| Faywen Marisal |
I would like to state for the record how much I appreciate that our GM posts a reminder about the party-wide buffs we have active in each encounter, lol.
Faywen continues to open up the space between her and the monster, still trying to batter it into submission. She overcorrects, though, and sends another blast wide.
Empowered Blast: 1d20 + 8 + 3 ⇒ (2) + 8 + 3 = 13
Bludgeoning: 3d6 + 11 ⇒ (2, 6, 2) + 11 = 21
| Reynard Freeman |
Reynard does his best to tear into the creature, now that he knows which one is real.
Attack, Bite: 1d20 + 7 + 2 + 3 ⇒ (1) + 7 + 2 + 3 = 13
Damage, B/P/S: 1d8 + 9 + 3 + 3d6 ⇒ (8) + 9 + 3 + (5, 4, 6) = 35
Attack, Claw: 1d20 + 7 + 2 + 3 ⇒ (7) + 7 + 2 + 3 = 19
Damage, B/S: 1d6 + 9 + 3 + 3d6 ⇒ (5) + 9 + 3 + (3, 1, 5) = 26
Attack, Claw: 1d20 + 7 + 2 + 3 ⇒ (18) + 7 + 2 + 3 = 30
Damage, B/S: 1d6 + 9 + 3 + 3d6 ⇒ (6) + 9 + 3 + (4, 4, 3) = 29
| GM Fuzzfoot |
@Druamin - beteween the hex and the inspire, that does make the difference for you!
Cordwin manages to make his wand work!
Overcome SR: 1d20 + 4 ⇒ (20) + 4 = 24
Faywen misses, but Reynard manages to get at least one good claw scrape in.
The creature howls in pain, and defensively casts a spell on herself.
Concentration: 1d20 + 13 ⇒ (9) + 13 = 22
CSW: 3d8 + 6 ⇒ (7, 1, 3) + 6 = 17
Round 4: (Bold may act)
Creature (evil eye, -2 to hit, -2 AC, 93 dmg )
Faywen
Skarn (0 dmg)
Druamin (8 dmg)
Trox (6 Wis dmg, 10 dmg)
Reynard (shield)
René
Erond (1 dmg)
Cordwin (5 dmg)
Inspire courage: +3 to attack, +3 damage a +3 morale bonus on saving throws against charm and fear effects.
| Faywen Marisal |
Faywen takes a moment to center herself, pulling water into a focused point in the air above her head, before bringing the hammer down onto the monster.
Empowered Blast: 1d20 + 11 ⇒ (19) + 11 = 30
Bludgeoning: 3d6 + 11 ⇒ (5, 5, 3) + 11 = 24*1.5 for 36
| Druamin |
Druamin takes another swing at the creature.
battleaxe@creature,inspire: 1d20 + 6 + 3 ⇒ (8) + 6 + 3 = 17
dmg,inspire: 1d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14
Erond Niroden
|
Erond keeps his eagel eyes focued and fire two more.
Attack Longbow Eagle Eye: 1d20 + 11 - 2 + 3 + 3 ⇒ (13) + 11 - 2 + 3 + 3 = 28 Ignor cover from one ally.
Damage: 1d8 + 2 + 1 + 3 + 3 ⇒ (3) + 2 + 1 + 3 + 3 = 12
Attack Longbow Eagle Eye: 1d20 + 11 - 2 + 3 + 3 ⇒ (6) + 11 - 2 + 3 + 3 = 21 Ignor cover from one ally.
Damage: 1d8 + 2 + 1 + 3 + 3 ⇒ (5) + 2 + 1 + 3 + 3 = 14
Inspire Courage: +3 to attack and to +3 damage a +3 morale bonus on saving throws against charm and fear effects.
| Reynard Freeman |
Snarling as the creature manages to heal herself, Reynard attempts to rip into her again.
Attack, Bite: 1d20 + 7 + 2 + 3 ⇒ (14) + 7 + 2 + 3 = 26
Damage, B/P/S: 1d8 + 9 + 3 ⇒ (5) + 9 + 3 = 17
Attack, Claw: 1d20 + 7 + 2 + 3 ⇒ (2) + 7 + 2 + 3 = 14
Damage, B/S: 1d6 + 9 + 3 ⇒ (5) + 9 + 3 = 17
Attack, Claw: 1d20 + 7 + 2 + 3 ⇒ (19) + 7 + 2 + 3 = 31
Damage, B/S: 1d6 + 9 + 3 ⇒ (1) + 9 + 3 = 13
| GM Fuzzfoot |
The group is just too powerful for this creature, and your attacks quickly overwhelm her.
Combat over.
| Skarn Hornfels |
"Strong dwarven names those are, though. I hope to meet them some day. Searok? He the one in Korvosa? I ever tell you about the halfling I met in a bar in Korvosa? Feisty little pirate girl she was!"
| Cordwin Ironbeard |
Funny cousin Searok never mentioned a halfling. He would describe his fellow adventures and there always seemed to be someone he wanted to add, but then his face would turn a deep crimson. I might know why now. Cordwin says with a chuckle as he searches the corpse and the room she was in.
Perception: 1d20 + 12 ⇒ (10) + 12 = 22
| Faywen Marisal |
"Is it done?" Faywen asks, trying to catch her breath.
| GM Fuzzfoot |
The creature was wearing a magical mask, a snakeskin tunic and a medalion. Her spear was also magical.
The majority of the treasure Xanesha keeps is in the form of offerings and gifts from the Skinsaw cultists. Xanesha keeps all of these treasures spread between seven locked chests (these chests can be opened with the keys she carries, or with DC 30 Disable Device checks) set neatly in a row against the far wall.
The first five chests each contain coins, kept in small leather pouches in denominations of 100 coins per pouch. In all, there is 33,000 cp, 8,100 sp, 900 gp, and 100 pp spread throughout these first several chests. The sixth chest contains 4,200 gp of various bits of jewelry and small pouches of gemstones. The seventh chest contains four potions of cure moderate wounds, a +2 Small kukri, a ring of jumping and a golembane scarab.
But the greatest treasure to be found here is not hidden among the chests. Cordwin notices a crumpled-up wad of parchment in the southwest corner of the room. (See Maps & Handouts)
| Druamin |
Druamin helps search through the chests but he find the note most interesting. "Hmm. It seems like we're on a constant goose chase from one baddie to the next. Ironbriar's information sent us here. And now, sadly, Xanasha didn't survive our friendly greeting."
The smirk on Druamin's face makes it clear that he does not really regret helping to dispose of the evil creature.
"But now, I guess we're off to find whoever wrote this letter I suppose. Do any of you know of this Turtleback Ferry? Or Fort Rannick?"
| Skarn Hornfels |
"My grandpap always said 'anyone that stores their treasure in copper, is either into it for the show of the wealth, or was a failed plumber.'"
A golembane scarab huh? This is where someone says "ahh, sells for 1250gp" and the rest of us say "no way dude, mods dropping stuff like that are telling us 'there be golems in your future!'"
Skarn will check out the parchment! "Turtleback Ferry? Fort Rannick? The Lord Mayor? The devil is going on here?! The closest of this is the Lord Mayor, so we should see if he is claimed yet, or not!"
| Trox Ragmend |
As the creatures fall and the others search around Trox stands off to the side, his head pretty foggy. He cannot really come up with the words to describe the problem caused by the touch of the creature so he keeps quiet. He knows they are talking but cannot quite focus enough to engage and will just follow along.
Wisdom damage is one of those things I am never sure how to play.
| GM Fuzzfoot |
A golembane scarab huh? This is where someone says "ahh, sells for 1250gp" and the rest of us say "no way dude, mods dropping stuff like that are telling us 'there be golems in your future!'"
Also, the creature on the ground floor was a flesh golem. Might be why she has it.
The magical mask is a medusa's mask.
The medallion will be called the Sihedron medallion.
The spear is known as Impaler of Thorns
Now that you have ended the murder spree here in Magnimar, you can sell off some loot and get a little rest.
This is the end of Book 2. Is everyone in for Book 3? I assume most are...
Corwin knows a fair amount of information about Turtleback Ferry. (I will post this in a bit. But let's move to Discussion tab and catchup on some bookkeeping.)
| Reynard Freeman |
"My grandpap always said 'anyone that stores their treasure in copper, is either into it for the show of the wealth, or was a failed plumber.'"
"Somehow I doubt she was a plumber."
| Faywen Marisal |
Faywen snorts. "Maybe this was the line of work she went into after failing her apprenticeship."
| Cordwin Ironbeard |
Reading over the crumpled paper Cordwin will ask, Hey! Do you think we should let the Lord-Mayor know that he was a target of this cult? We might be able to gather more information with the Lord-Mayor on our side!
| GM Fuzzfoot |
You go visit the Lord Mayor who is very interested in your information... so much so, that he rewards you with 6000 gold coins.
"Friends of Magnimar, you are indeed! It is good to know solid citizens like you exist. This should put an end to the random killings that have plagued our city as of late. Thank you!"
| GM Fuzzfoot |
Ha! no.
Turtleback Ferry, a remote village not far from Hook Mountain has long borne the brunt of Kreeg violence. Although closer to the city-state of Korvosa, it was Magnimar that answered the town's request for aid. Eager to extend their holdings and influence to the east, the lord-mayor of Magnimar established Fort Rannick to provide Turtleback Ferry with protection from the ogres, securing promises of regular taxes and trade. He stationed a band of rangers there-the Order of the Black Arrows-and charged them with keeping the region safe and free from ogres. Short but bloody skirmishes between the Kreegs and the Black Arrows have gone on for decades since then, but after their first decisive defeat at the entrance to the Valley of Broken Trees 45 years ago, the Kreegs have never quite built up enough bravery to mount a second attack on Fort Rannick.
"Funny that you ask about this. A problem has just been brought to his attention-according to a recent message from Turtleback Ferry, the village has had no contact for weeks with remote Fort Rannick near Hook Mountain. The Black Arrows, the soldiers stationed at Fort Rannick, have traditionally been isolated, but such a long silence is uncharacteristic even for them. My government has been pressing me to send a patrol to Hook Mountain to investigate, but I have no one to spare - especially for a pointless and silly trip to talk to those foul-tempered Black Arrows! But if you are interested, I will pay you each 750 gold to cover expenses for the trip and your service."
By land, the journey to Turtleback Ferry from Magnimar is a voyage of nearly 400 miles through lightly patrolled rural terrain along the north bank of the Yondabakari River. By foot at a speed of 30 feet, this amounts to a 2-week journey, while on horseback it will only take a week. Alternatively, you could also travel by barge for 50gp each, taking about a week.
| GM Fuzzfoot |
I guess it depends on who can't swim... really, any approach is fine.
| Druamin |
"Right! I notice nobody listens when I say things, but maybe with Cordwin onboard, we can go and check on the Lord Mayor."
Druamin laughs and slaps Skarn on the back. "Hey, I heard you the first time and quite agree with you. Glad to see that these others are finally catching on."
After talking with the Lord Mayor Druamin converses with the others to make plans. "I'm with Raynard on this. I'm not terribly fond of boats but I can hold my own. Can even swim a little bit if it comes to that. Speaking of swimming, Kobu here would put us all to shame." Druamin notices Faywen then reconsiders. "Well maybe not her. Faywen, you've got to be a good swimmer, right?"
| Reynard Freeman |
Before the party leaves town, Reynard checks around town, looking to trade in his +1 chain shirt for a suit of Elven Chain. (Possibly more shopping to come, depending on where I stand for gold after that.)
| Faywen Marisal |
"You're not wrong, Druamin. I swim faster than most can run."
| GM Fuzzfoot |
So, do you take the offer and the barge?
| Trox Ragmend |
"I certainly do not do well in the water but I can do my best not to fall in. Stay to the center of the barge and what not."
| GM Fuzzfoot |
After wrapping up your business in Magnimar, you find a barge that will take you to Turtleback Ferry. After an uncomfortable yet uneventful week of travel, you arrive in the small town.
Map of town on slides
| Skarn Hornfels |
I suppose we ought to ask about and see what status Fort Rannick is in?
I'll see about assisting the more diplomatically inclined members of the group in gathering information...
Diplomacy: 1d20 - 2 ⇒ (13) - 2 = 11 -1 trait bonus vs dwarves who know that my family has shared brewing secrets with non-dwarves