
Maltheus |

exactly for that reason life has meaning, because it is the only thing you got, because you've only got one shot, and because you have chosen to waste it is that your will end now
to hit: 1d20 + 5 ⇒ (16) + 5 = 21 damage: 1d8 + 5 ⇒ (8) + 5 = 13
not sure if dirkal took the layon hands Maltheus offered but if Maltheus has one left he will cast on himself, swift action 1d6 ⇒ 1
5002! pace is fine with me, lets keep it rolling

Ameiko -NPC- |

Let the pace continue then!
Tsuto HP(-2/31). He falls unconscious to the ground, dying, blood oozing from his gaping wounds! Ameiko sits up, coughs and rubs her neck. Then holds her arms out for a hug from Dair, tears filling her eyes.
Thank you my friend! I'm sure he would have killed me had you and your brave warrior friends not arrived...
She looks at her brother's body lying dormant on the ground.
I couldn't believe some of the things he said to me. I've got to warn my father Lonjiku...he may be in great danger. Will you help me find him

Ameiko -NPC- |

Dair: Ameiko is no whiner and she takes the news about the method of her father's death stoic-ly. This means i'm in charge of the glassworks now. There will be much work to be done cleaning the goblin filth from this place and getting it ready for the townfolk to come back to work. In the mean time, I shall provide my workers with free food from the Rusty Dragon. Just until their jobs are ready for them again. Dair, thank you for telling me the truth. She kisses him on the cheek.

DM Owlbeard |

Thumparr and Maltheus, exploring the room: you find the remaining treasure from Tsuto's stat block--
-another potion of cure light wounds,
-a composite shortbow and 20 arrows,
-a ring of protection +1,
-a pair of silver ear-rings in his pointy dirty little ears, worth 25gp each.
-And 10 platinum pieces.
Someone should comfort Boo, it looks like she is about to tear up over the tragic events of the day.
I'm not sure where Menelei is so i'll split the XP 4 ways: you each earned 650xp for the defeat of Tsuto and the freeing of Ameiko. Role playing was top notch...fighing, philosophy, puzzle solving (the bridge crane idea). Nicely done. What shall we do now?

Tinuviel Surana |

"I'm afraid I need to check on my aunt and uncle first, then there are there's the girl we promised we'd help find. After that, I'd be happy to help look for this Nualia. She sounds like a right bad sort."

DM Owlbeard |

Too help you all decide...
On the Campaign info thread: looks like Boo's uncle lives in area 47 on the Sandpoint Map.
Sogbottom farm is on the edge of the Marsh, looks like it's shown on the Hinterland's map.
So is Thistletop, where the demon-beauty Nualia is holed up.
And At the risk of meta-gaming, but to help you all decide what to do next: You also remember hearing Lonjiku's story of the catacombs underneath this Glassworks factory, and bricking up the creature underneath. It is this creature, Elyrium, who ultimately Corrupted Nualia.
I've also got no problem if the party wants to spit up and go two different directions. I'm up for anything.

Maltheus |

i'll help where needed, but lets try and get this demonlady right after, we don't know if the big raid on the journal is still on, for now lets help Ameiko clean up the place, whatever's behind that brick wall'll try to get out...
checks his wounds and looks at his companion wounds
to dirkal i'm sorry i dont i cant help more with you're wounds, take this potion Tsuto had
is the damage on the map up to date? i'm hurt dog!

DM Owlbeard |

Well Tsuto hit you for 7 damage at Yesterday at 12:08 AM... but the website isn't updated. I only track HP during combat, and as you guys get higher level I probably won't track them because you will each have so many modifiers that i'll get lost. I think Thumparr has another healing potion besides the one you just gave Dair. I'll be sure to hand out more healing potions until our cleric comes back.

Thumparr Ironfist |

Thumparr doesn't have a healing potion; at least I can't find one on his sheet.
Thumparr nods to Boo and says, Yer right - we did promise we'd find that farmer's girl. But...while we're here, no sense on letting sommat as evil as what corrupted Nualia to remain alive. Ye say it's close by, eh?
Thumparr gives the paladin a look and then the rest of his companions, and says, Let's find it and kill it. And then we find the girl!

DM Owlbeard |

The door to Area 22 is open. It looks like that must have been the room Tsuto was using as his personal sleeping quarters. The door next to it, A23, reveals a passageway leading off to the East into darkness. This passageway leads to the Catacombs of Wrath, where the creature Elyrium is said to be lurking...
If you choose to go down that pathway, then MAP UPDATED. The new map is rotated so North is Up, so don't get confused about how the two passageways look, they are the same.Just trying to get ahead of the game. The Glassworks map is still up on that site under the 'home' link on the left hand side of the page.

Dairkal |

"Wait a second. Before we delve further into this place, we should see if Ameiko wants to go back to her inn. After all, she just witnessed her brother's death and found out her dad was horrifically murdered, by said brother. That's quite a lot for one person to go through in about five minutes. I don't want her to just wander back to town. Maybe we can bring her back to the Rusty Dragon, if she so desires, and then come back here?"

DM Owlbeard |

On your way back to the Rusty Dragon you face a random urban encounter.
1d650 ⇒ 395
You come across a minstrel walking down the road, singing a ribald song about Thumparr and the wife of Sandpoint's Sheriff Hemlock. HIs song claims Thumparr seduced her that night during the party at the Rusty Dragon after the Goblin raid. Is this just innocent fun? People along the street hearing the song are starting to eye Thumparr.

Thumparr Ironfist |

Thumparr feels the heat rise to his cheeks and he strides up to the minstrel and hits him as hard as he can right in the face!
1d20 + 5 ⇒ (18) + 5 = 23
Don't know the damage on an unarmed strike; I'll let you write up what happens.
Spin another lie and I'll rip ye fragging tongue out! Thumparr warns, and then walks away, headed for the Rusty Dragon.

Ameiko -NPC- |

The minstrel does a backflip in the air before hitting the ground.
The crowd gasps.
The DM apologizes for rolling 395 on this particular 1d650.
Thumparr's character sheet gains the code word AARDVARK.
The Rusty Dragon has modest patronage this afternoon. Ameiko shows you to a back room where the turning of a painting on the wall, just so, causes 'said wall' to slide away, revealing a secret chamber. Inside the chamber is a rather eloquently decorated 'harem' style room, with pillows and mattresses and translucent silk fabric draped along the walls. The room is lit by magical lava lamps. Displayed throughout are items that any adventurer would know are difficult to come by: a dragon claw in a jar of formaldehyde; A short sword that glows dimly mounted on one wall; several treasure chests; a book with a thick lock which quivers now and then trying to open itself. And a shelf full of potions of various shapes and colors. Some are labeled 'healing,' others are labeled 'maiming' and still others are labels 'unknown.' The total number of potions is 1d12 + 3 ⇒ (5) + 3 = 8
Take what you wish says Ameiko I've no use for this room now...at least not with respect to the adventuring junk. she gives you all a demure smile. I wonder if you all shouldn't wait until evening before you head back to the glassworks though...Punching an innocent minstrel in the street is likely to draw the city watch, haha! I'll go pour some tankards. She turns to walk away, leaving you alone in the treasure-room.

DM Owlbeard |

Yeah, Thumparr must get +19 VS Minstrels, haha
Boo quickly identifies most of the potions by name. Ameiko can maybe help with specifics if asked. The potions are (as labeled):
healing: 1d100 ⇒ 76 Potion of Plant Control
healing: 1d100 ⇒ 55 Potion of invulnerability
healing: 1d100 ⇒ 42 Potion of cure light wounds
maiming: 1d100 ⇒ 58 Potion of falling
maiming: 1d100 ⇒ 89 Potion of fear
maiming: 1d100 ⇒ 14 Potion of Delusion
unknown: 1d100 ⇒ 62 ??????
unknown: 1d100 ⇒ 43 ??????
When asked, Ameiko explains the sword to Thumparr.
Finally Boo's detect magic spell: only one thing in the room is truly worth noting...while the pillows and silk don't give off any auras, a large persian rug on the floor emanates a massive Transmutation aura. It's almost overwhelming and Boo feels light headed--Boo must save VS Will or pass out for 6 rounds!!!

DM Owlbeard |

Is the sword missing something specific? Anyone can use it. There is a feat you can get that allows you to use your DEX instead of STR to modify your attack rolls if that's what you need Frost: Upon command, a frost weapon is sheathed in icy cold that deals an extra 1d6 points of cold damage on a successful hit (although I'll let the weilder just take 3). The cold does not harm the wielder. The effect remains until another command is given. I'm also saying it gives +6 to attack rolls VS fire based creatures.

Tinuviel Surana |

If the coal and the iron used to forge it were never married by the swordsmith, then it could very well be a bastard short sword. But a kinder way to describe it would be a 'love sword'.

Dairkal |

"Gladly will I weild such a mighty weapon! If that's ok with Ame, of course"
One last question, what's the weapon's bonus to hit/dmg? Since a magic weapon needs at least a +1 before adding any extra properties, unless Owlbear is gonna waive that prereq

DM Owlbeard |

Yikes Dair! I admit you made me run for my money with this +1 enhancemnt bonus comment. But after looking through the rules, I think it means that as long as the weapon has a +1 bonus to anything, it can have further magic properties. For example, the Assassin's Dagger says "This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin." And the Mace of Smiting says "This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and a successful critical hit dealt to a construct completely destroys the construct (no saving throw)." So I think the +6 VS fire creatures definitely qualifies Frostbrand to be magic. In fact, the rules say the max enhancement bonus a weapon can have is +5...But I already awarded the bonus so it stands. Nice sword. Might want to drop it down to +5 vs fire creatures if you take it into another DMs game:)

Dairkal |

Ok, I swear I am not trying to be a rules lawyer or a jerk here. Its just that I get the sense this was a bit rushed, because we lost our cleric. But, note this from the magic weapon section:
A weapon with a special ability must also have at least a +1 enhancement bonus. In other words, you can't have just a flaming longsword, it has to be at minimum, a +1 flaming longsword.
Now, I get what you are saying about a +6 vs fire creatures, but just like the Mace of Smiting starts out as a +3 weapon all the time, it is deadlier to constructs.
If you want me to just shut up and go away, I will. I am sorry to be a pain about this

DM Owlbeard |

Don't worry about it Dair. I'm not afraid of rules lawyers and you are not a jerk. I had a blast wondering if you trapped me or not. Maybe you did! Part of the fun of the game for geeks like you and me is all the freaking rules we get to sift through.
as for the sword, I don't want you to feel like i'm dropping too much magic into the game just because my butterfly cleric is gone. I promise i'm not...that would ruin the game.
As for the rules, I think it's cool if you want to spec it out a little differently for me...the dice says it's Frostbrad so I won't let that change, but what do you think it's properties should be? Maybe just +1 to attack rolls and +1d6 cold damage against fire creatures? Let's do this: you tell me what the sword should be to make the game balanced. If you reduce the power of the sword, then add 2 cure light wound healing potions to the stash, which makes to total of 3. Also remember that just because something is labeled 'maiming' doesn't mean it's good, and just because something is labeled 'healing' doesn't mean it heals. And just because a sword does +6 against fire creatures doesn't mean it has [i]no other unknown properties!
Long post, but the whole point is to make sure Dairkal doesn't lose suspension of disbelief...the most important ingredient in this whole game!