GM Worg
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Through some clearings and some brush you find a river to cross, but a tree formed a natural bridge just further up north of it. Crossing it proves no ordeal, but the sounds of the screaming are now louder than ever.
There is also a distinct second noise you can detect, coming from just a bit to the south, only a few hundred feet away from your position. It sounds like high pitch laughter and shrill voices making vulgar noises.
That is goblin chatter.
At this point we will proceed to Map #2.
Wertlos Kurz
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It's not until Zahnlos nudges him that Wertlos realizes something is going on. "What's happening?"
Captain Chlorophyll
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Knowledge: Local: 1d20 + 4 ⇒ (6) + 4 = 10
“Goblins! Must be close!”
Looking past the others, they continue to whisper “Should we try to sneak up on them?
The Foreigner
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"Yes, Captain Chlorophyll, stealth might permit us to surprise them," The Foreigner rasps. He creeps along in the shadows, slow and easy, watching his step.
Stealth: 1d20 + 5 ⇒ (19) + 5 = 24 (Double-move at half-speed to avoid a penalty.)
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Knowledge (local): 1d20 + 5 ⇒ (13) + 5 = 18
Captain Chlorophyll
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Stealth, in forest: 10 + 10 = 20
Captain Chlorophyll sneaks along through the forest, blending in with all the underbrush.
Feel free to move me along through concealment and cover in order to get near the goblins.
Rhymin' Ralph
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Not being very stealthy, Ralph hangs back, crossbow in hand, waiting for the right time to advance forward.
Wertlos Kurz
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Wertlos and Zahnlos hang back with Rhymin' Ralph, trying not to disrupt their allies' stealthy tactics
Dr. Splash
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“Ralph, do you have message spell so that we can stay in touch with those of us that are sneaking up ahead?” Dr. Splash asks.
Knowledge Local: 1d20 + 6 ⇒ (8) + 6 = 14
She smiles. “If I recall, goblins are far better at hiding than at listening for ambushes. we may be able to get the drop on them. They’re not the sort of creatures that any dragon would want to govern — so unmanageable!”
Stealth: 1d20 + 2 ⇒ (13) + 2 = 15
Dr. Splash follows a little bit behind the stealth experts, relying on her excellent senses to watch ahead.
GM Worg
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Captain Clorophyll moves forward through the cover of trees and foliage, and sees a shocking sight. Goblins, five of them, one riding a strange dog like monstrosity and the others all wielding blades that look like they can break at any given moment. They are all focused on a very large bird with a vicious looking beak.
The bird lets out a monstrous shriek as its tormentors are relentlessly poking and prodding at it with their weapons. The goblins all are giggling manically as they sing a chant in their native tongue.
Burn the feathers and stuff the fuzz,
That's what gives us all our buzz!
Cut the gizzards and char the bones,
That's what makes us rule alones!
We paint with blood that's cooked til black
And use the bird for brush; it's quite a knack!
Hehehehehehahahahahahahahahah!!!!!
Goblins are cowardly and dangerous. It is common for them to use tactics involving fire that causes as much collateral damage as possible. They rely on Alchemist Fires usually to cause such damage.
The strange doglike creature that one of them rides is known as a goblin dog. These creatures are far more nasty than dangerous, but are still terrifying should they get you in their grip. The goblindogs are as sickly looking as they are infested, having a bite filled with diseases.
If you defeat the leader goblin, the others may lose spirit and flee.
The large bird is known as an Axe Beak. These creatures are generally territorial, but the given condition of this one is that his feet are stuck with a tanglefoot bag, limiting his ability to fight back. The bird looks more concerned with returning to its nesting area than staying and fighting.
The Foreigner
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Keeping to the shadows, The Foreigner continues to inch closer to the commotion.
GM Worg
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Goblin Outrider Perception DC 24: 1d20 + 6 ⇒ (17) + 6 = 23
Goblin 1 Perception DC 24+2 Cover: 1d20 - 1 ⇒ (15) - 1 = 14
Goblin 2 Perception DC 24+2 Cover: 1d20 - 1 ⇒ (10) - 1 = 9
Goblin 3 Perception DC 24+2 Cover: 1d20 - 1 ⇒ (7) - 1 = 6
Goblin 4 Perception DC 24+2 Cover: 1d20 - 1 ⇒ (14) - 1 = 13
The goblins seem too distracted by their twisted game to notice The Foreigner creeping up behind them. The goblindog mount seems to pick up a bit of a scent, and is sniffing the air curiously trying to determine what it is.
Initiative Wertlos Kurz: 1d20 - 3 ⇒ (1) - 3 = -2
Initiative Mishka Krieger: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Captain Chlorophyll: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative Rhymin' Ralph: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Zephirine Drouhin Tanglefruit: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Dr. Splash: 1d20 + 2 ⇒ (5) + 2 = 7
Goblin Outrider: 1d20 + 4 ⇒ (7) + 4 = 11
Goblin 1: 1d20 + 6 ⇒ (3) + 6 = 9
Goblin 2: 1d20 + 6 ⇒ (8) + 6 = 14
Goblin 3: 1d20 + 6 ⇒ (2) + 6 = 8
Goblin 4: 1d20 + 6 ⇒ (8) + 6 = 14
Round #SURPRISE!!!! :D - - FIGHT - -
14.6 Goblin #2
14.6 Goblin #4
12.2 Captain Clorophyll
11.3 The Foreigner
11.4 Goblin Outrider
09.6 Goblin #1
08.6 Goblin #3
07.2 Dr. Splash
05.2 Zephirine Drouhin Tanglefruit
04.2 Rhymin Ralph
-2.-3 Wertlos Kurz
The party has a surprise round before normal initiative begins.
Captain Chlorophyll
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Captain Chlorophyll springs out of the forest, charging the goblin on the lizard.
Fist, Charging: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Charging AC 16, touch 11
“Foul goblins, I will turn you into fertilizer!”
Wertlos Kurz
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Woo, negative initiative!
Wertlos moves forward as quickly as his stumpy, laden legs can take him, then points to Captain Clorophyl and says "Zahnlos, ይከላከሉ!"
15ft move for Wertlos, 50ft move toward Captain Chlorophyll for Zahnlos.
The Foreigner
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The Foreigner launches himself in a silent charge toward the mounted goblin, but its lizard/goblindog mount shifts its stance, and his blade cuts through nothing but air.
Greatsword, Charge, Power Attack; Damage: 1d20 + 7 + 2 - 1 ⇒ (1) + 7 + 2 - 1 = 92d6 + 7 ⇒ (5, 1) + 7 = 13
(AC 14/9 T/13 FF until next turn, due to Charge penalty and Shield of Blades bonus.)
Rhymin' Ralph
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Now that the battle has begun, Ralph moves 20' closer to the action!
Zephirine Drouhin Tanglefruit
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Having been way to busy discussing the forrest's potential with one of the local trees, Zephirine failed to notice her allies activites. The sounds of her companions cry shocks her back to the present.
Offering a slight curtsy to the tree and a "Swish ssshhhh swish" she scurries forward to aid her mate's plight.
Move 20 feet for surprise round
Dr. Splash
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Knowledge Local: 1d20 + 6 ⇒ (4) + 6 = 10
Knowledge Nature: 1d20 + 5 ⇒ (6) + 5 = 11
Dr. Splash moves forward, noting the goblins, but failing to identify the strange bird that they're tormenting.
Move, 40 feet.
GM Worg
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The strange creature you see the goblin riding actually has the appearance of some sort of gecko-like monstrosity that has undergone the mutilation to make it resemble that of a goblindog. The creature has undergone horrific deformations that it has suffered through relentlessly.
It has the legs of a gecko that allow it to climb, but the mouth has been face has been warped and shifted by practice of fire based surgeries to to shape the burnt flesh and scale until it resembles the hideous countenance it has now. It wears a collar that says "Snappy" with a heart drawn crudely around it.
GM Worg
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Round #1 - - FIGHT - -
14.6 Goblin #2
14.6 Goblin #4
12.2 Captain Clorophyll
11.3 The Foreigner[/b]
11.4 Goblin Outrider
09.6 Goblin #1
08.6 Goblin #3
07.2 Dr. Splash
05.2 Zephirine Drouhin Tanglefruit
04.2 Rhymin Ralph
-2.-3 Wertlos Kurz
Goblin #2: "Etuk! Tugak poog!"
"Freaks! Kill im in the face!"
The goblin takes a shot with his bow at The Foreigner!
Attack Roll DC 15: 1d20 + 4 ⇒ (4) + 4 = 8
Damage Roll: 1d4 + 0 ⇒ (2) + 0 = 2
... And misses horribly.
Goblin #4:"Eeehhk Eeehk Eehhk!"
[spoiler=Language Goblin]
"Ahahahahahahah!"
The goblin takes a shot with his bow at The Foreigner!
Attack Roll DC 15: 1d20 + 4 ⇒ (8) + 4 = 12
Damage Roll: 1d4 + 0 ⇒ (1) + 0 = 1
... And misses horribly.
GM Worg
|
Round #1 - - FIGHT - -
14.6 Goblin #2
14.6 Goblin #4
12.2 Captain Clorophyll
11.3 The Foreigner
11.4 Goblin Outrider
09.6 Goblin #1
08.6 Goblin #3
07.2 Dr. Splash
05.2 Zephirine Drouhin Tanglefruit
04.2 Rhymin Ralph
-2.-3 Wertlos Kurz
The Foreigner
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Thankful he has cover from the archers, The Foreigner takes another stab at the mounted goblin. This time the powerful swing thunders through the creature.
Greatsword, Power Attack; Damage: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 262d6 + 7 ⇒ (2, 2) + 7 = 11
Crit!? Confirm: 1d20 + 6 ⇒ (12) + 6 = 18
Additional Crit Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18
He takes a step away from Captain Chlorophyll, keeping the giant gecko's bulk between himself and the goblin archers.
Captain Chlorophyll
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I’m going to assume that took down the goblin rider. If that assumption is wrong, have my character strike at the outrider again.
Captain Chlorophyll takes a step to the side, adjusts his stance, and then calls out his signature battle cry “Root to the head!” as he strikes at goblin san.
5’ step, Move action to use Martial Flexibility to pick up Deflect Arrows feat, Attack goblin #3.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Confirm Crit?: 1d20 + 4 ⇒ (3) + 4 = 7
Crit damage: 1d4 + 2 ⇒ (1) + 2 = 3
GM Worg
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Round #1 - - FIGHT - -
14.6 Goblin #2
14.6 Goblin #4
12.2 Captain Clorophyll
11.3 The Foreigner
09.6 Goblin #1
08.6 Goblin #3
07.2 Dr. Splash
05.2 Zephirine Drouhin Tanglefruit
04.2 Rhymin Ralph
-2.-3 Wertlos Kurz
The goblins, upon seeing the Outrider fall off his Gecko Monstrosity, realize they are outclassed and outmatched.
Two of the goblins drop their weapons and begin running high speed away from this fight.
"Grrayyyhk! Grrayyyhk!"
"FLEEEEE!!! RUN FOR IT!"
GM Worg
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Round #1 - - FIGHT - -
14.6 Goblin #2
14.6 Goblin #4
12.2 Captain Clorophyll
11.3 The Foreigner
09.6 Goblin #1
08.6 Goblin #3
07.2 Dr. Splash
05.2 Zephirine Drouhin Tanglefruit
04.2 Rhymin Ralph
-2.-3 Wertlos Kurz
Rhymin' Ralph
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Ralph moves 20' and activates Archaeologist’s Luck, then takes a crossbow shot at goblin 2!
Crossbow Attack: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Zephirine Drouhin Tanglefruit
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Moving further still to where she can finally see the fight, she smiles. "You aren't going to get away that easily."
Taking a slow breath, she sights in the goblin straight on. Raising the bow just a tad, calibrating the distance, she breathes out as she looses the arrow.
Using Perfect Strike
Attack Roll 1 vs Goblin #2: 1d20 + 3 ⇒ (10) + 3 = 13 This one
Attack Roll 2: 1d20 + 3 ⇒ (6) + 3 = 9
Goblin #2 Damage?: 1d6 ⇒ 4
Wertlos Kurz
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Wertlos hobbles forward as quickly as he can (double move for a total of 30ft). When he comes within site of goblin 4, he points and shouts "Zahnlos, ጥቃት!"
Zahnlos
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Zahnlos, hearing his new command, charges forward, teeth bared, to attack the goblin.
bite: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d6 + 1 ⇒ (6) + 1 = 7
trip: 1d20 + 2 ⇒ (20) + 2 = 22
GM Worg
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| 2 people marked this as a favorite. |
Bot Dr. Splash and the Amazing Urchin from Hermea
Dr.Splash Move 35ft towards closest target and attack with Reach Weapon.
Ranseur: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 2d4 + 3 ⇒ (4, 1) + 3 = 8
The Amazing Urchin insults the GM in a haiku format.
GM Worg
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The adventurers move forward with blinding speed and land their attacks on the goblins with minimal retaliation. The sword of the Foreigner slashed across the rider's chest, cutting loose a satchel that hung from the goblin's back. The gecko monstrosity, both in panic and fear, makes a wild run for the forest with the rider still strapped to the saddle.
The axe beak manages to break free from its bonds and runs into the forest as well, presumably returning to its nest.
The satchel lies on the ground, and sticking out of it is a piece of wood that is gnarled with feathers strung all around it in a crude fashion. A black sheen of ash covers the rod.
As the ash dust falls from the rod, an engraving is present in the language of devils and evil outer planar creatures. It reads:
"Only those who can command the lesser power of this rod can be trusted with True power."
Wertlos Kurz
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Wertlos translates the writing for his allies. "Written in devil-tongue with typical Chelaxian hubris. I'm betting this is the rod we seek."
Rhymin' Ralph
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I assume the combat encounter is over?
Ralph looks over the object and attempts to identify it.
Not sure what's needed but here's a knowledge and spellcraft roll.
All Knowledges: 1d20 + 4 ⇒ (9) + 4 = 13
Spellcraft: 1d20 + 7 ⇒ (15) + 7 = 22
GM Worg
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Combat is over.
This is the Hellfire Rod. It emanates a faint aura of conjuration. The words to summon its power seems to be unique in tongue, even in its native Infernal language.
Ralph and Wertlos manage to decipher that the activation word is similar in nature to what would be part of a name spoken in Infernal.
1/day, the user can cast Acid Arrow (As Fire damage instead of acid) through the rod. Caster Level 9th.
The Foreigner
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"I wonder what the engraving means, 'Only those who can command the lesser power of this rod can be trusted with True power.' Does it also function as some sort of key that unlocks something else more powerful?"
The Foreigner searches the area for anything else of interest.
(Perception: Take 20 for 27.)
| The Amazing Urchin |
| 2 people marked this as a favorite. |
It means that the people who made this Rod were likely dicks. ‘Want true power? Command my rod, baby!’ Urchin scribbles, and then shows to the Foreigner.
Thanks for the bot, GM! Yesterday was my daughter’s graduation party. My house was wall to wall guests.
Dr. Splash
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“I’m sure it’s not quite that sexual or crude, Urchin,” Splash says, turning a beet red. “Perhaps we should record that command word somewhere?”
Captain Chlorophyll
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“So it is written in the language of devils? What would someone like the Irricas consider true power? Something that Thrune would respect.”
GM Worg
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The Foreigner searches the area for anything else of interest.
(Perception: Take 20 for 27.)
Aside from a few small sized shortbows and a small shortsword, the area is clear of anything worth value or notice.
The Foreigner
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"Doesn't seem like we'll learn anything more here. We should head back to the trail and wait for the caravan to pick us up. The venture-captain will be interested in this rod."
Wertlos Kurz
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“So it is written in the language of devils? What would someone like the Irricas consider true power? Something that Thrune would respect.”
"Cruelty. Subjugation. Death. That's all any of them understand."
Rhymin' Ralph
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| 2 people marked this as a favorite. |
Ralph looks over The Foreigner's shoulder at the Urchin's note and smiles.
Turning to the Urchin, with a smile, Ralph begins to rhyme...
"The Amazing Urchin's powerful rod,
Is envied even by some gods!
When he unleashes its power,
All his poor enemies cower!"
Ralph is about to continue when he catches Dr. Splash's disapproving glance and Ralph quickly changes his tune...
"But as we're a family-friendly group,
Change the subject quick to 'Someone please pass the soup?'"
And, ridiculously, Ralph avoids eye contact with Dr. Splash while pretending it's suddenly meal time while shooting a mischievous grin towards The Amazing Urchin.
GM Worg
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| 1 person marked this as a favorite. |
"But as we're a family-friendly group,
Change the subject quick to 'Someone please pass the soup?'"And, ridiculously, Ralph avoids eye contact with Dr. Splash while pretending it's suddenly meal time while shooting a mischievous grin towards The Amazing Urchin.
One of the dying goblins lets out his last toot in response.
GM Worg
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Scorch Epilogue: The adventurers make the long trek back to the the Citadel, with a week to spare. They are treated to the hospitality of a Hellknight village that grants them shelter through the course of their wait.
Eventually the caravan makes its way back, and picks up the adventurers once again, this time for the long trip back to the capital city of Elidir. The long journey through the forest and countryside is uneventful, most creatures wanting nothing to do against a Hellknight caravan.
Upon returning to the Short Sorcerer Tavern the adventurers find the venture captain is no longer here, but a letter has been entrusted to the tavern's staff to present instead.
My friends,
My apologies for not meeting in person, but during your time recovering the Rod I have continued researching into the matter of the other heirlooms.
I have good news; according to the Irricas’ will, the locket containing a portion of the true name was willed to a distant cousin, a woman named Delara Adnen. She is a retired Druman Blackjacket mercenary who lives in the town of Valten.
The bad news is you will need to travel once again, but at least not far. Attempt to meet with her to either obtain or look at the locket. Do your best to refrain from the more questionable means of doing so. The last thing we need is to annoy one so well-connected.
Per the family lineage described in the will, there is one Irrica whose fate is unaccounted for; I have gone off to look into this further.
Best of luck!
Venture-Captain Brackett
P.S: I have found someone who can restore the painting. It will be unavailable for some time, hopefully when we meet again it will be restored.
Mishka Krieger
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Knowledge (local) re Valten: 1d20 + 5 ⇒ (12) + 5 = 17
Krieger had made a knowledge (local) check re Delara Adnen prior to Scorch. Maybe there's information available now?
Back in the relative comfort of the Short Sorcerer Tavern, Krieger reads Venture-Captain Brackett's note. "Hmmm. There's that name again, Delara Adnen. Interesting that she's been connected to two of our leads so far. Coincidence?" It's clear from his furrowed brow that Krieger doesn't believe in coincidences.
"What do you all know about the lady or the city of Valten?"
He glances at the hellfire rod. "Brackett isn't here to accept the rod. One of you should keep it safe. And use it, if we need the extra firepower."
GM Worg
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Krieger had made a knowledge (local) check re Delara Adnen prior to Scorch. Maybe there's information available now?
I will tell you instead what Krieger knows about her faction, the Blackjackets, as that would be more readily available information.
The Mercenary League is the national military of the nation of Druma. Its members are often heavily armoured and are also known as the "Blackjackets" within Druma, both individually and collectively, as they wear black uniforms and black coats in contrast to the majority of Druma's residents, who are followers of the Prophecies of Kalistrade and are thus clad all in white.
The Prophecies of Kalistrade: A series of dream-records written by an eccentric mystic during the early days of the Age of Enthronement. They stress the benefits of a strict regimen of self-denial and promote the accumulation of wealth over all other pursuits.
These teachings and predictions are followed as a pseudo-religion, most prominently in the nation of Druma. A follower of this philosophy is known as a Kalistocrat or prophet, although the latter is a slang term.
Zephirine Drouhin Tanglefruit
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Taking a dip of dandelion wine, Zephirine remarks, "Captain, thank you for introducing me to this. It's actually quite good!"
Casting a sideways look at Mishka, she adds "Well, being as she was willed the thing, I susepct she's a relative. Wouldn't it, then, be reasonable to assume by looking into her family heritage she'd be mentioned?"
"I suppose you could ask her when we get there... Anyone know how far it is?"
Captain Chlorophyll
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Smiling at Zephy, they reply “I like to think of it as liquid sunshine. Glad you like it.” They then take a sip from their own wine cup.
Chlorophyll thinks a moment, before saying “The letter said it wasn’t far, so I assume it is less than a week away. It would really depend on how close to the border she lives.”
The Foreigner
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"This woman, Delara Adnen, it seems, will remain a mystery for now," Krieger shrugs with practiced patience.
"I do recall a few things about Druma, however." Another shrug. "The information might prove useful when interacting with their people."
"The Mercenary League is the national military of the nation of Druma. Its members are often heavily armored and are also known as the 'Blackjackets' within Druma, both individually and collectively, as they wear black uniforms and black coats in contrast to the majority of Druma's residents, who are followers of the Prophecies of Kalistrade and are clad all in white."
"The Prophecies of Kalistrade are a series of dream-records written by an eccentric mystic during the early days of the Age of Enthronement. They stress the benefits of a strict regimen of self-denial and promote the accumulation of wealth over all other pursuits."
"These teachings and predictions are followed as a pseudo-religion, most prominently in the nation of Druma. A follower of this philosophy is known as a Kalistocrat or prophet, although the latter is a slang term."
Krieger takes in the sight of the leshies enjoying their dandelion smoothies. He sighs, longing for his customary jasmine and saffron tea. Note to self: Always pack own tea.
Rhymin' Ralph
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Ralph will attempt to gather info about Valten, particularly how far away it is and what would be the easiest mode of transport to get there.
Diplomacy, Gather information: 1d20 + 7 ⇒ (17) + 7 = 24