| Valgrim Twin-Axe |
"Seems like the owlbear family had a fight on its hands with the five grave robbers. They got one of them, but the other 4 killed Papa owlbear and 3 other babies. I guess Mama here drove them off, before we showed up. So they're most likely wounded and/or exhausted some spells, if any of them were mages or clerics. Speaking to Garavin would seem like the best choice."
Does Valgrim think that we can tame a baby owlbear or is it too wild by its very nature to every really train or have as a pet?
Knowledge (Nature): 1d20 + 4 ⇒ (20) + 4 = 24
| Friar Feres |
Feres examines his companions' wounds following the battle with the owlbear. "By the Grace of Sarenrae, the Healing Flame, may your wounds be mended!" the stout priest intones as he raises his holy symbol, invoking the power of his goddess. A warm radiance flows outward from the symbol, washing over the wounded explorers and leaving them with a fleeting sensation of basking in the sunlight of a pleasant summer's day.
Expend 2 Channels (Healing): 2d6 ⇒ (6, 5) = 11
"Do you think Allustan would be interested in purchasing a baby owlbear?" Feres asks Bubba.
| Valgrim Twin-Axe |
Valgrim studies the tracks trying to determine boot size, weight, etc. His Survival check was a 25. He takes some dirt from the farm and the gravesite so he can identify it later if he sees it again. DM, don't mean to go all CSI on you and don't know if this is possible with tracking, but it's worth a try.
After this, Valgrim comes back, picks up the baby owlbear, rubs his head and soothes him. "This beast, though cute and cuddly at this age, is feral at heart and will grow to a huge size, as we have sen. We will never be able to tame or domesticate him so he will always pose a danger to the community at large. It would be best to sell him to a conscientious buyer. Allustan is a good choice, Friar."
With that, Valgrim suggests the party head back to Wolfstone and speak to Garavin.
| Chisora |
Chisora wrinkles her nose at the thought of feeding the Owlbear an arm, but doesn't stop the Half-Orc.
"Should we mayhap search the farmstead first at least for something to take back to the Ghost so that he can see that we were here but have other things to see to in case we need to tell him the story of his missing family?"
| Valgrim Twin-Axe |
"Chisora, we can't negotiate with a ghost. Until we break the curse, he won't open the door for us and to do so, we need to bury his bones alongside his family's, which is a problem now that his family's bones are missing. At least, that's what I understood, so going back to the ghost now would be useless. We should follow the tattoo connection and find the people responsible."
| Black Tom |
On your way back to town I suspect your first stop will be to ask Allustan for help in disposing of the owlbear cub. Actually he is happy to take care of that for you. He promises to get in touch with Manzorian and is willing to give you a receipt for 3000 gp or the equivalent in magic items.
Your search for Garavin Vesst is met with condescending smiles though, since the man has been dead for over a year. Balabar Smenk, one of the most powerful mine owners in Wolfstone, drove him out of business and took over his crew.
Gather Information 15 or Knowledge (local) 15:
| Black Tom |
I will be away for a week starting tomorrow, so I figured that you might want to spend some time in the Feral Dog, getting to meet the other party and swap some stories with them. All this is pure role-playing banter, and will probably not have much impact on the storyline (unless you do something particularly crazy but it gives you something to do next week and an opportunity to roleplay.
If you are interested, please head over here. I'd prefer keeping this thread focussed on the AP.
| Valgrim Twin-Axe |
Gather Information 15 or Knowledge (local) 15: ** spoiler omitted **
What is the equivalent of the Gather information skill? I think it was merged with knowledge (local).
| Black Tom |
Black Tom wrote:Gather Information 15 or Knowledge (local) 15: ** spoiler omitted **What is the equivalent of the Gather information skill? I think it was merged with knowledge (local).
Sorry, I forgot to say: it was merged with Diplomacy.
| Valgrim Twin-Axe |
Valgrim will speak to Allustan and say, "Thank you for the assistance with the owlbear cub. Make sure he finds a good home. For me share of the 3000 gp (500 gp) and these additional 100 gp, I would appreciate if you could treat it as a down payment and look into acquiring some magical gloves for me that me hear improve the user's reflexes and coordination (i.e. gloves of dexterity). Of course, I do not expect the gloves until they are paid in full, but as soon as I come into more gold, I will come see you."
| Valgrim Twin-Axe |
After negotiating with Allustan, Valgrim kills some time crafting his axe and then heads to the Feral Dog to meet up with the party.
| Urg Legbreaker |
"I'm not in the market for magic items... at least, none that I could afford yet. But is there a good place where I could trade in my studded leather armor or greataxe for masterwork ones?"
(Urg neglects to mention that the last time he tried to trade up his old armor, the prospective traders refused to accept anything that "stinks of orc.")
| Black Tom |
I'm back!
Urg: Crommard the visiting sage has a nice orcish masterwork greataxe for sale and doesn't mind things reeking of orc, so you can trade in your stuff at the usual rates.
At the Feral Dog things are lively as they are wont to be. If you're looking for an opportunity to speak to Kullen or his gang (or just size them up), there should be ample opportunities. They match the tracks Valgrim found quite nicely. Apart from the towering albino half-orc that is Kullen, there is a wiry goon with long black hair that tends to hide his face, a burly one with close-cropped brown hair and a red scar across his face, and a bald, ill-tempered wizard (at least he looks and behaves like one).
If you wish to speak to them you can make Diplomacy checks against Kullen (representing the whole gang) or individual members if you can get them aside for a minute (something that shouldn't be too hard). You can also use Aid another, but you can't do both and need to state your intent before rolling. Roleplaying and stating your case cleverly may net you a hefty bonus on your roll.
| Valgrim Twin-Axe |
Nice to have you back!
Valgrim looks to Bub and says in a low tone, "I think you'd better handle this. See those fine folks over there in the corner booth, it's clear by their bootprints that they were the ones who stole the bones and if I go talk to them, me axe is going to do the talkin' for me, cause ain't nothin' worse than graverobbers! Well, maybe the undead themselves, but nothing else much worse and I will let me prejudicesss take over, so if we want a diplomatic solution, I ain't the one." Valgrim pauses, "Now if you want to jump them outside, when they're fine and drunk and beat the information out of them, I'm your guy!"
| Valgrim Twin-Axe |
Valgrim grimaces. "Sorry to say, but I cannot out of good conscious reward/pay grave-robbers! Nope, will not give 1 copper toward that goal. You may offer them all your gold, if ye wish!"
I know the word is conscience, just rping!
| Bubluka |
"I won't offer them gold at first and we'll see where it goes."
Bubba approaches Kullen and his gang.
"Kullen my brother, may I have a word with you?"
"I have word that you might know something about the remains of the Land family that were exhumed from their graves at the homestead. My friends and I are also interested in those bones and I was hoping we could work something out."
"Actually we are concerned that possession of those bones might not be, well, exactly safe. You see, we met with the ghost of one of the family members, and are hoping to to reunite him with the rest of his family so he will stop haunting us, and before those bones turn into ghosts as well."
"All we need to do is bury them all back at the homestead."
Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27
| Black Tom |
Kullen looks at Bubba for a moment, his eye roving as if he is looking for something to break in two. Then he suddenly guffaws and gives Bubba a friendly shove (or what passes for it among half-orcs):
"Bubba, old friend, it's been far too long. How's things up at that posh establishment of yours? Funny you should be after those old bones. They did cost us one of our own already, you know, even without the ghosts. I'd gladly give them to you just to be rid of them, but fact is that we don't have them."
His brow darkens: "You don't think we go digging up old dirt like that for fun, do you? That was a commission. A stinking rat of a guy named Filge, a necromancer or something. The skinny little bastard wanted some bones from us, dunno what for, some of that filthy business of theirs I guess, and was ordering us around like simple servants. Couldn't go to the cemetary, could we, so we ended up at this old farmstead. Slim pickings it was too, since one of the graves was empty." He clenches his pewter mug at the memory, hard enough for his fingers to make indentations in it. "You can find both him and the bones (as far as I know of) in the old observatory up on the hill."
As Bubba turns to leave he grabs his arm and adds one thing as an afterthought "Do me a personal favor," he says with a broken-toothed smile. "Bring me back that thin bastard’s eyes." You know Kullen well enough to know that he's not joking.
Congratulations! Bubba's silver tongue netted you 200 xp each.
| Valgrim Twin-Axe |
Valgrim congratulates Bubba after he finishes with the half-orc and reveals to us the information. "Excellent job, my friend, you have a way with words! This Filge, a necromancer? In town? Arrgh! This really boils me blood! We needs to stop his deseceration of the dead...right now!"
| Valgrim Twin-Axe |
"Bah, nothing to study from the dead, other than to wish their souls good luck in the afterlife! Besides, necromancers don't want the bones to study, they need them to create their skeletal armies! I'm going to put me axe in this Filge"
| Friar Feres |
Welcome back, Black Tom!
Friar Feres meets his companions as they are leaving the Feral Dog. "Did you find the ones who took the Land family's remains?" he asks.
After Bubba tells him what Kullen revealed, Feres' expression darkens. "A necromancer you say, stealing the remains of innocents? I agree, Valgrim, this can lead to no good. Let's get Chisora and head to that observatory at once!"
| Black Tom |
You collect Chisora and head off at once.
Five minutes north of Diamond Lake, on a bluff overlooking an abandoned mine, a crumbling old observatory casts its gaze to the heavens. A wide slit bisects its domed tower, where surely a great telescope once peered into eternity. Now the place bears a dark character, like a sagging tenement broken under the weight of decades of inhabitants.
A slim stairway cut into the steep hillside leads to the structure’s only door, on the side of the tower’s attached one-story outbuilding. Flickering light filters through the observatory’s only windows, along the tower’s second and third floors.
The stairway rises to a wide landing and two huge wooden doors. Shot through with dark blue mold, the doors form an enormous round moon carved with a lunatic’s jabbering face. Beneath the landing, an unremarkable wooden door appears to lead to a tool closet under the stairs.
| Valgrim Twin-Axe |
Knowledge (religion) vs. undead: 1d20 + 4 ⇒ (7) + 4 = 11
Valgrim approaches the huge wooden doors and whispers to the party before entering the necromancer's lair, "Remember, blunt weapons for skeletons and slashing for zombies. Anything else, you're on your own!" Valgrim smiles, pulls out his sling and loads a stone, as he quietly tries the front door and turns the handle with his left hand to see if it opens.
| Valgrim Twin-Axe |
Valgrim looks at Chisora, impressed at her skill. He then moves her back in line, goes to the huge main door and opens it as quietly as he can, sling in hand with the other hand on the hilt of his waraxe in its sheath.
Stealth check to open door: 1d20 + 2 ⇒ (3) + 2 = 5
He then steps in, using his darkvision to look inside.
| Black Tom |
Furniture fragments, smashed planks, broken glass, and other detritus cram
thelarge antechamber that lies behind the door. At the west end of the room, several upended tables form a crude barricade. There is a closed door to your right.
Valgrim's training enables him to instantly spot the three skeletons crouching behind the tables with loaded heavy crossbows. Roll for initiative.
New map here. Just ignore the column with the door. The grey squares represent the stairs up to the door. The litter makes the entire room difficult terrain. I hope your starting positions make sense.
| Valgrim Twin-Axe |
Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Valgrim whispers, "Skeletons in the damn doorway?! This Filge is one sick bastard, who needs to meet me axe!"
| Valgrim Twin-Axe |
"Interesting point, Friar. If that is the case, how will we ever find the Land family's particular bones?"
| Black Tom |
As the door opens and Valgrim shouts his warning, Chisora leans around the corner and puts a crossbow bolt into the skull of the largest skeleton, shattering it and sending the skeleton crashing into a heap.
Then the skeletons fire. Valgrim is hit by a crossbow bolt for 10 points of damage. The discoloration of the wound speaks of poison. Fortitude 14
You are up.
| Valgrim Twin-Axe |
Ouch! Rolled max damage huh? My bad luck!
Fort Save: 1d20 + 6 ⇒ (8) + 6 = 14
Valgrim will move to P25 and sling the skeleton who shot him with the crossbow.
1d20 + 3 ⇒ (19) + 3 = 22; Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Did we ever ID the 3 small vials we found, in case they were curing?
| Valgrim Twin-Axe |
Going over the posts, Bub tried spellcraft on the vials (which are identical) and the pearl but did not make the check. Does anyone else have detect magic and the spellcraft skill?