Cloak of the mistpine sage: Wilshape into an owl as a druid of equal level.
Party's unusual loot:
June's waterlily: Work like a potion of restoration Rainbow spider potion x5: +10 against emotion based spells and effects
greater heroism and good hope as the spells
Duration: 5 minutes
Potential ingredients for magic creation:
Pieces of defeated enemies can be used to enchant/create magic items. The party have defeated the following creatures
- An giant owl with ice powers (used)
- A quasit and a shadow demon (used)
- A winterwolf (used)
- Horn from a (modified) tentacled horror
- Parts from Ice golems.
NPC Cast:
people of Aldwall
Mithakilis: Male-Halfling. Ruler of Aldwall. Friend of Vendrick.
Liro: Female-Human. Owner of the Riverside inn. Friend of Desmond.
Mirelle: She is a mystic theurge of renown cowardice
Kiddu and Lilly: Homeless childs. Friends of Desmond
Sven's team: Composed by caring Maya, Impulsive Will, and quiet and insightful Sin.
Amra: Sven inmediate superior in the chain of command.
Goblins
Vraljyiya: Female-Goblin. Mumbler of curses.
Ashorgal Manyblades: First king of Tuskkeep. Apparently of incredible badassitude.
Kayiqard Manyblades: Younger brother of Ashorgal. Fratricidal. Killed by the judgement of Tuskkeep Royal crown.
Fizb Manyblades: Older brother of Ashorgal. Dead 20 years ago. He is now a ghost bonded to room of Tuskkeep castle.
Zeedald Pepperclamp: Male-Goblin. Formber goblin ambassador in Aldwall. Temporary ruler of Tuskkeep.
The Toothless: Described to you as "the oldest goblin. So far She is an enigmatic figure of power in the tundra clans. Apparently, in the past she has partially predicted two of your movements.
Ambervale locations:
Peaks of death and despair: Lots of volcanoes, poisonous smokes, some few red dragons and demons roams...the surface. Not much reports of what is below, the communication with the dwarfs of there was lost more than 20 years ago.
bitterblood swamp: Marsh goblins and Lizardfolks constantly at war. Two years ago an adventuring party killed black wyrm there, quite a success. An actual standard place for adventurers.
Whispering forest: The standard forest filled with undeads. The bodies there sooner or later are reanimated as some kind of undead, and sometime adventurers go crazy saying the forest is telling them stories. When the undead population is growing Aldwall pays for every undead destroyed, standard stuff.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Which also can't really get up there at it too well, though if Command doesn't work I guess I could have him climb up there and grapple the thing. Actually, sure, why not. Have her give Fly to Desmond and I'll just do the King Kong thing. I forgot can actually reahc the Harpy.
"Scaly, up!"
The crocodile obeys, and begins shimmying up the tree.
Climb:1d20 + 5 ⇒ (19) + 5 = 24
Once there, he snaps at the Harpy.
Bite:1d20 + 8 ⇒ (19) + 8 = 27
Grapple:1d20 + 12 ⇒ (8) + 12 = 20
But doesn't quite latch on.
=(
Sven attacks the harpy, remembering that he can hit things up to 20 feet in the air.
Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10
"Oh, that was just to freak them out. Harpy meat is completely inedible!"
I suppose. Well, so far we know our problem does not require killing much things...You see, a couple of weeks ago our minerr digged a new tunnel and found some strange black Iron that no one have seen before. We start mining it but soon afterward strange mishaps started. They started with little things, like broken shovels and candles that turn off, we insisted but the the incidents worsened until the point that a miner almost get killed by a large stone that was supposed to be secured.
We want you to find out what or who is causing the incident and to stop it
The Old man orders a guard to bring something. 15 minutes later the guard brings crudely made black warhammer with red striations. The guard hold it as it were heavier than normal.
It is heavier than normal Iron, and way more resitent to fire, it is also very strong, our smiths could barely made it into the crude form you see. We found it in a new tunnerl, perhaps the deepest tunnel we ever dig
Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10
"Sounds good to me. If there's any ghosts, my plus-one katana will make short work of them!"
"By the way, do you ever wonder why they name magic weapons like that? I mean, I'm no mathemagician, but isn't there supposed to be something behind the plus? And more importantly, plus one of what?"
Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10
Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10
Desmond grumbles something about adventurers who spend all their gold on the biggest numbers for their weapons.
Ok, Just let me know if desmond also buy something else
Some miners acompany you trhough the tunnels untile sthere are some staiways taht goes straight vertical down.
We go no longer fellas, the problematic tunnels start here. By the way, We recomend you to takes this cannary with you, if you see the cannary just suddenly die there is poison in the air
Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10
I'll get an Ioun Torch as well.
"Heh, I always thought the canary thing was a myth."
Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10
"Must be a good way to keep them out of trouble. 'Now Jimmy, don't go playing hooky again, or you're going to the tunnel!'"
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
If Mirelle's not coming with us, I'd like some long term buffs she can cast on Desmond and I. What does she have left, and does she have any pen slots?
Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10
Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10
"If you were able to catch yourself, I'm not too worried."
Desmond and mirelle can decend without any problem. Under a closer inspection you see that the stairway was in perfect condition, no idea why one of the rungs broke.
Not much later you can clearly hear a ghostly voice that seems to come from the earth say
leaveeeee and liveeeeeee
Will DC 16:
Youha ve the feeling that the voice is more like a magic trick than a real being talking