DM Kludde |
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DM Kludde |
The nation of lsger has fallen on hard times. Less than two decades ago, the savage Chitterwood goblinoids organized and attacked the nation from within, sparking the deadly Goblinblood Wars. So great was the threat to Isger and its neighbors that only an unlikely alliance between a regiment of Eagle Knights from Andoran, a small order of Hellknights from Cheliax, and a contingent of Druma's Mercenary League could stem the goblinoid tide. In the end, much of the Chitterwood was put to the torch, forcing the surviving goblinoids to seek refuge deep among the caverns below.
Venture-Captain Drandle Dreng's appearance in the middle of the night is surprising only due to his unfamiliar accomplice, a burly man dressed in full lsgeri military trappings. "Pardon the intrusion," Drandle says as he juggles the numerous scrolls and writing materials precariously balanced in his arms, "but I have a request that is of utmost importance to ask of all you. I'm afraid we have something of a situation on our hands.
"It is perhaps well known among the Pathfinder Society that trade is vital to our organization. Not for any monetary gain, of course, but because we rely heavily on overland caravan routes and trading lanes at sea to get important documents, treasures, and personnel from central Avistan to the Inner Sea. When such materials are of particular import, we have even been known to use more illicit modes of transportation, such as caravans operated by the Sczarni organized crime syndicate.
" It appears that a number of such Sczarni caravans, carrying important cargo for delivery to the Pathfinder Society, have recently begun to go missing along their more discreet trade routes from Cheliax to Druma, a little-known path that runs through the Chitterwood in lsger. Of course, the route along the Conerica River would be viable for more legitimate operations, but oftentimes we can't afford to be forestalled with matters such as customs, tariffs, and inspectors, especially when such hindrances could also potentially result in the arrest of our business partners. Alas, I digress.
"I have agreed to work with the local Sczarni leader, Guaril Karela, in order to reclaim the caravan route through lsger's Chitterwood. That's where you come in. I have made all the arrangements necessary to ship you to lsger in the morning, where you'll meet the caravan you are tasked with escorting through the goblinoid-infested woods. In the meantime, I have summoned the honored lsgeri war hero Gaspar Desime to help answer any questions you might have about your upcoming visit to the Chitterwood. Guaril Karela is also available and can answer any questions you have about the caravan you'll be guarding, though I believe he is currently stationed at his shop in the Docks district."
And one more thing: I have decided not to send Ic on this mission. I read in your reports how he reacted to the presence of Chelaxians last time, and I'm afraid that too much exposure will set the kid back too much. You'll have to do without him.
Anaristiel Teladren |
Anaristiel nods at the conclusion of the Venture-Captain's assignment, then turns to Gaspar. "What can you tell us about the goblins in the area? What sorts of tactics might they use against the caravans? Are there any geographical features of which we should be aware?"
As she listens to his answers, she consider what she herself knows about the area and its inhabitants.
Knowledge (Arcana/History/Local/Planes/Religion): 1d20 + 5 ⇒ (20) + 5 = 25
Wulfren |
Wulfren grumbles something about the hour and lack of coffee, but listens respectfully to Drandle Dreng.
"Right, simple escort job. Still, I see how it could get sticky fast. How's the political situation otherwise? Any reason to suspect a human nation is using or even framing the goblins?"
-Posted with Wayfinder
DM Kludde |
Since the Hellknights defeated the goblin insurgency, the main threat has dispersed. I do hear the city of Logas can still maintain a steady supply of fresh goblin heads for the pikes surrounding their walls, so there are apparently plenty of goblinoids to still be found. the Cheliax knight speaks, voice like a trumpet. What's worse, the Chitterwood itself is still the home to the scattered remains of goblinoid armies, left over from the Goblinblood Wars. If only for your sake, I hope it's merely bandits behind the caravan attacks.
These bandits probably rely on the harrowing stories surrounding the Chitterwood to deceive and waylay travelers. he says with a voice drenched in disdain Do not be surprised, though, if you encounter a hobgoblin or bugbear.
Frame goblins? Why would any frame goblins? These creature are nothing but pests that need to be stamped out!
Goblins are stupid creatures, and no match for a trained warrior, let alone a Hellknight. Be careful, though, for they can be stealthy, so do not let your guard down. Do not slack, and stick to the tenets of your training. You'll find - as the name implied - mostly forest terrain in the Chitterwood. Do not be caught in an ambush!
DM Kludde |
Right! You leave the thinking to the officers. Desime says smugly.
I've put up a folder with old-school faction missions. These are for flavour only, though the Szcarni mission is important for the secondary success conditions (and everybody may read that one)
Veviane |
After leaving the briefing room, Veviane sighs.
"Escorting a caravan? I understand we still have to prove ourselves, but this? How are we going to make an impression on the highups... Oh well, we shall do it I guess, for the glory of the Grand Lodge." shes concludes with more than a hint of sarcasm.
Anaristiel Teladren |
Anaristiel smiles good-naturedly, "Veviane, don't be petty. There are both large and small jobs to be done, and, despite our successes thus far, we are still some of the more junior agents. Our time will come, rest assured." With that, she makes her way back to her rooms to prepare for the journey.
Gert |
Gert smiles warmly at her friends when she enters the room. "I'm so glad to see you guys again! Sorry I disappeared after the Blackros. Old Lace and I needed to do some...soul searching. We communed with nature a little. We traveled back to that cave we explored with Janira."
Old Lace sneaks into the room while Gert speaks, sniffing the air near the Venture-Captain and the Isgeri warrior. Deciding everything is fine, she relaxes near the door.
Listening to everyone, Gert follows up with some questions of her own, "What can you tell us about the caravans that went missing along this route already? What were they carrying, and what were their protection like?"
A question more directly at Gaspar: "Did you serve in the Goblinblood Wars yourself? What can you tells us about them?"
DM Kludde |
Drengle looks at Gert and says Guaril would be better suited to answer those questions. I'm sure he knows more details than I know.
Desire seems to grow an inch, subconsciously rubs the insignia on his uniform and finally says Me and my compatriots did our duty in the war. Only the finest cohort of hellknights prevented certain defeat during numerous battles. It was us that broke the mainstay of the goblin horde, through training and discipline.
You might know goblins as weak-kneed undisciplined pests, wielding rusty weapons they call dog slicer, and whatnot. The type of goblins you'll find in the Chitterwood are a different breed altogether. Bigger, and stronger, and capable of creating much higher quality weaponry. Yes, it is a good thing the order of the Pike decided to stamp them out when they did!
Liam Quinn Faolan |
Liam nods as he listens to Drengle's information. "Have you tried stowing any kind of trackin' device in the caravan goods before or tryin' ta follow the goblins back to their camp? While defense is good, I'm sure you'd rather not be havin' the goblin keep ahold of what they've already taken?"
DM Kludde |
That's why we're sending you to investigate. Drengle replies, then sets off to leave Good luck to you
Gert |
Gert nods at Gaspar, "Thank you for that. Perhaps another time our paths will cross and you can tell me more about the Order of the Pike."
To the others: "Shall we meet this Guaril Karela then?"
DM Kludde |
Karela's curio store seems dark and cramped, regardless of the time of day. The dirty windows block most outside light, leaving the inside of the store permanently encased in shadow. Rows upon rows of shelves filled with knickknacks, baubles, and trinkets-all of varying levels of quality and authenticity run the length of the store, leaving little room for people to move about.
From somewhere behind the shelves, Karela, acting as shopkeep, shouts a greeting to potential customers as they enter.
DM Kludde |
Ah, The associates of Drengle. Tell him Guaril sends his regards. You are to help us with the caravan of my associate in Logas, no? Karin, that's him, I shall have him meet you in Logas, and he will direct you to the rendezvous point. From there, the caravan crew will lead you through the Chitterwood.
Wulfren |
"And then we just keep things nice and safe? What kind of cargo is this anyway? Do the bandits look for certain things, or different goods each time?"
-Posted with Wayfinder
DM Kludde |
I have to respect the privacy of our clients. So, regretfully, I cannot answer that, and neither can Jandri, the caravan master, were you to ask him.
I've told Karin I would send help over. He'll find you when you arrive.
DM Kludde |
The journey between Absalom and lsger takes several weeks, first by sea and then by land, until finally ending in front of the gates of the lsgeri city of Logas. The Goblinblood Wars may be over, but the goblinoid threat still lingers, as is made apparent by the rows of fresh goblinoid corpses that hang from pikes along the city's walls. Every now and then, seemingly at random, a trebuchet from behind the city walls hurls a huge boulder into the forest.
After wandering through the city for a while, the adventurers are greeted by a Varisian wanderer. Kazrin he introduces himself a pleasure to meet you. Send Guaril my regards.
He then explains Our rendez-vous point is just outside the city.
The party soon comes to learn that 'just outside' means actually several miles out. There's a single cart waiting for the party. Let me introduce you to the crew, Kazrin says.
This, is my sister, Alik he says as he introduces a younger Varisian woman that looks nothing like him. She eyes Veviane suspiciously, but says nothing. Karin nods and turns to a sullen, middle-aged woman and this is my sister Jandri, she's drives the caravan.
We're also taking a passenger, he explains, pointing to the halfling that has remained introduced so far.
DM Kludde |
We're travelling through the Chitterwood to Druma. One of our more lucrative routes.
Tell me when you're done asking questions and good to go. Also, please take a moment to note your initiative modifier in the text box on the map, and to upload your icon
Veviane |
Veviane doesn't say anything, but her disdainful look at the Varisian girl make a few things obvious. She finally snaps out of it and declares herself ready.
-Posted with Wayfinder
DM Kludde |
It was Kazrin explaining the route. He clearly is the communicative one of the bunch. Alik keep silently to herself, and she has a tense demeanour, for some reason directed at the Chelaxian arcanist. Camon seems to try an avoid any attention, but finally answers Anaristiel's question
My destination is Druma, m'lady. he says, staring at the floor.
Anaristiel Teladren |
Anaristiel nods, "Well, I'm sure it will be a pleasure to travel with you all. Shall we be off?" With that, she readies herself to go.
DM Kludde |
As the caravan gets on its way, there is evidence of the war everywhere-discarded and rusted armor and weaponry, numerous displaced trebuchet-hurled boulders, and occasionally the remains of a hunter's trap, only recently triggered by an unfortunate forest animal. Even in the light of day, the blackened trunks of the Chitterwood trees, still bearing the scars of the great fire that marked the end of the Goblinblood Wars, loom menacingly over the narrow forest path.
Eventually, the thud and crash of boulders launched from Logas can no longer be heard. Even the sun struggles to penetrate through the canopy at times, leaving dark pools of shadow stretched across the path.
Jandri and Alik say little throughout the day, only speaking when they need to issue an order. Kazrin more than makes up for his companions' somberness, though.
..to which the Chelaxian says 'Sulphur'? I hardly know her! Haha! Tell me did you ever hear the story of the Fishmonger of Magnimar? It's an old Varisian tale...
Camon says little too, but is at least approachable, unlike Jandri.
Kazrin, despite his talkativeness, is quite nervous, undoubtedly because of the disappearing caravans. Camon, although also somewhat afraid, seems to be happy about something, like a dog released from a cage.
Kazrin announces towards the end of the day we should reach the campsite soon..
Suddenly, a skeleton of a sturdy humanoid jumps up from the foliage along the road.
init, Veviane: 1d20 + 7 ⇒ (14) + 7 = 21 (+4 if heightened awareness is up)
init, Anaristiel: 1d20 + 2 ⇒ (15) + 2 = 17
init, Wulfren: 1d20 + 3 ⇒ (10) + 3 = 13
init, Gert: 1d20 + 3 ⇒ (12) + 3 = 15
init, Liam: 1d20 + 2 ⇒ (6) + 2 = 8
Init, Skeleton: 1d20 + 6 ⇒ (12) + 6 = 18
Surprise round, if you beat perception DC 20 you can act, otherwise you are surprised in the surprise round.
I'm on the road, and cannot set up a map now. Assume that you're within one move action of the skeleton for now
Perception, Veviane: 1d20 + 4 ⇒ (14) + 4 = 18
Veviane is taken off-guard as the skeleton rises up from the ground.
---Surprise Round (Beat DC 20 perception or be surprised and unable to act)---
Anaristiel
Gert
Wulren
Liam
---
Regular round
---
Veviane
---
Skeleton
---
Anaristiel
Gert
Wulren
Liam
Liam Quinn Faolan |
Sense Motive: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Liam, feeling uneasy about the obvious tension between members of his group and those running the caravan, awkwardly tries to start up a conversation with Camon. "So, you seem rather happy there mate. Excited to be out'n'about in the fresh air an' beauty o' nature?"
Making conversation with strangers is difficult enough that Liam's distracted and completely misses the skeleton popping out of nowhere.
Anaristiel Teladren |
DMK - Anaristiel gets to roll twice for initiative. I put her initiative line on the map twice, but apparently someone decided that wasn't appropriate.
Sense Motive: 1d20 - 2 ⇒ (5) - 2 = 3
Anaristiel quickly loses herself in thought, considering the trees and comparing them to those she remembers from her youth. She is, unfortunately, lost in thought when the skeleton appears.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
DM Kludde |
I'll punish a minion for doing that, Anaristiel
Ana's other init: 1d20 + 2 ⇒ (10) + 2 = 12
Perception, Gert: 1d20 + 5 ⇒ (13) + 5 = 18
The party is completely surprised by the appearance of the sturdy skeleton, though Veviane is still fast enough to act in time.
---
Veviane
---
Skeleton
---
Anaristiel
Gert
Wulren
Liam
Gert |
Gert Sense Motive: 1d20 + 3 ⇒ (19) + 3 = 22
Gert Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Old Lace Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Gert is not quite as quick to react as her dinosaur companion, but Old Lace smelling something strange rushes forward and claws the skeleton!
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 ⇒ 6
Veviane |
Knowledge (religion): 1d20 + 9 ⇒ (8) + 9 = 17 DR, weakness, immunities please
Veviane swiftly draws an oak wand thanks to her mechanical wrist sheath, then shoots an arcane missile at the skeleton.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
DM Kludde |
Veviane identifies the creature as a skeleton of a humanoid other than human, probably a bugbear. These are somewhat stronger than human skeletons, but otherwise quite similar: resistant to slashing and piercing damage, but affected normally by bludgeoning.
And magic missiles, which Veviane sends flying towards the skeleton, and which hit with unerring precision.
The skeleton retaliates at old lace, striking with both of its sharp, bony hands
Claw: 1d20 + 5 ⇒ (2) + 5 = 7
Claw: 1d20 + 5 ⇒ (20) + 5 = 251d4 + 3 ⇒ (1) + 3 = 4
Confirm: 1d20 + 5 ⇒ (10) + 5 = 15
Three more skeletons emerge from the underbrush. Deviance quickly sees that these are more mundane skeletons, probably humans risen from the grave.
---
Anaristiel
Gert
Wulren
Liam
Veviane
---
BB Skeleton (11) - Red
Skeleton - Blue
Skeleton - Cyan
Skeleton - Violet
---
Wulfren |
Wulf moves north and a step east to line up a close shot at the skeleton Old Lace is fighting. He fires!
Attack, Point Blank: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage: 1d12 + 1 ⇒ (4) + 1 = 5
-Posted with Wayfinder
DM Kludde |
A shot rings out, but flies straight through the skeleton. These larger ones are, in that sense, harder to hit than the smaller ones.
It's a miss
---
Anaristiel
Gert
Wulren
Liam
Veviane
---
BB Skeleton (11) - Red
Skeleton - Blue
Skeleton - Cyan
Skeleton - Violet
---
Veviane |
Veviane shoots another arcane missile but switches target, feeling threatened by the skeleton near her. Targetting the light blue skeleton.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Anaristiel Teladren |
Anaristiel casts a quick spell, calling down the favor of time to her, and steps in front of Liam and Gert, readying her glaive for the skeletons' advance.
Standard action: Cast divine favor
Not an action: 5' step, as indicated on map
AoO (MW Glaive (2H), Divine Favor): 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Damage (MW Glaive (2H), Divine Favor): 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7
AoO (MW Glaive (2H), Divine Favor): 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Damage (MW Glaive (2H), Divine Favor): 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11
AoO (MW Glaive (2H), Divine Favor): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Damage (MW Glaive (2H), Divine Favor): 1d10 + 4 + 2 ⇒ (3) + 4 + 2 = 9
DM Kludde |
While Veviane's missiles keep on striking their skeletal targets, Anaristiel readies for the wave of incoming skeletons.
---
Anaristiel
Gert
Wulren
Liam
Veviane
---
BB Skeleton (11) - Red
Skeleton - Blue
Skeleton (2) - Cyan
Skeleton - Violet
---
Liam Quinn Faolan |
Drawing his dagger, Liam moves to back Old Lace up. Double move action. I have just enough movement that so long as it doesn't have reach, he doesn't provoke.
Gert |
Old Lace continues to attack the bugbear skeleton!
Bite: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Claw: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Claw: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Bite: 1d4 ⇒ 1
Claw: 1d6 ⇒ 5
Claw: 1d6 ⇒ 2
Gert moves forward toward the violet skeleton and swings her mighty club: disable device!
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
DM Kludde |
Can somebody post an action for Gert?