| GM Mort |
Robert hangs Halk's body in the balcony, while Hedran starts smashing open the stone blocks.
Robert hears some whispered gasps once Halk's body is hung on the balcony, but see no one.
Hedran finds one of the stone blocks contains 5,305 sp, another contains 1,403 gp, and a third contains two emeralds (worth 500 gp each) and a pearl of power (2nd level). The fourth box contains only a terrible odor, as Halk created it when he was drunk enough to try to “save” a particularly noisome belch.
The party also hears the sound of things being thrown around, then after a while, the sound of clanking from the northern wall.
| "Hedran" |
Hedran is going to grab that pearl of power and give the rest of the money over to the treasurer.
"This last one is awful."
| Ratel Dier |
Thanks for botting Ratel Mort, I now have him @ 12HP
Waking just in time to see the nasty little man fall, Ratel get's up, shifting his shield to his shoulder and sheathing his scizore, he nods to Father Nolan, "Thanks Father."
Smiling slightly to see Cirieo regain consciousness, he goes over and nudges Bear winking at the halfling. "I thought you were going to protect Cirieo?"
Testing his wounded leg, as the draws his 'multi-tool' and begins helping break away the rock, he asks, "Would someone be able to use an wand, and finish healing this leg?"
Hearing the sound of things being thrown around, He motions towards the northern wall, "Once we're all healed up should we check out that sound?"
| GM Mort |
The party goes to the northern wall but doesn’t see anything except crumbled rubble. They still hear the sound of something outside the crumbled rubble, headed in a downward direction.
Bear huffs at Ratel.
| "Hedran" |
"Father if I lend you a pearl fo power will you heal Ratel a little bit?"
Hedran will lend father a 2nd level pearl of power.
| GM Mort |
”I could.” Father Noelan answers. Hedran passes the pearl of power to Father Noelan, who uses it to regain one use of burst of radiance, then converts it into a CMW for Ratel.
CMW on Ratel: 2d8 + 4 ⇒ (1, 4) + 4 = 9
| GM Mort |
The party heads down into the courtyard to see a brutish, one-eyed giant carrying a large, well-made axe and wears a simple tunic and carrying an ox hide backpack on his back. He has a head of shaggy hair, and the lower half of his face is obscured by a bristly, dark beard, and he is walking out of the keep.
Grenwold knowledge nature: 1d20 + 12 ⇒ (18) + 12 = 30
Nigel knowledge nature: 1d20 + 11 ⇒ (16) + 11 = 27
Robert: 1d1d20 + 9 ⇒ (5) + 9 = 14
Grenwold and Nigel recognizes the creature as an Ohancanu. It has DR 5/cold iron.
An ohancanu has 2d4 white hairs that connect not only to its head, but to its essence. If one of these hairs is plucked with a successful steal combat maneuver, the ohancanu gains 2 negative levels. The ohancanu automatically regrows the lost white hair and recovers the negative levels after 24 hours.
Ohancanus are massive, brutal forest creatures that delight in destruction. Appearing as giant humanoids, ohancanus are thick and powerfully muscled, with simian arms that reach nearly to the ground. Although ohancanus have a single eye in the center of their foreheads, they are fey creatures and unrelated to the ancient cyclops race.
Ohancanus are rapacious and destructive, befouling the forests in which they live. They block up streams in order to grab trapped fish, cause rockslides to wound prey, and hew down healthy trees just for the joy of killing. Ohancanus like to hunt, but they don’t have the patience to set traps or wait in ambush; instead, they charge at their prey with their axes held high.
Ohancanus kill far more game than they eat and leave the carcasses to rot.
Ohancanus often live for centuries, spending their years ranging throughout large forests. They prefer to keep on the move and rarely stay in one location for more than a few days unless a need arises, such as manufacturing a new axe or waiting out a fierce and lengthy storm. Because they are so long-lived, ohancanus develop good instincts for where to find the easiest prey and how to avoid the few predators they can’t simply slaughter.
Slide 11
| GM Mort |
The ohancanu glances at the party nervously as they come out of the keep and swiftly makes itself scarce into the forest.
| GM Mort |
Going up the stairs from Halk's throne room the party comes to a large room that has signs of recent habitation but was hastily abandoned.
J13
Arrow slits in the western, southern, and eastern walls look over the surrounding forest. A descending staircase in the northeastern corner ends suddenly, sealed over with stone a few steps down, and a large trap door in the ceiling is open. A cabinet leans against a wooden door in the northern wall. Several circular targets have been painted on the walls in vivid blue paint, but the room contains only a few chairs, a small desk piled with empty wine cups, and four large braziers.
A drawer in the desk contains six full vials of marker dye and 4 empty vials.
There is a cabinet toppled on the floor at the southern end of the room with an open door leading to another room.
Slide 15, big room
| Grenwold Houtvester |
Earlier, regarding the puzzle korred (I didn't see a response)
"Would anyone else consider inviting that korred to Misthome? He seems harmless and might help us with mining."
Earlier, after the big fight
"Whew, that was tough. I'm glad everyone seems okay. Let's heal up before we move on. Thanks as always for your help, Father."
On seeing the Ohancanu
To Robert, whispering, "Yeah, let it pass on - though they tend to be pretty cruel and merciless. It wouldn't hurt to dispatch the vile fey."
Upstairs, slide 15
Gren recasts his hightened awareness, and will cautiously head toward the toppled cabinet, searching as he goes.
Perception: 1d20 + 16 ⇒ (17) + 16 = 33
| GM Mort |
Searching the room beyond the toppled cabinet, the party finds a wardrobe that has been chopped open by a large axe. The wardrobe is empty.
In the other chambers, Grenwold finds that they contain a bed, a wardrobe, and a desk. He finds in two of the chambers there are two korreds that have passed out on the bed from drinking.
| GM Mort |
"Agreed." Father Noelan answers. "I sure hope that's the last of those fey we'll see."
"No worries," Father Noelan replies to Grenwold's thanks with a wan smile. "Unfortunately, I'm out of spells so I won't be much use in that aspect for the rest of the day."
Nigel Percival Cartwright
|
Nigel breathes a sigh of relief when the irritating (and surprisingly fortitudinous!) creature goes down.
He then follows the others as they continue to search the place.
Nigel searches the toppled cabinet, carefully checking it for traps.
"As far as I can tell, ve have looked everyvhere except zat tover out ze front, yes? Perhaps ve can go to ze top of ze ozer tover, and zen run a rope across to ze tower ve haven't explored, and go from ze top down...?"
| GM Mort |
The toppled cabinet is not trapped.
The other tower has arrow silts on the upper levels which are too small for the party to climb in way and the only entrance that is apparent is the window at the ground level, or the door.
What are you doing with the drunk korreds, or those that were knocked out by frostbite?
| Ratel Dier |
Gesturing toward the sleeping korreds, Ratel asks, "Do we wake them and send them on their way?" He frowns a little like he tasted something sour, "Or do we slit their throats in their sleep?"
| GM Mort |
"I don't really care about killing drunken korreds to be honest."Father Noelan looks at the drunk korreds distastefully."And they weren't exactly organized either."
"But they were abusing a harmless wolf pup for their entertainment."Father Noelan's eyes have a flinty look in them."That sort of thing should be punished."
"Maybe wake them up, give them a good whipping and let them limp off?" Cirieo suggests.
| GM Mort |
[ooc] Where the drunk korreds were sleeping[/url]
"These are the officers quarters - used by the leaders of the Chernasardo Rangers." Cirieo tells the party. "And now there are stinking korreds in it."
Nigel Percival Cartwright
|
*Looks confused* Doesn't the top level of the redcap tower show a trapdoor in the ceiling? I figured we could go through that, up onto the roof, and get across to the other tower from there...?
Failing that, I guess we could just take pot-shots at the plant from the balcony on the top level of the main keep, until it dies, or goes away?
Nigel shrugs.
"I don't care vhat happens to ze korreds. Zey are callous and vicious little creatures, and I zink zat ze vorld vould be a better place vizout zem... Zat said, ze idea of killing zem in zeir sleep does leave me a bit uncomfortable..."
| GM Mort |
OK, I thought you were talking from the other side. But even if you do it from the top of the redcap tower, it's still getting into the first storey window by climbing, arrow slits are too small.
| GM Mort |
The party wakes the korreds up with smelling salts, then tell them Halk is dead, pointing at the body in the balcony and give them the boot, and they stagger out of the keep.
The party then repels down from the trapdoor on the redcap tower. As they climb in through the window (Fenton isn't part of the whole climb thing since...eh last time I looked, elks don't climb), they realize there are footprints leading out of the window towards the keep exit.
J8
Several training dummies and archery targets stand scattered around the room, which has an ascending staircase to the north and an iron-bound wooden door leading to the east. A bench with four evenly spaced holes sits against the southern wall, partially visible behind a canvass curtain.
Robert realizes the training dummy is trapped, that the moment anyone steps up the stairs and touch the trip wire, cold iron shrapnel will fire over, and disables the trap.
In the room's garderobe, rather filthy, the party sees stuffed in there a masterwork cold iron greatsword, a cold iron short sword, an alchemical silver dagger and 17 cold iron bolts.
They then go up the stairs.
J9
Several small casks are stacked around this room, each of them open and empty. Stairs lead up and down ton the northern wall, and arrow slits pierce the southern and western walls. Three water barrels still stand in one corner next two two empty crates of rations that look recently eaten.
The party goes up the stairs.
J10
Narrow arrow slits in the walls overlook the fort and the surrounding forest. A staircase descends along the northern wall and a large trap door in the ceiling is barred with a wooden beam. The room is empty aside from the disheveled bunks, but scratches marring the floor and the walls hint at a battle waged here long ago.
Cirieo sighs, "I guess we've searched the whole place, but there's no sign of my equipment. I'll make do with these, then."
Slide 11 and slide 13
| "Hedran" |
Hedran suggests to the rest of the group, "We should secure the wine cart and fortify a position. Then I will do some scribing before we rest. I don't know what dangers still lurk about so if a couple of you don't mind waiting with me that would be great."
If there are any spells that folks think will help the group feel free to suggest them. @GM Mort We have been here a couple hours I assume? what time of day did we arrive?
| "Hedran" |
Assuming there are no objections Hedran will start moving the barrels into the area the group decides to rest in.
| Ratel Dier |
Helping wake the Korreds, Ratel snarls at them encouraging Bear to do the same, to encourage them on their way. Following along as the group rappels into the last area he watches quietly as Robert deals with the trap. Helping pack up the weapons, he looks at Cirieo "Do you think someone may have made off with your gear? We've searched everywhere."
Nodding in agreement with Hedran "Securing the wine cart and fortifying our position is a good idea. I wonder if it would be worthwhile to try and talk some of the villagers into moving here and refortifying this position."
He then helps Hedran move the Barrels, telling the swordsman, "I may make more mutagen while you work on copying those spells."
| GM Mort |
"I have no idea. I'd have expected they might have hidden it somewhere in the keep, but we've searched everywhere and not found anything."Cirieo answers, crestfallen.
anything?: 1d100 ⇒ 1
What?: 1d100 ⇒ 51
As the party is shifting the wine barrels towards the keep, they hear a loud moo coming from the tied oxen and the party sees them struggling to pull free of their ropes, as a large plant with a thick trunk is capped by a crown of wide leaves, whipping vines, mushrooms, and a ravenous purple maw, aka Tendriculous moves towards them!
Grenwold init: 1d20 + 5 ⇒ (14) + 5 = 19
Cirieo init: 1d20 + 4 ⇒ (12) + 4 = 16
Father Noelan init: 1d20 + 3 ⇒ (19) + 3 = 22
Robert init: 1d20 + 3 ⇒ (10) + 3 = 13
Ratel Init: 1d20 + 3 ⇒ (17) + 3 = 20
Hedran init: 1d20 + 2 ⇒ (12) + 2 = 14
Nigel init: 1d20 + 1 ⇒ (14) + 1 = 15
Tendriculous init: 1d20 + 3 ⇒ (4) + 3 = 7
Party up, slide 11. The last time you made your knowledge checks about this guy, you pretty much got everything so no point doing knowledge checks again.
| GM Mort |
Plant is moving at 40 feet per round, Cirieo is currently mounted on Bear.
Father Noelan moves forward and fires a shots
at the plant. "I think the plant is drawn towards the cattle!" He orders Cavall to intercept the Tendriculous.Double move 100 ft
longbow: 1d20 + 6 ⇒ (17) + 6 = 23
dmg: 1d8 + 2 ⇒ (7) + 2 = 9
Cirieo tries to stay on Bear but has to use a hand to grab the training harness. Cirieo urges Bear forward as he shoots at the Tendriculous but his bolt goes wide.
ride: 1d20 - 1 ⇒ (1) - 1 = 0
crossbow: 1d20 + 2 ⇒ (16) + 2 = 18
Father Noelan manages to send one shot into its trunk. 9 dmg to Tendriculous.
Yeah mutagen wore off
| Ratel Dier |
Seeing the odd plant causing the bovine to tremble, Ratel moves towards the plant, arming his shield. "Well, it looks like were going to have to deal with this thing."
double moved Ratel 55 ft, armed shield while moving, I'm assuming the mutagen has worn off. Is Cirieo presently mounted on Bear? How fast is the plant moving?
| Grenwold Houtvester |
| 1 person marked this as a favorite. |
”Oh no, my cows! Get outta here ya big jerk!” Grenwold casts bless and moves towards the tendriculous.
Standard Action - cast bless
Move - move 50 feet closer to the tendriculous on Fenton
| Grenwold Houtvester |
Earlier, wizard korred
After conferring with the party briefly, Grenwold spoke with the researching korred, in Sylvan,
If possible, Gren will attempt a diplomacy taking 10 for 15 (this was earier, so not in combat??)
Earlier, sleeping korreds.
”Glad we chased them off, it isn’t right killing who can’t fight back.”
Earlier, noticing the tracks. Could Grenwold... theoretically track them into the forest??? He’s supposed to be a good tracker but it never comes up! I hope he can :)
| GM Mort |
The “Oh No! My cows!” part tickled me silly ^^
Robert draws his bow and shoots at the tendriculous.
longbow: 1d20 + 8 ⇒ (6) + 8 = 14
The tendriculous turns its attention from the oxen and moves towards the party as the arrow sticking in its trunk falls out. Remember the regeneration?
Also no AOOs are given for the oxen since under handle animal attack trick, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
Father Noelan fires two arrows at the tendriculous and orders Cavall to attack it.
RS: 1d20 + 4 ⇒ (4) + 4 = 8
RS: 1d20 + 4 ⇒ (20) + 4 = 24
RS confirm: 1d20 + 4 ⇒ (15) + 4 = 19
dmg: 3d8 + 6 ⇒ (2, 5, 8) + 6 = 21
”Where’s Vardalel? Wasn’t he waiting outside the keep as well?” Father Noelan asks the party.
He orders Cavall to attack the Tendriculous. Cavall sighs, as he points his ears forward, takes a 5 ft step to close in, and does so anyway. Cavall does not manage to bite through the stem.
This is going to taste so bad.
bite: 1d20 + 7 ⇒ (5) + 7 = 12
Father Noelan's first arrow bounces off its trunk, but the second shot pierces a hole in its stem, causing purple ichor to ooze out. 21 dmg done
Cirieo tries to stay on Bear and manages to keep his hands free to reload his crossbow.
ride: 1d20 - 1 ⇒ (10) - 1 = 9
| GM Mort |
Earlier
The korred looks up from the ceramic box he has been examining, appearing to be still lost in his own train of thought, then shakes his head as if noticing Grenwold for the first time. ” Օ՜հ, դու գոնե:”
” Ես պարզեցի, թե ինչ է տեղի ունենում կերամիկական խորանարդի մեջ: Դա կանաչ լորձ է: Եթե ես կարողացա պարզել, թե ինչ է այն նյութը, որը արտադրում է այն, որ մթերքը լուծարվում է, մենք կարող էինք ունենալ գերծանրքաշային կենտրոնացված կանաչ լորձի լուծույթ, որը լուծարելու է այն, ինչ որ անդրադառնում է: Կարող եք պատկերացնել ծրագրերը: Կանաչ լորձի թնդանոթը:” He gets more animated and excited as he talks about his research.
” Ես կցանկանայի, որ ձեր հանքավայրը որոշի հանքաքարի արդյունահանման արդյունքում, եւ ես կարող եմ ինչ-որ բան անել” The korred tells Grenwold.
He then sighs, ” Հստակորեն փայտը կառուցվածքների հետ գնալու ձեւ չէ, քանի որ ինչ-որ մեկը կոտրվել է բերդի մեջ եւ քանդել է իմ տաքսիների արջերը:”
Then he claps his hands together eagerly.” Սակայն հայտնի գիտնական, ով աշխատել է կրակի մեջ կրակով, ասել է. «Շնորհակալություն Բրիղի մեր բոլոր սխալները այրվեցին: Այժմ մենք կարող ենք կրկին թարմացնել: «Այդպես էլ պետք է անեմ:”
Then he frowns, ” Բայց ինչ վերաբերում է ձեր բնակության վայրի պահպանմանը”, he shakes his head.” մարդիկ պարզապես շատ աղմկոտ են: Նրանք ամբողջ օրը ձեզ անհանգստացնում են, եւ ոչինչ չի արվի: Գուցե ես կվերադառնամ քո բնակավայրը զամբյուղով, հանք ստանալու համար, բայց դա այդ մասին է: Ապա ես պետք է վերադառնամ այստեղ, ավարտելու իմ Մեծ գործերը:”
Then he adds as an afterthought, ” Ի դեպ, ես Bristle Billie- ն եմ: Ուրախությամբ հանդիպեք ձեզ:” as he holds out one grimy paw of a hand for Grenwold to shake.
Oh its you, gnome.
I’ve figured out what’s in the ceramic cube. It’s a green slime. If I could figure out what is the substance that it produces that dissolves metals, we could have a super-concentrated green slime-based solution that would dissolve anything it touches. Can you imagine the applications? A green slime blaster!
I would like some of the ore that your settlement produces, so I can make some metal golems. Clearly wood isn’t the way to go with constructs, since someone busted into the forge and destroyed my taxidermic bears.
But a famous scientist who’s work was destroyed in a fire once said, “Thank Brigh all our mistakes were burned up. Now we can start fresh again. “ So shall I do the same.
But as for STAYING with your settlement
Eh…people are just too noisy. They’ll bother you all day long and nothing will get done. And Trogdolytes stink like an open sewer, or week old corpses. Ah, who are those learned folk again? Perhaps I shall come to your settlement with a cart to get some ore, but that’s about it. Then I’ll need to get back here to complete my Great Works!
I’m Bristle Billie by the way, pleased to meet you.
| Ratel Dier |
climbing into the rubble, Ratel moves ahead, stopping where he believes he will be just out of reach of the carnivorous plant.
double move, hoping to stop before aoo, but I forgot if the thing has reach more than 10 ft :-)
| GM Mort |
Large things usually have 10 ft reach. Unless they're long rather then tall. This one looks rather tall.
| Grenwold Houtvester |
Grenwold focuses, moves toward the tendriculous, and takes a big swing with his glaive.
Swift - Bull focus
Move - Move up
Standard - attack
mw cold iron glaive, bull, bless, power attack: 1d20 + 7 + 1 + 1 - 2 ⇒ (8) + 7 + 1 + 1 - 2 = 15
glaive damage, bull, power attack: 1d8 + 1 + 2 + 6 ⇒ (5) + 1 + 2 + 6 = 14
Don't forget bless!
| GM Mort |
Grenwold's glaive does not cut through the Tendriculous stem.
The tendriculous heals up slightly and, seeing Grenwold trying to slash at it, tries to bite it, attempts to bite Grenwold, and grabs him in its mouth as well as slamming him with a tentacle. 16 dmg to Grenwold, Grenwold is grappled.
bite: 1d20 + 11 ⇒ (18) + 11 = 29
dmg: 2d6 + 3 ⇒ (3, 4) + 3 = 10
grab: 1d20 + 19 ⇒ (13) + 19 = 32
tentacles: 1d20 + 6 ⇒ (3) + 6 = 9
tentacles: 1d20 + 6 ⇒ (19) + 6 = 25
dmg: 1d6 + 3 ⇒ (3) + 3 = 6
"Hey you let go of Grenwold, the last time I looked plants didn't go around eating gnomes!" Father Noelan yells at the tendriculous, while shooting at it, sending an arrow into its trunk.
RS: 1d20 + 5 ⇒ (3) + 5 = 8
RS: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d8 + 2 ⇒ (1) + 2 = 3
Cavall bites the tendriculous, but doesn't manage to get through its toughened stem.
bite: 1d20 + 7 ⇒ (6) + 7 = 13
Cirieo urges Bear forward as he fires at the Tendriculous with his heavy crossbow, scoring another bolt in its trunk. 22 dmg done to Tendriculous
ride: 1d20 - 1 ⇒ (8) - 1 = 7
Crossbow: 1d20 + 11 ⇒ (20) + 11 = 31
dmg: 1d8 ⇒ 4
Crossbow confirm: 1d20 + 11 ⇒ (3) + 11 = 14
Party up