
Garrivek Runebuckle |

If Arryn didn't need the healing, then there's three charges left on Garrivek's wand.
"We don't want your ale!" Garrivek calls back. "You can keep it if you surrender!"

Garrivek Runebuckle |

Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18

Aramis Ekerton |

Aramis waits to see if the fey stand down...

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"You won't try to kill us? There's already too much violence at this horrible revel!"
Eventually the violence seems to end and it turns out that the three leprechauns aren't all that happy, having found far too much violence that's detracting from their main interest in drinking. If it weren't for their interest in some of the fine liquor they hear Halk was storing away somewhere, they'd probably have left already, they admit.

Arryn Dawood |

Just going to pocket that near max damage roll for next time, ok GM?
Seeing that hostilities are settling down, Arryn remains silent and invisible.

Fulgun Dregg |

Dregg shakes his head as he comes out of the rainbow colored stupor, "Well, Halk's dead. There are some atomies up in the fort proper yet still enjoying this revel thing you all keep talking about. They'll want a duel, but afterward they'll be pleased enough to share what they've got with you, if you like. A bit safer that way, plus Halk's brother had a lot of booze downstairs. But if you know of any more violent fey 'round this part of the fort? Or maybe traps like what was rigged on those stairs? Happy to share some of the basement booze with you in exchange for what you know."

Garrivek Runebuckle |

Garrivek pulls out a bottle of the liquor. "In exchange for help, now, right?"
He hands them the booze.

Isabella Blackleaf |

Isabella bares her teeth when the leprechauns mention the trap was their work. It might be a smile. In bad light.
"Here. I hear your lot are Faerie cobblers. Any truth in it?"

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"Oh, sure," they agree. "Give us a little time, and we can make sure about anything." They have access to fabricate and major creation, which they're willing to use for you in return for the good liquor.
They also -- over the course of your negotiatons -- are willing to share more details about the fort.

Garrivek Runebuckle |

"What do you know about the fort?" Garrivek asks them.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Talking to the leprechauns, it's clear they're not enjoying all the violence that much of the rest of the Red Rock Revel has engaged in, and are only sticking around for the liquor. They've hold up in here, mostly, and don't know much of what's going on elsewhere.
Still, they tell you about the people here that they're aware of, many of whom you've already met and dealt with, including Halk; his strange inventor brother, Billie Bristle; and his younger brother, Linder Largehands, who won't share any of the liquor.
Of the people they tell you about that you haven't encountered, it sounds like there are a few redcaps still remaining, led by one named Dearga Finlay and her dog companion.

Arryn Dawood |

Arryn materializes and asks, ”The magic you have to build and create things out of nothing...could it be used to build walls and small huts? If so, would you be open to negotiating your services for our people?”

Isabella Blackleaf |

"Redcaps," Isabella says, her tone oddly pensive. The Half-Elf frowns in deep thought. "Redcaps, hang on a tick... What were they again?"
Knowledge (nature) 1d20 + 7 ⇒ (3) + 7 = 10 for information on Redcaps.

Garrivek Runebuckle |

Nature (Redcaps): 1d20 + 10 ⇒ (15) + 10 = 25
"Hmmm... good question, Isabella. Let me think..."

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Garrivek easily remembers that redcaps embody both capriciousness and sadism. These stumpy, misanthropic fey freaks exist seemingly to indulge in blissful bloodletting and self-indulgent slaughter. Like prune-faced, angry old men, they mollycoddle their own inefficiencies and miseries in gore. Redcaps are most widely recognized for their long woolen caps, which they drench in the blood of their victims. They're dangerous foes, that will try to cut your head off or heart out, but cannot stand the symbols of good-aligned religions.
The leprechauns agree that they could help do that, and are willing to trade their services for liquor. Good liquor, of course, not just any swill.

Garrivek Runebuckle |

Garrivek shares what he knows with the others. "They're trouble."
He assures the leprechauns that the liquor is very fine. Didn't I already give them our liquor? Was it not good enough or do they need more?

Aramis Ekerton |

"Well, that doesn't sound pleasant," Aramis remarks. "Sounds like we can't leave them here, though. Are we ready to track them down?"

Arryn Dawood |

Probably not enough to convince them to travel that long way and spend weeks fabricating houses and defensive walls for the villagers. Nor would our people be in a position to brew fine booze to barter for the continued services.

Fulgun Dregg |

Dregg stands to the side as the group banters and barters with the leprechauns, sawing his jaw slowly as he observes. He wonders inwardly how fierce these redcaps and the hound that was mentioned might be. Outwardly, it simply looks like he’s particularly displeased with a small section of the floor, as his staring and frowning both deepen.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

The leprechauns can certainly make you holy symbols, but they're definitely not willing to travel and help without assurance of more good liquor.
The leprechauns say the third floor of this tower is empty -- which you confirm with a quick trip. Narrow arrow slits in the walls overlook the fort and the surrounding forest. The room is indeed empty aside from disheveled bunks, but scratches marring the floor and the walls hint at a battle waged here long ago.
That leaves you just the last tower, which had a barred door, plus the stables left unexplored.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

I'm going to fast-forward here, since I don't think these first challenges are actually going to be that difficult, and they'll get a little repetitive.
It doesn't take you long to get into the tower, where you encounter your first redcap quickly, as she drops a strip of something and charges at you.
Two weapon racks stand in this room, although they contain no weapons; instead, short strips of grayish leather stretch across them. A staircase ascends to the south. The stench of carrion fills this room.
As you look around, you realize this strips are some sort of hideous leather -- likely hobgoblin skin originally!
Aramis: 1d20 + 3 ⇒ (18) + 3 = 21
Arryn: 1d20 + 9 ⇒ (9) + 9 = 18
Dregg: 1d20 + 12 ⇒ (4) + 12 = 16
Garrivek (+2 stonecunning): 1d20 + 9 ⇒ (1) + 9 = 10
Isabella (+2 in forests): 1d20 + 9 ⇒ (11) + 9 = 20
Above, the wooden floor of the large room is slick with blood. Three mostly flayed hobgoblin corpses are lashed to wooden tables and four dead redcaps lie on the floor. Stairs lead up and down on the south wall, and arrow slits pierce the north and west walls.
The hobgoblins were slowly flayed to death.
A single recap survivor remains in this room -- though that ends quickly as he leaps out at you and is put down. Each of the five redcaps wear Small leather armor and carry a Medium scythe. Each also carries a few dented coins, stolen jewelry, and gold teeth; altogether, these trinkets are worth 54 gp. A bloodstained basket on one table contains a healer’s kit, six potions of cure light wounds, and eight bandages of rapid recovery.
Finally you arrive at the top of the tower, where a few bunks in the room have been pushed together and their mattresses ripped and stacked to make a rudimentary nest next to a table stacked with undercooked venison and half-full cups of wine. Arrow slits in each wall provide a view of the fort and the surrounding forest.
A female redcap rises to her feet, clutching her scythe, while her ugly doglike creature -- which you can recognize as a trollhound -- growls behind her.
"Who are you? Out, get out!" she yells, shaking her scythe menacingly.

Arryn Dawood |

”No,” Arryn’s disembodied voice replies as a half full cup (now empty) of wine flies across the room at the redcap queen.
Attack: 1d20 + 10 + 1 + 2 + 2 ⇒ (3) + 10 + 1 + 2 + 2 = 18 vs Dex denied AC
damage: 3d6 + 3 + 5 + 1 + 4 ⇒ (6, 2, 5) + 3 + 5 + 1 + 4 = 26 x 1.5 = 39 points

Fulgun Dregg |

"Doesn't matter who we are. All you need to know is we're here to take this place back and you're running out of redhoods." Dregg casts a handful of redcaps to the floor then shrugs. "You want to dance I don't mind adding yours to the pile."
HP: 59/59
AC: 16 (12 T / 15 FF)
CMD: 21
F/R/W: +8/+5/+4
Rage rounds used: 0/10
Spell slots used
Level 1: 0/3
Bless (bead): 0/1
Cure serious wounds, remove blindness/deafness, or remove disease (bead): 0/1
-Ongoing Effects-
Danger Sense: +1 AC, +1 Ref vs traps
Focus: +2 Str
Rage: +2 to hit, +2 damage, +2 Will, -2 AC, +12 temp HP
Accurate stance: +1 to hit

Arryn Dawood |

Sorry if I jumped the gun in initiating combat. All the descriptions of these creatures seemed like something that should be shot on sight.

Aramis Ekerton |

Absolutely disgusted by the redcaps and the horrors they've perpetrated here, Aramis follows Arryn's lead and leaps right into battle! She casts her arms out, sending a trio of magic missiles slamming into the redcap's face!
Force Damage: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9

Garrivek Runebuckle |

Garrivek steps forward and swings his dorn-dergar at the evil redcap. Using it with reach.
Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Magic B Damage: 1d10 + 5 ⇒ (6) + 5 = 11

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Sounds like the plan is combat (which is fine).
Aramis: 1d20 + 3 ⇒ (20) + 3 = 23
Arryn: 1d20 + 4 ⇒ (17) + 4 = 21
Dregg: 1d20 + 1 ⇒ (4) + 1 = 5
Garrivek: 1d20 + 2 ⇒ (17) + 2 = 19
Isabella (+2 in forests): 1d20 + 5 ⇒ (11) + 5 = 16
Antagonist: 1d20 + 8 ⇒ (17) + 8 = 25
Unfortunately, as you move to attack, the redcap reacts faster. She and the hound race toward Dregg -- in the lead, as usual. Her scythe cuts deep 16 hp, blood spraying, while the trollhound nearly rips out his femoral artery, as it pulls him to the ground! 11 hp, plus need a DC 14 Fort save; also you're prone
The party leaps into motion after that, though it manages to avoid the cup and Garrivek's dorn-dergar. Aramis' bolts slam into it, however.
Scythe: 1d20 + 11 ⇒ (7) + 11 = 18
2d4 + 11 ⇒ (3, 2) + 11 = 16
Bite: 1d20 + 8 ⇒ (20) + 8 = 28
1d10 + 6 ⇒ (5) + 6 = 11
Crit?: 1d20 + 8 ⇒ (6) + 8 = 14
Trip?: 1d20 + 8 ⇒ (15) + 8 = 23
Red: 9
Isabella and Dregg are up.

Fulgun Dregg |

Fort Save (DC 14): 1d20 + 8 ⇒ (11) + 8 = 19
Dregg goes down, then bounds back up and brings his sword down in a fast arc for the trollhound.
+1 Falchion: 1d20 + 12 ⇒ (16) + 12 = 28for: 2d4 + 17 ⇒ (1, 3) + 17 = 21
rage, stand, swing
HP: 32/59 | Temp: 12/12
AC: 14 (10 T / 13 FF) (includes -2 from rage)
CMD: 21
F/R/W: +8/+5/+6 (includes +2 from rage)
Rage rounds used: 1/10
Spell slots used
Level 1: 0/3
Bless (bead): 0/1
Cure serious wounds, remove blindness/deafness, or remove disease (bead): 0/1
-Ongoing Effects-
Danger Sense: +1 AC, +1 Ref vs traps
Focus: +2 Str
Rage: +2 to hit, +2 damage, +2 Will, -2 AC, +12 temp HP
Power Attack: -2 to hit, +6 damage
Accurate stance: +1 to hit

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Aramis: 23
Arryn: 21
Garrivek: 19
Isabella: 16
Dregg: 5
Antagonist and Cirieo: 25
Dregg leaps to his feet, though he takes more grievous wounds as he does 15 and 11 hp, and brings his sword down, nearly decapitating the trollhound.
"Eh, eh!" Isabella cries out, rushing in and sends more of the canine's blood spraying.
"How dare you?!" [the redcap cries out. "Slobber, sic balls!"
Despite her specific command, the troll hound snaps at the half-elf but misses, as the redcap turns her attention to Dregg, dropping the big half-orc bleeding to the ground 17 hp, which I think renders you unconscious?, before kicking out at Isabella, a blow that nearly shattered her knee 16 hp.
Scythe AoO: 1d20 + 11 ⇒ (8) + 11 = 19
2d4 + 11 ⇒ (2, 2) + 11 = 15
Bite AoO: 1d20 + 8 ⇒ (16) + 8 = 24
1d10 + 6 ⇒ (5) + 6 = 11
Isabella: 1d20 + 10 ⇒ (14) + 10 = 24
1d8 + 3 ⇒ (4) + 3 = 7 +10/+12 Demonbane longsword, 1d8+3/+2d6, 19-20/x2
Bite: 1d20 + 8 ⇒ (7) + 8 = 15
1d10 + 6 ⇒ (4) + 6 = 10
Scythe: 1d20 + 11 ⇒ (4) + 11 = 15
2d4 + 11 ⇒ (2, 4) + 11 = 17
Kick: 1d20 + 4 ⇒ (20) + 4 = 24
1d4 + 6 ⇒ (2) + 6 = 8
Crit?: 1d20 + 4 ⇒ (19) + 4 = 23
1d4 + 6 ⇒ (2) + 6 = 8
Red: 9
TH: 25
Whole party is up now.

Arryn Dawood |

Arryn snatches another wine cup and flings it at the trollhound, intent on halving the threat here and now.
Attack: 1d20 + 10 + 2 + 1 ⇒ (5) + 10 + 2 + 1 = 18
Damage: 3d6 + 3 + 5 + 4 + 1 ⇒ (1, 1, 1) + 3 + 5 + 4 + 1 = 16 x 1.5 = 24
Is our halfling friend about with his crossbow?

Isabella Blackleaf |

Did we ever get those holy symbols from the leprechauns?
"Foul, cursed Faerie!" Isabella shrieks, incensed, and her blades become a blur. The demonbane longsword and cold iron shortsword whirl and slash -- and if Isabella can get the trollhound down, she lunges for the redcap!
Longsword 1d20 + 8 ⇒ (6) + 8 = 14 for 1d8 + 3 ⇒ (5) + 3 = 8 damage; shortsword 1d20 + 8 ⇒ (16) + 8 = 24 for 1d6 + 3 ⇒ (4) + 3 = 7 damage.
No matter how this plays out, I'm going to need backup and Dregg is going to need healing.

Garrivek Runebuckle |

Garrivek casts cure light wounds on Dregg. Repositioning if needed so he doesn't provoke for the casting.
Healing Dregg: 1d8 + 5 ⇒ (3) + 5 = 8

Aramis Ekerton |

Aramis releases a burst of healing energy onto her companions, being sure to avoid healing her enemies. She'll move closer if she needs to to ensure she heals both Dregg and Isabella.
Channel Energy: 1d6 ⇒ 2

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
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Yes, Dregg, they'd have tried to take you down before switching targets. You do have the holy symbols from the leprechauns. Cirieo is in the back and has no shot with his crossbow right now.
Aramis: 23
Arryn: 21
Garrivek: 19
Isabella: 16
Dregg: 5
Antagonist and Cirieo: 25
Aramis and Garrivek rush to help Dregg, lying in a puddle of blood on the floor, as Isabella and the redcap battle. Arryn slams the goblet through the poor trollhound's skull, killing it and enraging the sinister fey, as it fends off Isabella's long blade. She hisses though as the half-elf's shortsword draws blood and turns her full attention to the ranger, scythe hissing through the air. It slashes Isabella, who then takes a kick from the fey's iron-soled boots as she tries to protect her side. 19 and 7 hp (26 total)
Scythe: 1d20 + 11 ⇒ (10) + 11 = 21
2d4 + 11 ⇒ (4, 4) + 11 = 19
Kick: 1d20 + 4 ⇒ (19) + 4 = 23
1d4 + 6 ⇒ (1) + 6 = 7
Red: 16

Isabella Blackleaf |

"DIE YOU POXY FEY DIE!" Isabella screams, incensed beyond all tolerance - and also bleeding quite severely.
Enchanted steel and masterfully-forged cold iron gleam and whirl...
Full attack! Longsword #1 1d20 + 8 ⇒ (6) + 8 = 14 for 1d8 + 3 ⇒ (1) + 3 = 4 damage; longsword #2 1d20 + 2 ⇒ (19) + 2 = 21 for 1d8 + 3 ⇒ (5) + 3 = 8 damage; shortsword 1d20 + 8 ⇒ (13) + 8 = 21 for 1d6 + 3 ⇒ (3) + 3 = 6 damage.
One crit threat. Confirmation 1d20 + 2 ⇒ (5) + 2 = 7 for 1d8 + 3 ⇒ (3) + 3 = 6 bonus damage.

Arryn Dawood |

Feeling that Dregg is being healed, Arryn focuses on helping Isabella. ”Isabella, strike, then back up.”
Arryn then delays until after Isabella, gathers power, and combines empower with pushing. If it works, it should leave ten feet of separation forcing the fey to spend a move action closing the gap.
Attack: 1d20 + 10 + 2 + 1 ⇒ (10) + 10 + 2 + 1 = 23
Damage: 3d6 + 3 + 5 + 4 + 1 ⇒ (5, 2, 5) + 3 + 5 + 4 + 1 = 25 x 1.5 = 37
Bull Rush: 1d20 + 12 ⇒ (7) + 12 = 19

Aramis Ekerton |

Aramis channels another burst of verdant healing energy, healing her allies wounds and leaving her enemies wounded. Using selective channeling to make sure she only heals her pals.
Channel Energy: 1d6 ⇒ 3

Garrivek Runebuckle |

Garrivek moves up behind Isabella and heals her.
Healing Isabella: 1d8 + 5 ⇒ (6) + 5 = 11

Arryn Dawood |
1 person marked this as a favorite. |

I'm not sure I actually can take a move action after full-attacking, Arryn...
5ft step is all. She moves 5 ft, Arryn knocks fey $@&ch 5 ft, now she can’t take a 5ft step and full attack, she has to move 10, so no kick.