
Lugert, Half-orc Ranger |

"Bah! We've scared off a dragon, and you're afraid of some omebuh? Let's destroy it and the spider and be done with this cave!"
Can Lugert's Dungeoneering check give his any information when Samiya identified it?
Lugert gives Kandor his morningstar and draws his bow.
Is it still "invisible?"

GM Wicked |

Because I'm on a trip, I'm just going to summarize this combat by rolling randomly for targets and damage. Don't worry, there's plenty more to come!"
The party faces off against the strange amoeba. In the process, Golgast trips and falls, twisting her ankle in the process. 12 damage to Golgast.
Back in the spider's den, the party squares off against the spider, which manages to sink its fangs into Samiya's leg. 9 damage to Samiya. Plergk, long accustomed to spider hunting, deftly dispatches it with a vital strike to its brain. He removes the poison glands and happily field dresses the meat for a delicious meal later. Buried under what look to be a pile of goblin bones you find a very nice pair of leather boots.
Target;dmg: 1d5 ⇒ 11d8 + 4 ⇒ (8) + 4 = 12 Golgast
Target;dmg: 1d5 ⇒ 41d8 + 4 ⇒ (5) + 4 = 9 Samiyah

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Summary mode:
Kandor tries to figure out if she is poisoned or ill.
heal: 1d20 + 3 ⇒ (9) + 3 = 12
Probably failed.
I have both antiplague and antitoxin with me, grab the one you need and drink it
Kandor casts detect magic on the boots, as he does with all the loot.
They are magical
spellcraft: 1d20 + 3 ⇒ (1) + 3 = 4
out of combat channel for 12 hp.
After that: Bring back loot to boat. Go back to Walter's hut before nightfall. If that fails, spend the night in the witches hut.
Kandor repeatedly casts the mendspell to fix the broken non-magical weapons and armor.

GM Wicked |

Samiya drinks the alchemical concoctions and almost immediately begins to feel better. Together, the group collects all the treasures they've found, even entrusting Plergk to carry a few on the non-flammable, non-corrosive items. You exit the cave and make your way north back to the waterway. To your relief, the little rowboat still floats tethered to a tree limb. It's a tight squeeze, but you load it up with your gear, then begin the arduous task of navigating your way back to Licktoad Village. Luckily you have the map. You're able to discern a route along the coastline, the expansive Varisian ocean looming to the west, and you following the edge of the Brinestump Marsh east and then north for several hours.
Finally, as the late afternoon sun begins to dip closer to the ocean's horizon, you reach the tiny peninsula containing Walthus's shack.
It's now early evening. What would you like to do?
Samiya Fort: 1d20 + 3 + 5 ⇒ (6) + 3 + 5 = 14 pass

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I want to check how Walthus is doing, and spend the evening helping Lugert recover from the poison, if necessary help Walthus with his further recovery and spend the rest of the evening mending the broken loot
The next day I want to visit the Licktoad village, and either make a deal to keep the goblins in the swamp, or kill them if they continue to threaten travellers outside the swamp.

GM Wicked |

You find that Walthus is recovering nicely from his ordeal with the swamp creature. Glad to have you back, he welcomes you inside for a meal and a night of story-telling in front of the fire. Even Plergk is invited to join, though he retires to the porch to sleep among the chirping crickets and glowing fireflies.
The next morning you bid goodbye to Walthus. "'Twas a pleasure to meet you but, if you don't mind, don't go telling everyone that Brinestump is a nice place to live. I enjoy my privacy here, and I'd like to keep it that way!" Plergk leads you back along the very route that you took to reach Brinestrump in the first place. Outside the Licktoad Village, it's clear that the goblins are returning to their normal routine. A group of goblins is hard at work shoveling dirt into the mass grave where their brethren fell to the undead that raided the village, while smoke emerges from various chimneys. There's even a rather large water-wheel that has resumed its function.
Plergk calls ahead in Goblin.
A flurry of activity ensues as the goblins shriek in delight, scurrying inside the chief's hut ahead of you and opening the doors. Chief Gutwad sits once again on his throne.
"So, longshanks!" he proclaims regally. "You get rid of bad undead? Make Licktoad Village safe again?"
Tag PCs

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Kandor followed them inside and now stands just behind Samiya, shield equipped, holy symbol at the ready, morning star in his belt.
magic stuff
level 0: Detect magic, purify food and water, detect poison, stabilize
level 1: Bless, sanctuary, protection from evil, longstrider
level 2: Sound burst, Burst of Radiance, remove paralysis
Before they entered the village, Kandor cast longstrider on himself.

Lugert, Half-orc Ranger |

Lugert sees Plergk address the goblin who turns to find the chief.
Hoping Plergk will either become a leader in someway for the tribe, or again, be a part of our coming travels. I'll let the GM spin the story whichever way he likes. He'd just be a hireling, not a henchman, if I had to guess. It'd keep the little dude from ruining any future storyline.

GM Wicked |

Another Spellcraft roll to identify the boots?
Plergk's eyes widen and he coos in excitement, then puffs his chest and marches proudly into the throne room.
_____
"Do you remember your part of the deal?"
Gutwad grumbles audibly (or maybe that's just his digestion). "Goblins say you longshanks go and kill skellies. Mighty Warrior Plergk say that's true. Goblins agree you keep treasure you find, now leave us alone. You go back home now, to Longshank village, yes?" Tag Samiya

Gôlgast |

« Pusti Točkopeska sam, in ti bodo varni. »
« Napad Točkopeska še enkrat, in to bo slabo za vas. »
« Enostavno! »
"Attack Sandpoint again, and things will be bad for you."
"Simple!"
Bordering on intimidation; but these are Goblins, after all!
diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22
(Woo!)

Samiya Takajitsu |

"What my friend here said." Nods Samiya.
"And why raiding? You could trade, that would much more beneficial. You can get fireworks to celebrate, holy water to use against the skeletons, if the ever appear in the swamp again.
She looks at the rest of the goblins.
"In return, you could sell to villagers spider meat as an exotic dish. I'm sure people would be interested. Goblins also know this swamp better than people of Sandpoint - you could gather herbs and mushrooms for them."
"For now, we can give some fireworks to celebrate right now. And some holy water just in case." Samiya glances an Kandor.
diplomacy: 1d20 + 10 ⇒ (1) + 10 = 11 Well, that's great.

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"Plergk can testify how well skeletons burn from holy water, and we all know how great fireworks are. We can give you some of both right now, if we can make a deal"
diplomacy, guidance: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Cleric saves the deal (hopefully) *does victory dance*
If I can roll profession merchant on this, the bonus would increase from + 2 to + 7, making it a 26
TAG LUGERT AND GOLGAST FOR AID

GM Wicked |

Looks like Golgast is leading this negotiation, with Samiya and Kandor assisting.
Chief Gutwad's complexion pales to a lighter shade of green. "Licktoads no want more fight! We only claim again lands we used to own, before longshanks come and burn our houses and build their own village! We not pick fight! We just want live, too."
Fireworks
The Chief's eyes grow twice their normal size and sparkle with the promise of firework explosives. The other goblins shriek in delight, then begin to whisper among themselves excitedly.
"Fireworks, say you," Gutwad continues seriously. "Yes, for fireworks Licktoads can be real good. We can promise to leave longshanks village alone, and only hunt and fish in swamp. Goblins like swamp best, anyway. But longshanks should stay out of Licktoad swamp, now and always, yes?" Tag

GM Wicked |

"Deal!" The Chief proclaims the deal complete and the goblins cheer. He orders them to organize an impromptu party. The remaining goblins grab Plergk and toss him onto their shoulders, carrying him out the door (although they strike his head on the doorframe).
Outside, the area that once probably housed some swine or other animals is prepared with a large pile of dried driftwood and a large bonfire is built. Gutwad orders that a selection of meats, mudpies, and root vegetables be set out. You see the haunches of what look like giant frogs, enormous slugs, and even a few spider legs skewered and placed to roast, while barrels of a dark, foul-smelling fermented drink are poured into old metal cups. The goblins don party costumes, which are clearly nothing more than scraps of old human clothing and garbage, no doubt picked from Junk Beach on the edge of town, just beside The Old Light.
Finally, as the party begins to take form, the goblins gather around in a solemn circle to watch as the fireworks are presented. Chief Gutward accepts them ceremoniously, hailing "The Great Longshanks Warriors, and Great Hunter Plergk" as the bringers of such treasures. "Licktoads sing songs of you for long time! This day marks truce between Licktoads and Longshanks!"
With that, he hands the pile of fireworks to Plergk, who slowy, slowly approaches the bonfire. By now it has grown worryingly large. Plergk kneels slowly in front of the fire...and then tosses them all at once into the flames!
A symphony of fiery explosions ensues, during which time the Licktoad Tribe runs circles around each other, overcome with insane glee. Plergk stands calmly before the inferno, directing passionately like a symphonic conductor. The rest of you seek cover where you can. Tag?
How many fireworks did you give away? All or only some?

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Only the Desnan Candles, as goblins can survive those explosions. The skyrockets would probably kill half the village.
Kandor enjoys the feast the goblins have thrown, tasting everything. Sometimes he mumbles a bit before he eats and drinks however. using Purify Food and Water if he doesn't trust the food.
Looking carefully at Plergk holding the fireworks, he grabs his shield, as he fears what the little goblin would do.
sense motive: 1d20 + 9 ⇒ (7) + 9 = 16
Kandor, cursing the goblin's impulsiveness and recklesness, uses his shield to block some of the projectiles coming his way while scrambling for cover.
After the fireworks have calmed down he herds the wounded goblins and his companions together and channels to heal their wounds.
After everything has calmed down, he walks towards Plergk: "Great Hunter Plergk. I believe you still have one of my flasks of water that burns skeletons." Kandor pauses for a second before continuing. "You have shown great courage against the skeletons. I'll let you keep that flask, and give you another. Use them only against skeletons." With that Kandor hands Plergk his last flask of holy water, while bowing deeply for Plergk.
Now out of holy water, time to restock

GM Wicked |

Another spellcraft check to identify the boots you found behind the spider?
Plergk bows deeply, an unusual custom for a goblin, and takes the holy water flask from Kandor. "Plergk great hunter because of strong friends. Longshanks say Plergk great, but Longshanks greater, still."
As the afternoon wears on, it becomes apparent that goblin enthusiasm is nearly limitless. However, as the sun begins to descend toward the dense treeline to the west, and the cicadas begin their evening symphony of chirps, you realize that it is now, finally, time to head home. You secure your belongings and newfound treasurer (minus the fireworks and the holy water given to Plergk), and set out northeast, toward Old Fish Trail and what you now know is the fastest route back to Sandpoint.
As you turn and look back to what is left of the Licktoad Tribe waving goodbye, you have a funny feeling that you haven't seen the last of Great Hunter Plergk...
Jade Regent, Book 1, Part 2: The Legacy's Lure
It is nearly nightfall when you march wearily back into the southern gate of Sandpoint. A patroling trio of town guard spot you and clear the way toward the Rusty Dragon. It doesn't like long for many of the townsfolk, including Koya and Sandru, to make it there to hear all the details of your wild journey into the swamp. Even Shalelu wanders in, creeping inside so silently know one can say how long she's been present. Of course, Ameiko is in charge of her own establishment.
"We were so worried--you've been gone for days! Tell us everything!"
As you relay the details of your journey--being stalked by the strange swamp creature, the monster in Walthus's Shack, the Licktoad Goblins, the witch's shack, the ship wrecks--myriad gasps and squeals issue forth. By the time you reach the part about the skeleton cave and the host of valuables, it is well past midnight, but no one seems to mind, entirely on the edge of their seats as they are.
At the mention of the letter, Kandor has a thought. Retrieving it from one of his numerous pockets, he hands it gently over to Ameiko. "Yes, of course I know Tien. How strange that my name should be involved with those ships..."
She reads the letter silently to herself, then gasps, cupping her hand over her mouth. It takes several moments to get her to speak, and when she does translate the letter, she does so with a trembling voice...
"My son, my heir. You know now that I have kept secrets from you. You were always a perceptive son, and while you may not understand my reasons for secrecy, I hope that you realize it was necessary. Know that I was not angry with you for opening the warding box--I was angry with myself for withholding the truth from you and forcing you to seek out what I should have given to you. The words I spoke to you were from anger with myself, and it shames me to think of them now. I write this note as an apology, and to beg you to leave these secrets to history.
"The next few days will be the most important I have faced in many years. If our family's enemies have, as I hope, forgotten us, I shall reunite with you and your wife, and your mother and I shall reveal the truth to you. But if they still seek the contents of the warding box, I fear that I may not speak to you again. The box holds our family's greatest treasure, so I have returned it to Kortun's care, and it shall remain hidden in the secret third vault under Brinewall Castle--obscured from our enemies. I hope and pray I will not grant our foes the satisfaction of killing me themselves--if it comes to it, let my death, by my own hand, be my final act to protect you, so that our enemies believe our line ended.
"I have instructed Tsutamu to keep this letter from you, delivering it to you only should I fail to return as I hope to. If I can, I will reveal all to you myself. If I cannot, this final missive from a father to a son must suffice as an apology in place of an explanation, and you must destroy this letter, flee to the south, and never return to Brinewall. If our enemies find what I have hidden, there will be nothing here for you. If they do not, they will lie in wait forever for your return.
"I hope to see you again soon, my son. But my heart tells me I will not. I am sorry to have failed you. But I am proud of you, and I know you will survive this old man's shame. You are strong, and you must remain so. For if you are reading this and I am gone, know that our enemies will never stop searching for us, and that is why I cannot reveal the truth to you until I know there is no chance of them finding us again.
"Rokuro Kaijitsu, Sunday, 29 Desnus, 4687..."
Ameiko drops the letter into her lap, staring into the fireplace. "How can this be? Rokuro Kaijitsu was my grandfather. That would make the letter's unnamed and intended recipient...my father, Lonjiku. But he's been dead for years. This letter is dated 24 years ago! This Tsutamu was my grandfather's devoted bodybuard. Father mentioned his name once in a while...This means that my family once lived in this Brinewall. And what is this strange legacy hidden in a "warding box"?"
Tag for reactions?

Gôlgast |

spellcraft, identify boots: 1d20 + 5 ⇒ (6) + 5 = 11
(Anyone else want to give it a go?)
⋮
After hearing Ameiko read the letter, Gôlgast stands and then speaks solemnly to Ameiko:
"Your grandfather's note was hidden in the pommel of this damaged sword."
(He shows Ameiko the damaged wakizashi and the compartment in its pommel.)
"It was used against us by the strongest skeleton we fought."
"That skeleton may once have been your grandfather, or Tsutamu, I reckon."
knowledge (local): 1d20 + 4 ⇒ (3) + 4 = 7
Scratching his head, Gôlgast then asks Ameiko:
"Where is this Brinewall Castle, anyway?
Is it around here or the near swamp?"

GM Wicked |

Ameiko continues to clutch the letter in her hands as her eyes pass once more over the Tian armors you collected. "We have a suit like this in our home... but it always seemed like a prop to me. This, is so much more real, like a piece of my family's heritage. You should keep these things, in gratitude for your work," she nods. "This letter is worth so much more to me." She wipes tears from her eyes. "I think it's getting late enough. I'm going to head home. Why don't you all come meet me at my home tomorrow morning, and we'll talk more then." Tag for anymore night-time actions? Also, we're about to sell loot, so last chance to claim items!
___
The next morning, you make your way out of town and around the small harbor to the manor houses on the far side. The Kaijitsu manor is not as large or impressive as those of the towns other prominent familes, but what it lacks in size, it makes up for in exotic and impressive furnishings. Mote-filled glass globes light the path up to the manor, products of the family's glassblowing business.
Ameiko greets you at the door with a welcoming smile. Inside, you see that Ameiko obviously lives alone. The rooms are large and beautifully detailed, but only a handful appear to see regular use. She guides you through to the back patio, overlooking Sandpoint across the water. Several chairs and tables are arranged, with drinks and food prepared from the Dragon's kitchens. Sandru is there, filling a glass of wine for Koya, who sits enjoying the view.
Shalelu suddenly separates herself from the shadows at the edge of the patio, where a tall topiary stands vaguely in the shape of a rearing dragon. "Ameiko told me of your success. Well done with the goblins. Sandpoint is better off without such vermin on its borders."
Ameiko takes a seat, the letter spread out on the table before her. "I did a little investigating last night, looking through my father's logbooks to see if there was anything that might help shine some light on this mystery. Unfortunately, I didn't find much. The one thing I found, from nearly twenty years ago, was an entry about a scout my father paid to recon this Brinewall place. It said only that the colony was deserted, empty since a mysterious scourge wiped it out." She pauses a moment, a wistful smile rising on her lips.
"My father wrote that the scourge hit the first day of Sarenith, 4687... only a few days after the letter you found was dated!"
Sandru interjects. "We didn't even know where Brinewall was! This morning I brought n old trade map. It lies north of here, past Riddleport, along the coast near the northern border of Varisia. I judge about five-hundred miles from Sandpoint!"

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"Traveling five-hundred miles into unknown territory to find a secret vault hopefully still containing a mysterious box." Kandors eyes sparkle brightly. "When do we leave?"