Raven’s Best, sit on the edge of town.
Actions? No map available.
| Fenra Mvashti |
Chickens do sound a bit awful, but lets keep going!
Let's get rid of this cargo as soon as possible, find another and be ready to go again tomorrow morning. I will find us an inn.
Fenra, heads off to find an inn, with a bath and bargain for their accommodations.
| Rennyn of House Thysrial |
Agreed.
| Dræven |
Draeven pulls the group aside to mention his unease with the crows that follow the caravan daily. It is unnatural. I suspect sorcery at work.
| GM KoKyu |
Jade Regent Part II: Night of Frozen Shadows...
Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Help Ameiko Secure funds | Find and hire a guide in Kalsgard | Deliver the turnips to Solskinn
Land of the Linnorm Kings | Varisia | Tomgruv | Kopparberget | Solskinn | Losthome| Encounter Map
The gnomes of Delmon's Glen find the fair oracle's charms interesting however not enough to give her any discounts. The Raven's Best is a respectable establishment with professional staff - or at least gnomes 'playing' at being professionals. Rooms and care for the horses are arranged quickly enough and the concierge, a well dressed gnome with vibrant yellow hair by the name of Todwitt, promises to have baths (for those who want it) ready. Two maids, also gnomes, bow at Todwitt's instructions then giggle with delight as they hurry away to play their part as if it were all some sort of game.
As for the chickens...Olaf had intended them to go all the way to Kalsgard. Although he was flexible in the number that should arrive - he doesn't expect the entire load to 'survive' the journey, Oh? You mean we're not eating them all? Ameiko pouts innocently with a bloodied clever in her hand ;), there is a contract to be honored.
(I'd given Kenan this nuget earlier hoping he'd have some motivation to post. Now that Draeven has commented...)
Kenan listens to the big man's concerns and actually raises a supportive eyebrow. The stoic monk calmly adds, I know, and makes a deliberate show of looking to a clump of trees to the west. Especially that one. Perched just out of sight and all but concealed by branches is a much larger specimen of crow than normal. Perhaps the size of a small dog, this particular raven sits nearly as still as the dwarf and seems to be staring in the party's direction. Returned the other day. Kenan folds his arms and frowns, Always just out of range.
Anything else you'd like to do in town? Roll some dice? Gather some, stuff?
| Rennyn of House Thysrial |
perception: 1d20 + 10 ⇒ (1) + 10 = 11
The chickens do belong to us. If you wish to eat up all the profits along the way who am I to argue. Olaf has given us the name of a potential buying in Kalsgard but we aren't required to take them there. If we can find a local buyer I would be happy to part with the incentive for every monster within smelling range to attack us.