GM ShadowLord's GIANTSLAYER (Inactive)

Game Master The Rising Phoenix

THE HILL GIANT'S PLEDGE - PART 1: Rivers of Belkzen
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TG1 | FF

As Sarada stands the wolf once more is an inch away from grabbing hold of him, but the gnoll proves elusive and dodges the attack and climbs to his feet. Once on his feet again, Sarada's new positioning allows him to plunge his large blade into the belly of the beast. The wolf howls, but still stands its ground.

R6: Wolf, Orc, Kreagor, Sarada, Lialda, Garri, Renliat

AoO: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19

GM:

Orc: 9+2
oD1: 4+13+11+10+5
yD2:6+4+12


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Garri's little scimitar continues to fly around in defense of his big fox friend.

attack: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d4 + 3 ⇒ (3) + 3 = 6


Male Elf Wizard 5 | AC 14, Touch 13, FF 11 | HP 37/37 | F +4, R +5, W +7 | Init +14 | Perc +4

Must get some more pearls of power. Renliat thinks as he fires another crossbow bolt.

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 ⇒ 6


Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3

Fort Save: 1d20 + 6 ⇒ (9) + 6 = 15

Stepping after the orc, Kreagor grits his teeth in pain and swings again.

Battleaxe: 1d20 + 5 ⇒ (18) + 5 = 23
Damage w/ AS: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8


TG1 | FF

Garri's blade moves quickly, but not quick enough to connect with the large wolf.

Renliat's bolt whistles by Kreagor and buries itself in the left bicep of the orc moments before Kreagor's battleaxe cuts through the chest of the tattooed orc.

R6: Wolf, Orc, Kreagor, Sarada, Lialda, Garri, Renliat

GM:

Orc: 9+2+6+8
oD1: 4+13+11+10+5
yD2:6+4+12


female half-elf witch (winter) 1 | HP 7/7 (0nl) | AC 13 (17), tac 13, ff 10 (14) | Fort +1, Ref +3, Will +3 | Init +3 | Per +2 | Effects: mage armor

With little else that she can do of use just now Lialda pulled a bottle of golden liqued from her pack, the pale color faint, and drank it. The fluid flowed down her throat and caused her wounds to heal some more.

Pot of Cure Light: 1d8 + 1 ⇒ (5) + 1 = 6


TG1 | FF

The tide of the battle seemingly begins to swing in favor of the party. With Sarada on his feet again the wolf shifts its attention to the next smaller foe, Garri. Striking out at the goblin however yields nothing as the little green guy dodges the snapping jaws of the wolf. Out by Kreagor, the hobgoblin who is only on his feet by sheer force of will, the orc is somehow unable to capatilize on the poor condition of his opponent and his poisoned blade whooshes past Kreagor's body without touching him.

R6: Wolf, Orc, Kreagor, Sarada, Lialda, Garri, Renliat

Attack Kreagor: 1d20 + 5 ⇒ (1) + 5 = 6
Attack Garri: 1d20 + 2 ⇒ (8) + 2 = 10


Garri praises the Lady for his escape from harm, and continues to slice at the wolf.

attack: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d4 + 3 ⇒ (2) + 3 = 5


Female Ganzi Ranger (Flamewarden) HP 14/14 | AC // CMD 15 | F 5 / R 4 / W 2 | acid, electricity, sonic resistance 5
Skills:
Appraise +4 Dungeoneering +3 Nobility +6 Planes +4 Stealth +6 Survival +8
Darkvison 60ft Perception +6 | Favored Enemy (Human) +2

Sarada smacks the wolf as the beast turns on Garri.

Greatsword: 1d20 + 3 + 3 - 1 ⇒ (8) + 3 + 3 - 1 = 13
Slashing: 2d6 + 4 + 3 ⇒ (5, 3) + 4 + 3 = 15

Aegis:+1 to AC and Will saves to everyone within 10ft of Sarada.


TG1 | FF

The Lady is apparently more interested in fancy blade work than actually allowing Garri to hit anything however. The blade of the goblin continues to dance around the body of the wolf without actually touching it.


Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3

I will note that I failed my save against being on fire... So I actually shouldn't have been allowed to make my last actions as my 1 hitpoint would have burned away... I leave it to you to adjudicate, but I am probably unconscious and on fire at the moment. Here's a reflex save vs burning more and a fort save to stabilize.

Reflex: 1d20 + 3 ⇒ (9) + 3 = 12
Fort: 1d20 + 6 ⇒ (2) + 6 = 8

Well, I am going to burn to death.


TG1 | FF

Well that is decidedly less heroic! Remember we have hero points!


TG1 | FF

I'll let your last round stand, being as you a hero and all, and apply the fire damage after your attack instead of before due to your dedication. 1d6 ⇒ 6 damage, ouch.

Kreagor collapses as the flames finally consume him, burning away what is left of his resolve.

Sarada's greatsword whoosehs over a patch of sizzled fur on the wolf, but doesn't inflict any damage as it dodges just in time.

R6: Wolf, Orc, Kreagor, Sarada, Lialda, Garri, Renliat


Male Elf Wizard 5 | AC 14, Touch 13, FF 11 | HP 37/37 | F +4, R +5, W +7 | Init +14 | Perc +4

Renliat sighs and summons another thundercloud on the half orc.

Damage: 3d6 + 1 ⇒ (1, 5, 5) + 1 = 12 DC 18 reflex negates


TG1 | FF

Seconds after Kreagor drops from the fire damage a stormcloud materialized over the orc and shocks the life from the tattooed creature. After the sparks of electricity fade the burnt and smoking body of the orc lay adjacent to the burning hobgoblin.

Reflex: 1d20 + 9 ⇒ (2) + 9 = 11


Garri rushes over to Kreagor and heals him.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (4) + 1 = 5


TG1 | FF

Still need Lialda to wrap up R6 before your rush of aid goblin Garri!


TG1 | FF

Lialda delays and tries to line up the perfect shot on the wolf. It's a difficult shot but once Garri takes a step towards Kreagor she gets her window and buries a bolt into the back of the head of the large creature. The wolf collapses to the ground at Sarada's feet as the goblin rushed to the burning hobgoblin's aid. Now that they were out of danger, Garri rolled and patted Kreagor on the ground to douse the flames, but not before he took additional burn damage 5 damage. Garri zapped him with three cure light wounds which healed a portion of the damage inflicted by the fire bomb.

With the orc and the wolves dead you quickly survey the area for any other signs of immiedate danger. None are found however, it's difficult to miss what the orc was standing before when you entered this chamber. Embedded in a fifteen-foot-tall spire of centuries-old bones stands the skeleton of a massive armored warrior. Though its flesh has long since rotted off its frame, the skeleton still stands proud and regal amid the trappings of battle and mounds of gleaming treasure. The skeleton’s battered halfplate and scarred helmet hint at its many battles, and the warlord’s hands are clenched around a massive stone hammer. Beneath the helmet, a thick, round rock has been embedded in one of the skeleton’s otherwise empty eye sockets.

With everyone back on their feet they search the body of the fallen tattooed orc. The half-orc positively glowed with magic items in Renliat's sight. Not too surprisingly - at least, not to Kreagor - the majority of the items on his body were alchemical in nature that Lialda was able to identify for the group. It wasn't until everything was removed from the corpse that Renliat realized that the half-orc's body itself was magical. Well, at least a part of it was. The man's face, or more clearly the tattoos there, was glowing with magic.

The other items were certainly of interest, even though most weren't magical. A goodly assortment of alchemical items and potions were represented, as well as a folded piece of parchment that turned out to be a letter.

The letter

In addition to the items on the half-orc's body, there was the treasure around the giant chieftain's bones, the armor and weapons it wears, and that odd rock in the eye socket.

loot:

  • potion of cure moderate wounds
  • acid (2)
  • alchemist’s fire (2)
  • 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
  • formula alembic
  • alchemy crafting kit
  • antitoxin (2)
  • formula book (contains elemental touch, protection from arrows, bomber's eye, cure light wounds, expeditious retreat, enlarge person, invisibility, shield,and stone fist)
  • mwk thieves’ tools
  • portable alchemist’s lab
  • masterwork breastplate
  • masterwork splint mail
    +
  • 1 human-bane arrows (4)
  • adamantine crossbow bolts (13)
  • masterwork orc double axe
  • heavyload belt
  • scroll of phantasmal killer
  • scroll of tongues
  • coins and gems adding up to 1335 gp
  • locket containing a lock of hair

Magic items not readily identifiable

  • large half-plate (from bones)
  • large hammer (from bones)
  • locket containing a lock of hair (from orc)

[spoiler=GM]
Fail wolf: 1d20 + 7 ⇒ (5) + 7 = 12
Lialda Attack Wolf: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Damage: 1d8 ⇒ 8
1d6 ⇒ 5


Garri sees if his friends need any other care. Then he uses his magical skills to see if he can identify the puzzling magic items. He prays for the Lady's help before each check (i.e. casting guidance).

spellcraft check, half-plate: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
spellcraft check, hammer: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
spellcraft check, hair: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9


Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3

Slightly recovered, Kreagor sits and then stands. Looking over the array of items he exclaims "There is more wealth here than I have ever seen I think."

His curiosity getting the better of him, Kreagor joins Garri in examining the magical items.

Spellcraft, half-plate: 1d20 + 6 ⇒ (14) + 6 = 20
Spellcraft, hammer: 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft, hair: 1d20 + 6 ⇒ (4) + 6 = 10


TG1 | FF

The goblin was so tempted to write the hammer off as a magical warhammer. However, when he picked it up, the warhammer resized itself to fit his hands perfectly. He took a closer look at the dark stone hammer, and the symbol engraved on the head. It couldn't be, and yet...

Garri had heard tales of the origin of the giants. The stone giants of the Mindspin mountains believe the giant god Minderhal used his hammer Agrimmosh to forge the firsst giant. The creation was imperfect, though, and Minderhal smashed his creation with a blow from the hammer, and the pieces became all of the races of giants that now populate the world. With that act, the stone hammer gained another name - the Hammer of Unmaking.

Aggrimosh:
This hammer appears to be a simple stone blacksmith's hammer, engraved with Minderhal's holy symbol. It functions as a +2 impact warhammer that automatically resizes itself to match the size and grip of the wielder. Once per day, and a full round action, the wielder of Agrimmosh can use the hammer to cast heightened enlarge person. This effect lasts for 20 minutes.

Meanwhile Kreagor spends time examining the heavy armor that weighs at least one hundred pounds! Once again, this was no simple magical plate. As he picked up the giant-sized plate it resized in his hands to be one of medium sized. Recognizing the armor as the late chieftain Uskroth's armor that legend said would bless him wiht enlarged size and great strength.

Uskroth's Armor:

This battered, well-used suit of +1 half-plate automatically resizes itself to match the size of its wearer. Once per day on command, the armor can bestow upon its wearer the effects of righteous might for 5 rounds. The wearer’s alignment determines the DR gained from this ability. A good wearer gains DR 5/evil, an evil wearer gains DR 5/good, and a wearer who is neither good nor evil chooses which DR to gain the first time she activates this ability—once chosen, it cannot be changed.

While Kreagor and Garri investigate the two most powerful items, Sarada spends time surveying the immiedate area and makes note to Kreagor that the treasure horde is not yet complete. It appears that Uskroth was entombed with much of his treasure. The chests, vases, and other containers piled around Uskroth’s funerary spire are overf lowing with coins, gemstones, jewelry, and other fineries worth a total of 1,300 gp. In addition, scattered among the treasure
are several items valuable in their own right, including a masterwork breastplate, a suit of masterwork splint mail, four +1 human-bane arrows, 13 adamantine crossbow bolts, a masterwork orc double axe, a heavyload belt, a scroll of phantasmal killer, a scroll of tongues, and a wand of inflict moderate wounds with 7 charges remaining!

Lialda spends some time investigating the rock lodged in Uskroth's eye socket and determines there is something unique about it, but she can't place her finger on it.

DC 28 Appraise or Knowledge (dungeoneering):
The geode is known to be a spectacular pleochroic variety of tourmaline, the nearest known deposits of which lie in the Mindspin Mountains to the south and west. While it would take an expert appraiser to price the large geode, its value is secondary to its true function as a treasure map.

DC 20 Knowledge (geography) or DC 24 Knowledge (local):
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” leads to the tomb of the fabled giantslayer Nargrym Steelhand, but unfortunately, it is incomplete. In order to fully use the map, the PCs must find the second half of the geode.

DC 10 Knowledge Local (Orcs):
You identify these orcs as members of the Twisted Nail tribe. An orc tribe dwelling in the northern Mindspan mountains that is rued by a hill giant chieftain.

DC 20 Knowledge Local (Orcs):
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.

Dc 10 Knowledge Local or DC 15 Knowledge Nobility (Grendelshek):
You have heard of Grendelshek as a hill giant leader of the Twisted Nail orc tribe

DC 20 Knowledge History (Twisted Hearts/Uskroth):
You recognize the "Twisted Hearts" as a combined tribe of orcs and giants that was once led by the giant hero Uskroth

The locket of hair remains unidentified.


Garri is untrained in any of those, so only can try for the DC 10 local check.

1d20 ⇒ 8


Female Ganzi Ranger (Flamewarden) HP 14/14 | AC // CMD 15 | F 5 / R 4 / W 2 | acid, electricity, sonic resistance 5
Skills:
Appraise +4 Dungeoneering +3 Nobility +6 Planes +4 Stealth +6 Survival +8
Darkvison 60ft Perception +6 | Favored Enemy (Human) +2

Sarada doesn't have any of those knowledges either.


female half-elf witch (winter) 1 | HP 7/7 (0nl) | AC 13 (17), tac 13, ff 10 (14) | Fort +1, Ref +3, Will +3 | Init +3 | Per +2 | Effects: mage armor

With the fighting over and everyone tended to Lialda began to have a field day examining all of the items they had found. She focused on the geode first once they had retrieved it.
Knowledge (geography): 1d20 + 9 ⇒ (14) + 9 = 23
She realized that the rock's crystalline structure wasn't natural and then it hit her. The crystals were a map, or part of one, and she said, "This appears to be the Mindspin Mountains and leads to something, a tomb maybe?" She sighed, "Sadly it isn't complete, somewhere there is a matching section that we need to find."


Male Elf Wizard 5 | AC 14, Touch 13, FF 11 | HP 37/37 | F +4, R +5, W +7 | Init +14 | Perc +4

Apologies! Let me get some of those rolls taken care of.

Appraise: 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge (dungeoneering): 1d20 + 11 ⇒ (11) + 11 = 22

"I am unsure what this is."

Knowledge (local): 1d20 + 10 ⇒ (20) + 10 = 30

"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” leads to the tomb of the fabled giantslayer Nargrym Steelhand, but unfortunately, it is incomplete. In order to fully use the map, we must find the second half of the geode."

Knowledge (local): 1d20 + 10 ⇒ (1) + 10 = 11

"These orcs are members of the Twisted Nail tribe. An orc tribe dwelling in the northern Mindspan mountains that is rued by a hill giant chieftain."

Knowledge (local): 1d20 + 10 ⇒ (7) + 10 = 17

"But that's all I know of them."

Knowledge (local): 1d20 + 10 ⇒ (10) + 10 = 20

"Although I have heard of Grendelshek as a hill giant leader of the Twisted Nail orc tribe."

Don't have history. If nobody objects Renliat will take the scrolls.


Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3

K(local) DC 20 Local(Orcs): 1d20 + 7 ⇒ (20) + 7 = 27

"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."

K(History) DC 20 (Twisted Hearts/Uskroth): 1d20 + 2 ⇒ (20) + 2 = 22

"You recognize the "Twisted Hearts" as a combined tribe of orcs and giants that was once led by the giant hero Uskroth"

I would like the masterwork breast plate if no one else wants it.

"So what should our next move be? I suggest we take this information to Kurst and talk over what should be done with them."


The only thing Garri can really use from the loot is the belt. Unfortunately, a dex/scimitar build is really picky about the gear it can use.

Garri nods at Kreagor's suggestion. "Garri wants to check on the pretty priestess and make sure she is OK."


TG1 | FF

As Renliat bursts through the waterfall, he stops to get his bearings when daylight floods his eyes once more. The orcish raid has dissipated, the remnants of the clan fleeing the town, where newly heartened defenders are continually firing fire arrows, ballistae bolts, and curses at the retreating forms. Whether the defense was stronger than they expected, or whether it was the loss of their giant ally, it is obvious that the orcs have lost their burning desire to sack Trunau - at least for this day. Interesting enough, to the right of the entrance to the waterfall is one of those white sword symbols the party found painted all around town, this one painted on a large rock directly next to the entrance to the cave.

Renliat watched as Garri thumped up behind him, seeing Kurst and his outriders ride down a small group of orcs, their swords and lances driving into the greenskins. It looks as if Trunau had weathered yet another orcish attack. Sarada wasn't in quite as much of a hurry as the others, having more strength meant having to haul out the rather large and heavy horde of treasure mostly himself. Fortunately, Kreagor was tarrying behind, and the gnoll roped him into doing most of the carrying.

While the raid may be over, its aftereffects will likely be felt for years to come. Trunau has weathered many such attacks in the past, but by virtue of the giant, the siege weapons and army approaching virtually unseen, and the sabotage and betrayal at the gates, this was by far the worst the town had seen in generations.

The Lower City, often damaged to one degree or another during raids, was quite nearly destroyed completely. Almost every structure had been damaged by fire, with many being nothing more than burned out husks. The Inner Quarter was also in ruins, having soaked up many fiery stones hurled by catapult and giant. Fortunately, casualties were relatively few, as much of the town - including most of the very young and very old - had been in the Upper City when the raid started. Deaths among those of fighting age were high, but still less than might have been expected.

You pitched in where you could, helping with healing, or shoring up defenses. Exaggerated tales of Renliat's crossbow bolt in the cave were retold in such a way that had him striking down the orc with a bull-eye shot to the forehead. Because of this he was called off to man the outer walls with his famed crossbow and thunderstorm spells, though it was probably more likely do to his elven eyesight. Sarada and Kreagor were conscripted to help fix the jammed and ruined portcullises in the curtain wall. Lialda was dragged off to where a large group of wounded awaited care, requiring some of her alchemical expertise. Garri went his own way, the big man surprisingly gentle as he helped the wounded to the triage stations, and less so as he put wounded orcs out of everyone's misery.

Likely, the tale of the route of the Twisted Nails tribe would be told for years, given that the townspeople had been outnumbered five to one, and taken by surprise to boot. The tribe was easily identified from the numerous banners depicting two metal pikes bent around each other. Kurst and his band of militia riders got a significant portion of the praise, having routed the main force when the orcish morale had broken following the death of their "pet giant". As a group, you received another large portion, being hailed everywhere as "the heroes who saved Trunau".

The next day dawned, the sky still smudged with the smoke that drifted from ruined buildings. You managed to get some time alone with Kurst and Jagrin Grath, and filled them in on what went on under the hill. Kurst informs you that the prisoner you took earlier, a flood troll named Ghaer, opened up and explained that he identified someone named Grenseldek as the leader of the Twisted Nail tribe. "Ghaer said that a giant named Grenseldek had tasked some funny-faced orc named Skreed to infiltrate Trunau, find a map and hammer and bring them back to her. It sounds like the orc you found in the burial chamber of that giant was this Skreed."

The party, exhausted from the night's work, had fallen asleep puzzling out the strange tattoos on the half-orc's face that had glowed as magic. After discussion with some locals they remembered a folktale of a hag with a tattooed face. The tattoos were magic, and allowed the hag to look like anyone she wanted - usually a pretty young girl - in order to lure men to a grisly demise.

There was much to be done to rebuild Trunau, and you have a part in it. But, there is also the mystery of why the Twisted Nails, a tribe known to be led by a giant, wanted what was buried in the hill below Trunau so bad. It was unlikely this foe would take the defeat of their plans lightly.

While the main concern was the orc attack, there was still the mystery of the swords, Rodrick's murder, and everything else. It made some sense, what with the sword painted on the hill by the hole the giant opened to the burial chamber. Perhaps, Rodrick simply stumbled upon the saboteur's plot? The clues might fit together, or they might simply lead nowhere...

Cliff Notes:

  • White swords were painted in apparently random spots across town, including one by the entrance to the tomb the white paint is some kind of alchemical substance that won't easily come off
  • Rodrick was killed in an inn, which had a white sword painted in another room
  • The killer tried to make it look like suicide but failed, thanks to your involvement there were saboteurs, including at least a few half-orcs, involved in preparing for the orcish raid the saboteurs killed the watch and jammed the portcullis on the curtain wall
  • Trunau was built over a tomb of an apparently powerful giant chieftain
  • Grenseldek, the giant warleader of the Twisted Hearts clan, apparently sent the tattooed half-orc to find the tomb and retrieve both the hammer and the geode you found.


Is Garri able to find the Pretty Priestess to check on her?


Male Elf Wizard 5 | AC 14, Touch 13, FF 11 | HP 37/37 | F +4, R +5, W +7 | Init +14 | Perc +4

That was an excellent conclusion to the battle!

Renliat is happy the town survived, but has been lost in thought due to the last few legs of the journey. He had run dry on magic time after time, and his father's teachings echoed in his head. While conjurers are waves, evokers are spikes. Terribly devastating for extremely brief periods, but if you can endure or outmaneuver these spikes they become less dangerous than a commoner.

Well this long form battle had more than proven his father's point. Renliat has been spinning his wheels trying to think of a solution.


TG1 | FF

Sure Garri, go ahead and write something up about it. Sorry I didn't include it my summary above.


After things calm down a little, Garri goes to find the Pretty Priestess to make sure she is OK. He heads first to the temple of Iomedea, since that is where he saw her last. If he doesn't see her, he asks anyone he finds there.

If she is there but looks busy, he just talks to her for a moment to make sure she is OK. If she doesn't look very busy or seems happy to talk for a bit, he talks through his guilt at needing to help kill creatures.


TG1 | FF

Things are still relatively busy when Garri finds time to visit the temple. Those lost in battle, injured in battle or otherwise affected by the Battle of Bloodmarch Hill stream in and out of the the holy place. Garri finds time to assist those that need help, but also manages to get a few moments of the priestess's ear as well. They spend lunch together one day as Garri talks over the battles which weigh heavily on his consciousness.

A few days after the attack, each of you received a summons requesting that you attend a special meeting of the Town Council. The entire council was there and you feel privileged for being included. Chief Defender Halgra spoke for the Council as she thanked you for your actions in saving the town, both during the raid itself, and under the hill. Then, she moved on to her request. "From the notes you found, and from information we...extracted...from some of the orc survivors of the raid, we learned that the Twisted Nail orc tribe is being headed by the hill giant, Grenseldek, and her council of hill giants. She wanted something buried under Trunau - that stone and hammer - and she will stop at nothing to get it. She has also stated that Trunau is an offense to both giant- and orc-kind and she will wipe our town and everyone in it off the face of this planet, even if it costs the lives of every orc she can control."

"Sure, we can follow a certain suggestion I have heard - namely, destroying the objects, and making sure Grenseldek knows we have done it - but her desire to destroy our town cannot be handled as easily."

"I don't have to tell you of the danger we are in. Trunau simply cannot weather another attack like the last. Our victory this week was one of morale, not numbers. The majority of the orc fled when they saw we - you - had killed the giant and destroyed their siege equipment. That, coupled with Kurst's outrider screen was enough to send them running. But, if Grenseldek is serious about destroying Trunau, she can."

"It is a simple matter of numbers, and the advantage our defenses have given us in the past is woefully broken now. It will take months to get the outer defenses rebuilt, and even longer to replenish our militia."

"What I, we, are proposing is to hire you to deal with Grenseldek before she can rally her forces and return to Trunau. We think you are best suited for this, given how well you handled the giant at the Hopespring pool, and how well you worked together as a team for the entire battle. We need you to do this. Your families, those that live in Trunau, need you to do this. Can we count on your help?"


Garri looks around at the faces of his companions. As long as he sees no objections there, he stands and speaks. He's using his best human speech, trying to leave out his goblin mannerisms.

"I can't answer for my friends, but I can tell you that this seems a thing that anyone who seeks to do good would accept. I will go, and I hope my friends go, too. May the Lady be pleased."


Male Elf Wizard 5 | AC 14, Touch 13, FF 11 | HP 37/37 | F +4, R +5, W +7 | Init +14 | Perc +4

Renliat ponders how his father would have responded to this speech. Most likely a weighing of the odds, of possible outcomes, and possible solutions. Probably an analysis of the risks and benefits, and how much time and resources such an endeavor was worth. A very cold and calculating approach.

But Renliat is not his father.

Renliat stands, his lanky form stretching above most of the townspeople. "As long as the primordial flare still runs in my veins, I will see this through."


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Male Hobgoblin Hero Points 1 SW Skald 2/URanger 1 HP 21/21 | AC 17| T 11| FF 16| Fort +6| Ref +3| Will +3| Init +1 Perc +6 Dark Vision 60 ft | Concentration +5 | RS 8/8 | L1 3/3

I will get to see more giants!

Kreagor stands and speaks, "You have accepted me here, though I am obviously not one your own. I will gladly aid you in this to return the kindness that the town has shown me."


TG1 | FF

The room had gone completely quiet when the party was addressed by the Chief Defender. As she nods along along with the acceptance by Garri, Renliat and Kreagor she responds. "Excellent, that is what we were hoping to hear."

Turning to face Kreagor she adds, "After what you have given for Trunau in the battle Kreagor, you are one of us. I am proud to have each of you within these walls."

Turning to look at the unspoken, Halgra looks to Sarada and Lialda curiously. "And you?"


female half-elf witch (winter) 1 | HP 7/7 (0nl) | AC 13 (17), tac 13, ff 10 (14) | Fort +1, Ref +3, Will +3 | Init +3 | Per +2 | Effects: mage armor

Lialda intended to spend the night in her home only to find that there was nothing left of it. A rather large rock that had overshot the walls fell right on top of it and crushed the cottage she'd grown up in with her Mother. She managed to salvage a very few keepsakes and some clothing but there was nothing else she could rescue from within the collapsed building. The victory began to feel rather hollow for her and she went and stayed in one of the buildings for those now without homes for the night.

When she was called to the council meeting the next morning Lialda was only slightly surprised. She figured they would want to discuss what they had seen beneath the hill but their request was shocking. She hesitated in her response as she considered her options. She could simply refuse and leave, start over somewhere new, and the thought was tempting, but she knew that her Mother believed in this place and that she would be disappointed in Lialda if she chose to leave it behind. Nodding in agreement she finally responded, "I'll help. I may not have always been treated very well but I still grew up here and I wouldn't honor my Mother's memory if I gave up protecting the place that took her in and which she made our home."


Female Ganzi Ranger (Flamewarden) HP 14/14 | AC // CMD 15 | F 5 / R 4 / W 2 | acid, electricity, sonic resistance 5
Skills:
Appraise +4 Dungeoneering +3 Nobility +6 Planes +4 Stealth +6 Survival +8
Darkvison 60ft Perception +6 | Favored Enemy (Human) +2

After the others had spoken Sarada solemnly bows to the council. "I shall gladly accompany my friends in this endeavor you ask of us."


TG1 | FF

"Excellent! We were hoping that you would rise to the occasion. I'm sorry to hear of your troubled past here in Trunau Lialda, but now is the time for your to help shape the future for those who have struggled such as yourself. By accepting this task you'll help bring light to who have misjudged you and your talents and set a path forward in a place where those problems do not occur."

Looking out among all of you she continues, "I've asked Silvermane to join us today. Some of you may know him, already, but the druid has spent most of his life in service to the Hopespring. Although he cannot speak, I will act as translator for him."

The elven druid stood and bowed slightly to you. His arms and hands moved in sweeping gestures, punctuated by delicate finger motions. It was almost hypnotic, and as the elven druid signed, Halgra spoke the words aloud. He began by thanking you for saving his life at the Hopespring beacon. He is certain that the giant or the orcs with it would have killed him, had you not intervened.

He then spoke of a demiplane called the Vault of Thorns, constructed by the druidic Council of Thorns, of which he was once a member. The Vault contains magic items once used to combat the predations of giants, and which should help you in your quest. The Vault, he says, has an entrance in the Ghostlight Marsh, a swamp to the northeast of Trunau.

The druid produced an ancient leaf-embossed lantern, telling you that if the husk of a dead will-o-wisp is placed in the lantern, it will guide the bearer to the circle of stones that marks the Vault's entrance. You will know that you are close, when you are traveling on the river Esk, and see a large stone with a circle of thorns carved into it. 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 thanked the druid, and then continued. "Our scouts report that Greseldek has taken the remnants of her forces and holed up in Fort Redlake. If you can sneak into the Fort, using the weapons and items that are in the Vault, and remove her from leadership, then that should be enough to stave off any further attacks on Trunau for a while. Certainly long enough for us to get the walls and gates repaired,and perhaps get the militia healed back up into some order of fighting force."

"I have already secured passage for you up the River Esk, following this route here. The captain, Raag Bloodtusk, has agreed to take you where you need to go, and wait for you to do what needs done. He has a kind of understanding with the orcs in Belkzen, and as long as you don't draw too much attention to yourselves, you should be able to blend with his crew. I have a letter of introduction to Bloodtusk, as well as some other documents I'd like for you to deliver to him while you are bout it. "

Concluding she folds her hands and asks, "Questions? Comments?Reservations?"


Garri slips back into goblin grammar a bit.
"If Garri's friends know what monsters might be near, Garri's friends can prepare better. Can great town leaders and druid tell Garri's friends what will be at the marsh?"


Male Elf Wizard 5 | AC 14, Touch 13, FF 11 | HP 37/37 | F +4, R +5, W +7 | Init +14 | Perc +4

"I think the objective and means are perfectly clear. Some other concerns though: does anybody have a map of the area? Any idea what we'll run into? And any supplies for our journey?"


TG1 | FF

Halgra thinks for a few seconds before responding. Eventually she offers "As to what you'll see, anything is possible. I will say this however. The current border between the Holden of Belkzen and Lastwall runs through the swmap. Both orcs and humans avoid the marsh due to countless talens of strange, floating lights. Once you get into the heart of the lake though, I'd expect their to be all manner of creatures working for Greseledek. Most certainly more orcs!"

"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."

"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 willo’-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."

"Keep in mind though, it's long forotten that the will-o’-wisps of Ghostlight Marsh are actually the reincarnated druids of the Council of Thorns, who still remember their former lives."

Halgra motions to a man sitting in the corner by a large chest. She mods and says, "Lungren. Take them the sack please." The large bearded man withdraws a heavy burlap sack and walks it over to the four of you. Sitting it down in front of you it clings loudly with the sound of coin. The chief defender adds, "There is 1500 gold in there for you to equip yourselves however you see fit. I know rightly we owe you more for this task, but frankly, it's all we can afford after the horrible attack we suffered. So much to repair and rebuild."


TG1 | FF

Ready to move on then? Anything else before departing?


Female Ganzi Ranger (Flamewarden) HP 14/14 | AC // CMD 15 | F 5 / R 4 / W 2 | acid, electricity, sonic resistance 5
Skills:
Appraise +4 Dungeoneering +3 Nobility +6 Planes +4 Stealth +6 Survival +8
Darkvison 60ft Perception +6 | Favored Enemy (Human) +2

I can't think of anything.


Male Elf Wizard 5 | AC 14, Touch 13, FF 11 | HP 37/37 | F +4, R +5, W +7 | Init +14 | Perc +4

All of my inquiries have been answered, onwards!


female half-elf witch (winter) 1 | HP 7/7 (0nl) | AC 13 (17), tac 13, ff 10 (14) | Fort +1, Ref +3, Will +3 | Init +3 | Per +2 | Effects: mage armor

Lialda watched to all that was said by Silvermane. She'd long since known how to speak with him, not that she did so very often, and she was surprised at just how much he told them. It was likely he rarely told anyone this much, maybe her mother knew, but she doubted very much that she had heard everything. Giving the elf a sympathetic smile she signed back to him, Thank you for telling us all of this Silvermane and I am glad we could save your life, you were always a friend to my mother and to me. Is there anything I can do to help those whisps accept our presence or to put them at rest, or some tribute you would like me to take to them on your behalf?

As they were given the money to use Lialda considered what could be done with it. She knew much of it would likely go towards wands and such but she decided to ask her companions, "If you will allow me a few days time I can also create some potions using part of the money, that way we will have access to things that all of us can use."


Female Ganzi Ranger (Flamewarden) HP 14/14 | AC // CMD 15 | F 5 / R 4 / W 2 | acid, electricity, sonic resistance 5
Skills:
Appraise +4 Dungeoneering +3 Nobility +6 Planes +4 Stealth +6 Survival +8
Darkvison 60ft Perception +6 | Favored Enemy (Human) +2

"Ah, of course, that sounds like a great idea, Miss Lialda." Sarada says.


TG1 | FF

Halgra responds "Will four days do? Raag Bloodtusk is schedule to arrive and meet you then."

Silvermane makes a sort of bobbling gesture with his hands, then continues to sign. Halgra looks over and interprets "Silverman has something to add on what you will see. There are likely some natural guardians, and perhaps some that have wandered into the Vault in the centuries it has been left untended. It was never meant to be a defensive storage area, not long term anyways, and there were fewer guardians than you seem to expect. Of course, that was centuries ago, and many of the guardians he once knew are likely long gone by now. The fey found it an interesting place, though, and there will likely be some about, dryads mostly. "

With the formal meeting complete, the party splits to prepare for their upcoming journey. During this time Renliat takes some time to analyze the last unknown item from your spoils, a locket taken from the tatooed orc Skreed. He discovers that it is actually a True Love Locket.

True Love Locket:

These gold heart-shaped pendants, which open to reveal small hollows inside, always come in pairs and must be on the same plane of existence to function. When two people with a strong emotional bond (such as good friends, family members, or romantic partners) each wear one of the lockets containing a keepsake from the other person (usually a lock of hair or small picture), the lockets’ magic becomes evident. After 24 hours of wearing a linked locket, each wearer knows the condition of the other as via a constant status spell. In addition, when either wearer uses the aid another action to assist the wearer of the linked locket, the bonus gained is increased by 1. Lastly, once per day, each wearer may use one of the known skills of the wearer of the linked locket, as borrow skill (Pathfinder RPG Advanced Player’s Guide 207). If either wearer of a linked true love locket takes the pendant off, has it forcibly removed, is killed, or travels to another plane, both lockets cease to function until reattuned for 24 hours.

As you prepared to leave, after breaking your fast on the eighth day after the attack, Councillor Halgrim comes to see you off. Given the recent evidence of spies and saboteurs in Trunau, the Council determined that it would be best not to send you off with any more fanfare than was necessary, so only Halgrim and Kurst were there to see you off. Everyone with families in town had said their goodbyes already, and there was no crowd of well wishers.

Kurst offered his hand to each of you, wishing you good luck on your journeys. Halgrim offered something a little more. There were three items the Councillor handed over. One was a letter of introduction to Captain Bloodtusk of the keelboat slated to take you upriver. The second was a map of the route you planned to travel, with important information on borders and the route itself freshly inked. The third was a sealed envelope. Halgrim handed it over, saying "This is a personal delivery to Raag Bloodtusk. Deliver it to the hands of none other, and don't be snooping, either."


Does anyone else have a sudden fear that the 'personal delivery' actually says "Please kill the bearer of this letter for me"?

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