
GM Mort |

Nigel identifies the dart as a +1 dart, the 10 arrows as +1 arrows, the two scrolls one being a scroll of fly, and the other a scroll of black tentacles, the feather token as a whip feather token, the breastplate as a +1 breastplate, the whip as a +1 magical beast bane whip, the chain shirts as +1 chain shirts, the rings as +1 rings of protection, the bead as a bead of force and headband as a headband of alluring charisma +2.The incense is an incense of meditation.
what?: 1d100 ⇒ 73
how many: 1d6 ⇒ 6

GM Mort |

"Yes I should, but do we need to save some for future use? In case we run into more of that ilk. How much do you have in that bag, exactly?" Father Noelan asks Nigel.

GM Mort |

"Well, I'll use some of it then."Father Noelan then casts restoration on himself before giving a relieved sigh. "Haven't felt that grounded since I came back."
Jang also has some words with Grenwold. "I appreciate if next time you don't start charming my friends."
The rest of night passes uneventfully and the next morning after Jang, the black dragon, his lizards, Ruanni and Brownie, now hitched to the wagon, depart. Nigel calls his wolves to him and the party makes their way towards Fort Ristin.

GM Mort |

Somewhere else in Fangwood..
Misthome - Noon Day 27
A tall and graceful sharp-eared giant’s with pale skin and curly red hair emerges from the woods. Its large brow gives it a somewhat primitive visage.
Leo starts yelling, "We've got a giant incoming at 7 o clock!"
You are Veld. You're having lunch in your now repaired hut when you hear Taidel and Liriosa yell about incoming creatures.
Statblock below
Human Diviner 5
LN Medium humanoid
Init +2, Senses Perception -1
AC 15, touch 11, Flatfooted 14
Hp - 17 (5d6-5)
Fort +0, Ref +1, Will +3
Melee quarterstaff-1(1d6-3)
Ranged +2 (1d8/19-20)
Spell–Like Abilities (CL 5th; Concentration +9)
7/day – diviner’s fortune (+2)
Diviner Spells prepared (CL 5th; concentration +9)
3rd - Arcane Sight, Heroism (2)
2nd – See Invisibility, Glitterdust(2), Summon Monster II (1), Web
1st – Comprehend Languages, Mage Armor, Magic Missile (3)
0 – Dancing Lights, Detect Magic, Detect Poison, Message
Str 4, Dex 10, Con 9, Int 18, Wis 8, Cha 6
Feats: Scribe Scroll, Additional Traits (Poverty Stricken, Caretaker), Craft Wondrous Items, Brew Potion, Craft Magic Arms and Armor, Craft Wand
Forbidden schools: Illusion and Necromancy
Skills Heal +5, Profession Herbalist +5, Craft(Alchemy) +12, Spellcraft +12, Craft(Carpentry) +12, Knowledge(Nature) +8, Knowledge(Local) +8, Knowledge(Religion) +8, Knowledge(Engineering) +8, Knowledge(Dungeoneering) +8, Knowledge(Geography) +8, Knowledge(Nobility) +8, Knowledge History +8, Knowledge Planes +8, Knowledge Arcana +8, Survival +5
Languages known Common, Draconic, Dwarven, Elven, Goblin
Gear: Spell component pouch, the rest is none of your business.
You are Edran. You’re looking for Azriel in his hut to see if he's got some meats for Jet, but Azriel isn't in.
Stat block
Male Bard 3
CN Medium humanoid (human)
Init +2; Senses Perception +6
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armour)
hp 20
Fort +2, Ref +5, Will +4
Speed 30 ft.
Melee dagger +2 (1d4/19–20)
Ranged dagger +4 (1d4/19–20)
Special Attacks bardic performance 11 rounds/day (countersong, distraction, fascinate, inspire courage +1, Inspire Competence +2)
Bard Spells Known (CL 3rd; concentration +6)
1st (4/day) — Charm person (DC 14), Cure Light Wounds, Expeditious Retreat, Sleep (DC 14)
0 (at will) — Daze (DC 13), Detect Magic, Flare (DC 13), Ghost Sound (DC 13), Summon Instrument, Prestidigitation
Str 10, Dex 12, Con 8, Int 10, Wis 13, Cha 17
Base Atk +2; CMB +2; CMD 14
Feats Point blank shot, Precise Shot, Skill Focus(Handle Animal)
Skills Acrobatics +6, Bluff +8, Diplomacy +9, Handle Animal +12, Knowledge(Local) +5, Linguistics +4, Perception +6, Perform(Dance) +7, Perform(Wind) +9, Sense Motive +6, Sleight of Hand +7, Stealth +5
Languages Common, Draconic
For the purpose of this episode you get to control 2 characters, Ighiz and Skinder
You are Ighiz, Chieftain and shaman of the children in stone. You are meditating about stone with your fellow Onos disciple followers.
You are not aware of the commotion upstairs unless someone informs you.
Stat Block
Female Troglodyte oracle 4 (Stone Mystery)
N Medium humanoid
Init +1
AC 23, touch 11, flatfooted 17
Hp – 48
Fort +7, Ref +2, Will +5
Speed – 20 ft
Melee MW rock crystal shortspear +5 (1d6)+1 acid, bite -1(1d4), claw -1(1d4)
Ranged magic stone +6 (1d6+1)
Oracle Spells known (CL 4th; concentration +8)
2nd – Masterwork Transformation, Lesser Restoration, Stone Call, Cure Moderate Wounds , Continual Flame
1st – Bless, Command, Cure light wounds, Magic Stone, Shield of faith
0-At will – Stabilize, detect magic, detect poison, guidance, read magic, resistance
Str 10, Dex 13, Con 16, Int 8, Wis 13, Cha 16
Feats: Brew Potion, Combat Casting, Extra Spells known (Continual Flame)
Oracle’s curse: Tongues, Revelations Crystal Sight, Shard Explosion
Skills Intimidate +7, Knowledge Planes +3, Perception +5, Perform (Oratory) +7, Spellcraft +5, Stealth +5, Linguistics +1
Languages known Common, Draconic, Terran, Undercommon
Gear: MW Breastplate, MW Rock crystal shortspear, the rest is none of your business.
Special: You may summon Terbius, the earth guardian as a full round action. He’s going to make you cough up 400 gold pieces worth of martial art manuals as payment for services rendered. And you don’t have enough dosh to foot the bill, so you’ll need to ask your tenants (those surfacers) for it.
You are Skinder. You’re busy mining, feeling rather hot and tired from it.
You are also not aware of the commotion upstairs until someone informs you.
Skinder’s stat block
Female hobgoblin afflicted wererat rouge
LE(due to lycanthrophy taint) Medium humanoid
(but she acts as LN)
Init +3
AC 15, touch 13, flatfooted 12
Hp 22
Fort +4, Ref +6, Will +2
Defensive abilities evasion; DR 5/ silver
Melee bite +4(1d4+1)
Special attacks – sneak attacks + 1d6
Str 12, Dex 17, Con 18, Int 12, Wis 15, Cha 6
Feats: Combat reflexes, Weapon Finesse
Skills: Acrobatics +8, Climb +6, Craft (alchemy)+6, Diplomacy (-2) (+2 to change attitude vs animals related to lycanthropic form), disable device +9, escape artist +8, knowledge local +6, stealth +12, Swim +6, Use Magic Device +3
Languages Common, Dwarven, Goblin
Medium Earth Elemental, Ascetic Oracle 4
Str 22
Dex 13
Con 15
Int 8
Wis 11
Cha 15
Fort +7, Ref +2, Will +8
Hp 66
Ac 24
Melee: Improved Unarmed Strike +14 (1d8+6)/+9 (1d8+6)
PA: +12(1d8+10)/+7(1d8+10)
Earth Mastery: +13(1d8+11)/+8(1d8+11)
Cantrips:
Detect Magic, Resistance, Stabilize, Light, Mending, Read Magic
Level 1 spells(7/day), Concentration +6
CLW, Obscuring Mist, Divine Favour, Shield of Faith, Stone Fist
Level 2 spells(4/day)
Resist Energy, Cure Moderate Wounds, Glide
Feats:Power attack, Weapon focus (Improved unarmed strike), Blindfight, Extra Revelation, Tougness
Gear: None! Who needs gear! Gear is for wimps!
Skill points: GM is lazy to stat it out for this episode…
Languages known: Terran
Base Atk +7, CMB +13, CMD 24
Oracle curse: Haunted
Revelations: Ascetic Armor (Su): You can use meditative techniques that temporarily cause attacks to bounce off your skin, as long as you aren’t wearing armor or carrying a medium or heavy load. These techniques grant you a +4 armor bonus to AC. At 7th level, and every 4 levels thereafter, this bonus increases by 2. At 13th level, the techniques also grant DR 5/unarmed strikes or natural attacks. You can gain the benefits of ascetic armor for 1 hour per day per oracle level. The hours do not need to be consecutive, but you must spend them in 1-hour increments. (It’s on.)
Fleet (Ex): You gain a +10-foot enhancement bonus to your base land speed. You lose this extra speed if you wear any armor or carry a medium or heavy load. At 7th level, and every 6 levels thereafter, this bonus increases by 10 feet. Oracles with the lame oracle curse can’t select this revelation.
Martial Disciple (Su): Through meditation and study of monastic forms of combat, you have learned a lethal form of unarmed combat. You gain Improved Unarmed Strike as a bonus feat, even if you do not meet the prerequisites. You gain the unarmed strike damage of a monk of your oracle level. If you also have monk levels, those levels stack for the purpose of determining your unarmed strike damage.
Slide 1

GM Mort |

Veld does not have any idea what that Giant could be. The Giant on the other hand, spots everyone looking at him and calls out biosterously, "Hallooo there, is this Misthome? Are you the settlement of refugees Nigel was talking about?"

Grenwold Houtvester |

Earlier
Grenwold stares at Jang for a moment, saying nothing, then ignores her.
He refuses to respond verbally to any statement or questions she has, but will obey directcommands to the best of his ability.

GM Mort |

"I'm Herge the wood giant! Nigel said he had a settlement of refugees that could use some help in learning to live with nature, so I popped over. Was busy teaching an elf earlier, but after that he went back into the woods to live out of them. Said something about not wanting to see Nigel and the rest of the party after being snubbed by them."Herge shrugs. "Oh well, to each his own."

GM Mort |

"Oooh. I like mead. I would make some but since I travel quite some, I wouldn't want the bears to get it and get drunk. It's not good for their system, and besides drunken bears are Dangerous. Both to themselves and others."Herge replies. "Anyway I can't come into your house. I'm too tall. We should have a picnic on the grounds."Herge suggests.
"Ողջույն փոքրիկներ: Մի անհանգստացեք, չեմ կծում: Եկեք եւ միացեք մեզ:" Herge waves at the leshies hiding in the bushes in a friendly manner and invites them out for a picnic.
Hi little ones! Don't worry, I don't bite. Come out and join us!

GM Mort |

Herge sits in the compound waiting for his vegetarian picnic lunch, which he shares with the leshies and the community leaders (Jet, Aubrin, Ighiz). As the caves are really too small, Herge finds he cannot get into the caves and decides to camp in the woods.
All retraining will involve Herge and the retrainee spending a couple of days in the woods.

GM Mort |

Back to the party
Escorted by Nigel’s wolves, the 3 day journey to Fort Ristin is uneventful.
ILW, Nigel: 1d8 + 5 ⇒ (5) + 5 = 10
ILW, Nigel: 1d8 + 5 ⇒ (2) + 5 = 7
J1
Two massive towers on the western side of this fort are connected by a high wall with a gatehouse festooned in ivy. Mushrooms blossom amid ferns along the ground, The wooden double door of the gatehouse is banded with iron.
A sign reading, ”Billie’s place, Keep out!” has been uprooted and thrown on the ground, and six creatures with prominent tusks and unruly green fur lounge in the compound, chewing on what looks like the bloody remains of an auroch. The party recognizes them as canopy trolls, which they have fought before.
Grenwold init: 1d20 + 6 ⇒ (10) + 6 = 16
Nigel init: 1d20 + 6 ⇒ (1) + 6 = 7
Father Noelan init: 1d20 + 3 ⇒ (11) + 3 = 14
Robert init: 1d20 + 3 ⇒ (5) + 3 = 8
Trolls init: 1d20 + 3 ⇒ (18) + 3 = 21
The trolls are currently prone since they are lounging. Rubble and Bush are DT.
The trolls stand up, looking at the party's intrusion, growl, and head towards the party.
Slide 11, party up

GM Mort |

We'll just assume it as an everyday thing. Father Noelan casts Greater Magic Weapon on Raincaller for 7 hours everyday, extended ice armor on Cavall everyday.
There's no -2 for range, each square is 5 feet, you're only 50 feet away.
Robert shoots the red troll, wounding it. Father Noelan also shoots at the same troll, ordering Cavall to move forward. 27 dmg done to the red troll
RS: 1d20 + 7 ⇒ (9) + 7 = 16
dmg: 1d8 + 4 ⇒ (2) + 4 = 6
RS: 1d20 + 7 ⇒ (19) + 7 = 26
dmg: 1d8 + 4 ⇒ (3) + 4 = 7
RS: 1d20 + 2 ⇒ (8) + 2 = 10

Grenwold Houtvester |

Grenwold also has greater magic weapon for 8 hours every day, cast onto his morningstar (becomes a +2 rock crystal morningstar). As part of level-up, he switched out howling agony for invisibility.
Grenwold blinks at the trolls and sighs, whispering a spell, and the party appears to have been bolstered (casts bless). He and Fenton move up a bit into the scree.
Swift (Grenwold) - Earth Focus
Standard (Grenwold) - Casts Bless
Move (Both) - into the scree

GM Mort |

Sure go ahead on spell switch. But yeah if you can't resupply, greater magic weapon/magic vestment are your friends.

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Earlier:
Nigel approaches Father Noelan.
"It might be a good idea if you took zis Headband, Fazer - it should increase your force of personality, alloving you to channel more of Erastil's might."
Anyone else want any of the items? I figure that our 'front-liners' Nigel and Gren should take the Rings of Protection +1, at the very least...

GM Mort |

Earlier
”Ok, I’ll take it for now – though we might want to liquidate it to buy something more useful if we can get to a larger settlement.” Father Noelan replies.
Now
Father Noelan looks at Nigel critically and remarks,”Well at least you look like some kind of wereraptor now, which is an improvement over your last transformation. Cirieo would have appreciated that.”
The trolls double move up, and the red canopy troll heals up slightly.
After shooting the red troll in the eye, Father Noelan fires at the yellow troll but only hits it with one shot.
RS: 1d20 + 8 ⇒ (20) + 8 = 28
RS confirm: 1d20 + 8 ⇒ (17) + 8 = 25
dmg: 3d8 + 12 ⇒ (4, 6, 4) + 12 = 26
RS: 1d20 + 8 ⇒ (5) + 8 = 13
iterative: 1d20 + 3 ⇒ (13) + 3 = 16
dmg: 1d8 + 4 ⇒ (6) + 4 = 10
Cavall readies to bite the first troll that comes into range.
Red is down, but needs regeneration to be dealt with, yellow has taken 10 dmg. Party up

GM Mort |

Robert sticks the yellow troll twice on its torso. 21 dmg to yellow
Must as well get some posting done since I'm on the train, but won't make attempts to find time to post today

Grenwold Houtvester |

Grenwold casts fear the sun on all of the trolls, as it is daylight. He then whispers a word to Fenton, who's horns and hooves blaze with a hotter fire than you've seen before. Fenton attempts to run the closest troll through.
Standard (Grenwold) - Cast Fear the Sun (it is daylight right?) (DC 15 Fort)
Swift (Grenwold) - Switch Fenton to Fire focus (2d6 now!)
Move (Fenton) - approach yellow
Standard (Fenton) - a flaming gore
gore, bless: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
gore damage, flaming: 2d6 + 6 + 2d6 ⇒ (2, 5) + 6 + (6, 5) = 24
aoo bodyguard: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
aoo bodyguard: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
aoo bodyguard: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16

GM Mort |

Fenton runs the yellow troll through with his flaming horns.
Green Fort: 1d20 + 7 ⇒ (14) + 7 = 21
Cyan Fort: 1d20 + 7 ⇒ (8) + 7 = 15
Orange Fort: 1d20 + 7 ⇒ (16) + 7 = 23
Dark Blue Fort: 1d20 + 7 ⇒ (6) + 7 = 13
Only the dark blue troll is blinded by Grenwold's spell, the rest being unaffected.
Yellow stabilize: 1d20 - 12 ⇒ (14) - 12 = 2
The orange troll moves towards Grenwold and tries to pull him off Fenton, and Grenwold lashes out with his glaive as the troll approaches.
glaive: 1d20 + 10 ⇒ (3) + 10 = 13
Grapple: 1d20 + 6 ⇒ (2) + 6 = 8
The blue troll flails about blindly, while the light blue troll moves towards Grenwold and tries to pull him off Fenton.
glaive: 1d20 + 10 ⇒ (9) + 10 = 19
dmg: 1d8 + 3 ⇒ (2) + 3 = 5
Grenwold strikes the light blue troll in the ribs as he approaches, but is grappled by the light blue troll.
Grapple: 1d20 + 8 ⇒ (19) + 8 = 27
The green troll moves up and tries to batter Fenton.
sting: 1d20 + 5 ⇒ (18) + 5 = 23
dmg: 1d3 + 1 ⇒ (1) + 1 = 2
Fenton Fort: 1d20 + 9 ⇒ (18) + 9 = 27
Fenton is stung by the troll but not infected by its poison.
Father Noelan finishes off the yellow troll, then turns on the orange troll, hitting it in its shoulder. 7 dmg done to orange
RS: 1d20 + 4 ⇒ (14) + 4 = 18
dmg: 1d8 + 4 ⇒ (1) + 4 = 5
RS: 1d20 + 4 ⇒ (11) + 4 = 15
dmg: 1d8 + 4 ⇒ (3) + 4 = 7
He orders Cavall to attack the orange troll.
Orange AOO: 1d20 + 5 ⇒ (20) + 5 = 25
Orange confirm: 1d20 + 5 ⇒ (5) + 5 = 10
dmg: 1d3 + 1 ⇒ (1) + 1 = 2
Cavall Fort: 1d20 + 9 ⇒ (2) + 9 = 11
Cavall gets stung by the orange troll, and a painful welt begins to grow on forepaw. 2 dmg to Cavall, he is now sickened
bite: 1d20 + 8 ⇒ (17) + 8 = 25
dmg: 1d8 + 6 ⇒ (6) + 6 = 12
trip: 1d20 + 10 ⇒ (5) + 10 = 15
Cavall bites the orange troll on its leg but is unable to drag it down to the ground. 19 dmg to Orange
Party up

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Nigel frowns, then injects himself with another extract, causing his form to swell to truly gigantic proportions.
Enlarge Person.
He then flaps forward (causing a significant downdraft in the process) to assist, patting Cavall consolingly.

Grenwold Houtvester |

Grenwold sighs as he struggles with the villain, and allows himself to grow stronger, directing Fenton to help him out.
Free (Grenwold) - direct Fenton to attack the guy grappling him
Full (Fenton) - own a noobs - attack one grappling Grenwold or others if that one drops
Swift (Grenwold) - bull focus
Free (Grenwold) - drop glaive
Move (Grenwold) - draw morningstar (if grappler is killed)
Standard (Grenwold) - escape If grappler is not killed OR attack if grappler is killed - use the same attack roll
gore, bless, outflank, against blue (grappling Grenwold): 1d20 + 10 + 1 + 4 ⇒ (1) + 10 + 1 + 4 = 16
gore damage, flaming: 2d6 + 6 + 2d6 ⇒ (4, 6) + 6 + (1, 6) = 23
hoof 1, bless, outflank, against blue or others if blue drops: 1d20 + 5 + 1 + 4 ⇒ (5) + 5 + 1 + 4 = 15
hoof 1 damage, flaming: 1d4 + 3 + 2d6 ⇒ (2) + 3 + (2, 5) = 12
hoof 2, bless, outflank, against blue or others if blue drops: 1d20 + 5 + 1 + 4 ⇒ (15) + 5 + 1 + 4 = 25
hoof 2 damage, flaming: 1d4 + 3 + 2d6 ⇒ (4) + 3 + (5, 1) = 13
Cmb to escape, bless, bull focus, outflank (or attack at +18 with morningstar): 1d20 + 7 + 1 + 2 + 4 ⇒ (3) + 7 + 1 + 2 + 4 = 17
+2 morningstar damage, bull: 1d6 + 1 + 6 + 2 ⇒ (1) + 1 + 6 + 2 = 10
+2 morningstar iterative, bless, bull, outflank: 1d20 + 6 + 1 + 2 + 4 ⇒ (19) + 6 + 1 + 2 + 4 = 32
+2 morningstar damage, bull: 1d6 + 1 + 6 + 2 ⇒ (3) + 1 + 6 + 2 = 12
Bodyguard gore, bless: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Bodyguard gore, bless: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Bodyguard gore, bless: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30

GM Mort |

Fenton tries to clobber the troll but his horns go wide. He does manage to pound the troll with his hooves. 30 dmg done to the cyan troll
Grenwold then breaks out of the troll grabbing him.

GM Mort |

Robert sticks two arrows into the Orange troll and it goes down. You know, you need to deal with regen.
The Cyan troll stands there, while the green troll tries to attack Grenwold.
bite: 1d20 + 5 ⇒ (17) + 5 = 22
claw: 1d20 + 5 ⇒ (14) + 5 = 19
claw: 1d20 + 5 ⇒ (15) + 5 = 20
sting: 1d20 + 5 ⇒ (8) + 5 = 13
The dark blue troll moves in and tries to sting Grenwold.
sting: 1d20 + 4 ⇒ (13) + 4 = 17
Father Noelan tries to shoot the green troll while ordering Cavall to attack the Cyan troll. One of his shots go wide. 6 dmg to green
RS: 1d20 + 4 ⇒ (18) + 4 = 22
dmg: 1d8 + 4 ⇒ (2) + 4 = 6
RS: 1d20 + 4 ⇒ (10) + 4 = 14
bite: 1d20 + 8 ⇒ (11) + 8 = 19
dmg: 1d8 + 6 ⇒ (2) + 6 = 8
Cavall bites the Cyan troll and it falls to the ground.
Party up

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Nigel flaps across, and starts ripping into the trolls (starting with Green).
Claw: 1d20 + 13 ⇒ (13) + 13 = 26, for 1d8 + 8 ⇒ (5) + 8 = 13 damage.
Claw: 1d20 + 13 ⇒ (10) + 13 = 23, for 1d8 + 8 ⇒ (8) + 8 = 16 damage.
Bite: 1d20 + 13 ⇒ (3) + 13 = 16, for 2d6 + 8 ⇒ (4, 1) + 8 = 13 damage.

GM Mort |

Nigel claws the green troll down, then bites the blue troll. 13 dmg to dark blue

Grenwold Houtvester |

Seeing that most of the foes are down, Grenwold and Fenton move toward the last canopy troll and try to wollop it.
Move (Grenwold) - move (can’t five foot step)
Move (Fenton) - move (can’t five foot step)
Standard (Fenton) - wollop
Standard (Grenwold) - wollop
+2 rock crystal morningstar, bull, bless, outflank, power attack: 1d20 + 11 + 2 + 1 + 4 - 2 ⇒ (6) + 11 + 2 + 1 + 4 - 2 = 22
+2 rock crystal morningstar, bull, power attack: 1d6 + 1 + 5 + 3 + 6 ⇒ (5) + 1 + 5 + 3 + 6 = 20
gore, bless, outflank: 1d20 + 10 + 1 + 4 ⇒ (17) + 10 + 1 + 4 = 32
gore, flaming: 2d6 + 6 + 2d6 ⇒ (4, 3) + 6 + (1, 4) = 18
gore, bless, outflank: 1d20 + 10 + 1 + 4 ⇒ (3) + 10 + 1 + 4 = 18
gore, bless, outflank: 1d20 + 10 + 1 + 4 ⇒ (7) + 10 + 1 + 4 = 22
gore, bless, outflank: 1d20 + 10 + 1 + 4 ⇒ (13) + 10 + 1 + 4 = 28

GM Mort |

You don't need to move. The trolls are next to you.
Grenwold clobbers and Fenton stabs the last troll, and it collapses onto the ground.
Eventually Grenwold gets Fenton to trample and gore the troll bodies on the floor, killing them all. The trolls don't have anything valuable on them.
Grenwold enters the stables and finds them empty, his oxen likely to have been eaten up, considering the large herbivore remains around the trolls makeshift camp.
Eh, a few days would have been fine but leaving them alone for around 10 days in questionably safe Fangwood...
Father Noelan calls Cavall to him, then sterilizes his dagger in a pot of boiling water and proceeds to try to cut the tumor out.
Heal: 1d20 + 7 ⇒ (8) + 7 = 15
Heal: 1d20 + 7 ⇒ (4) + 7 = 11
Heal: 1d20 + 7 ⇒ (12) + 7 = 19
Heal: 1d20 + 7 ⇒ (5) + 7 = 12
Heal: 1d20 + 7 ⇒ (18) + 7 = 25
It takes him several tries, and lots of pitiful whimpers from Cavall before he finally manages it.
Ow, ow ow ow!
When it's done, Cavall gives a relieved sigh.
Well, it's better out then in.
Father Noelan then channels everyone up.
Channel heal: 3d6 ⇒ (6, 2, 3) = 11

GM Mort |

As Nigel opens the door, the party hears a loud shrill alarm trigger off.
J11
This lofty entry hall contains a set of stairs ascending to the north, a double door to west, and a swinging door to the east. Angled halls exit to the north and south, ending at stout wooden doors. Hooks from the ceiling hold preserved pieces of oxen, turned into sausages, ham and jerky.
Thick tapestries depicting forest scenes adorn the walls, but each tapestry is badly torn and stained with blood.
A rickety construction wood that looks vaguely humanoid shape with what looks like a ceramic cannon on its arm approaches the party. "Intruders detected."It drones in a robotic voice.
Nigel knowledge arcana: 1d20 + 14 ⇒ (10) + 14 = 24
Grenwold knowledge arcana: 1d20 + 10 ⇒ (6) + 10 = 16
Nigel recognizes the creature as some kind of alchemical golem, and the cannon can probably fire some kind of corrosive bomb.
The southern door opens and an irritated Bristle Billie, a squat korred with thick, wiry hair that sticks out from his head and ears pops out of it. "So what triggered off the alarm this time."He grumbles almost as if to himself.

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"Hi Billie! How is ze current project going? You remember us, right? Ve vere here a bit under a fortnight ago? I vas just hoping to scribe some more spells, and zen ve vould leave you in peace. Vould you still like us to link you in viz our community, so you have access to a bigger supply chain?"
Diplomacy: 1d20 + 15 ⇒ (16) + 15 = 31.

Grenwold Houtvester |

Grenwold looks sad, "Hi Bristle Billy. I hope you're doing well, it took us longer to get back than we had intended."

GM Mort |

”Oh you mean it’s been near a fortnight already?”Billie scratches his head absentmindedly, while blinking at the party.”Time sure flies when you’re busy…anyway yeah I don’t know who took the stuff out of the cellar, there wasn’t any food left, but I found two cows in the stable, so I killed one of them to stock up. Good thing too, because those trolls started camping out there, but I had an ample supply of food.” Billie rambles on. ”And oh, those trolls right? Yeah, I hate all those interruptions, so from that Green Slime in the box that you helped me open, I managed to develop a green slime firing cylinder and fit it on Baymax down here,” He gestures at the alchemical golem, ”Oh stand down you,” He off-handedly commands the golem, which stops pointing its arm cannon at the party.
”So yeah Baymax has been keeping the trolls out, since after a few squirts of the green slime cannon, they decide they have a pressing engagement somewhere else, but I think he could use improvements. Like metal supports would improve his durability,” Billie adds. ”I’m working on my traveling caravan laboratory now - just in case the trolls decided to press their luck.”
”And why the long face?” Billie asks the sad looking Grenwold.

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Nigel nods.
"Vell, happily, ze trolls shouldn't be a problem any more - ve have disposed of zem."
He then taps his chin thoughtfully.
"Kinning has a forge... I am sure zat if you provided her viz ze right specifications, she could manufacture you something... although I vill varn you zat she has a tendency to grumble incessantly."

Grenwold Houtvester |

"We just had a tough time at another fort, and then when the cows were killed..." he sighs "I'm just glad you were able to make some use of them at least, and I thought the trolls had eaten them. I had tried to keep them safe for our settlement. We've been unlucky in a few different respects recently, is all." He sighs. "I'm glad that you've taken care of yourself."
Grenwold says "that golem is pretty neat, congratulations on having some success. It must have been difficult."

GM Mort |

”Good riddance to a load of bad rubbish.” Billie waves a hand. ”Bah, I’d just take over Kinning’s forge for a few days.” Billie scoffs.”They say if you want a job done properly, you have to do it yourself.”
”Don’t really care about what forts there are in the region.Unless they have forge and workshop capabilities. And well, you didn’t tell me they were your cows. Besides, if there’s no food down here, a Korred must eat, right? I mean a cow would provide me food for a long while, so I wouldn’t have to go forage and would have more time for my work.” Billie answers.
”Yes yes,” Billie beams with praise over his golem. ”You know, only when you realize that what mistakes you’ve made, then you can make improvements.”