DM Stalwart |
The hobgoblin looks defiant. He responds in Common.
"I haven't been touched by those spores, and you know it. Are you claiming to have caused the Blight? Rumors say it comes from deep in the woods." He looks over Benedict. "And I'm sure you don't."
William determines the hide armor is +1, and the cloak is a +1 cloak of resistance.
Grum Bakison |
Wand!: 1d20 + 8 ⇒ (1) + 8 = 9
Wand!: 1d20 + 8 ⇒ (8) + 8 = 16
Wand!: 1d20 + 8 ⇒ (7) + 8 = 15
Wand!: 1d20 + 8 ⇒ (17) + 8 = 25
Heal!: 1d8 + 1 ⇒ (2) + 1 = 3
Wand!: 1d20 + 8 ⇒ (6) + 8 = 14
Wand!: 1d20 + 8 ⇒ (6) + 8 = 14
Wand!: 1d20 + 8 ⇒ (7) + 8 = 15
Wand!: 1d20 + 8 ⇒ (13) + 8 = 21
Heal!: 1d8 + 1 ⇒ (4) + 1 = 5
Grum waved the wand around until it finally shot out the last of its power and broke. With a shrug he tossed it away and took out his other one.
Wand!: 1d20 + 8 ⇒ (6) + 8 = 14
Wand!: 1d20 + 8 ⇒ (19) + 8 = 27
Heal!: 1d8 + 1 ⇒ (7) + 1 = 8
”There you go. Guess I’m the best doctor in these woods.” He said, wiping hobgoblin blood off of his smiling face.
Aerel Truthseeker |
The hobgoblin looks defiant. He responds in Common.
"I haven't been touched by those spores, and you know it. Are you claiming to have caused the Blight? Rumors say it comes from deep in the woods." He looks over Benedict. "And I'm sure you don't."
"Come now, friend. He doesn't look like an elf, does he? He said elven magic. Now, you were going to tell me why I shouldn't put you out of my misery."
Aerel Truthseeker |
Aerel waves Grum over. "I am getting nowhere with him. I suppose you might have a good way to end the conversation."
Without waiting for a reply, the archer walks away to see if he can pick up a trail to their destination.
Survival: 1d20 + 9 ⇒ (20) + 9 = 29
Perception: 1d20 + 11 ⇒ (4) + 11 = 15 watching for threats
Grum Bakison |
”You see. The problem is that we have no way to verify anything he says. Hobbos are good soldiers. Even if he talks, he’ll likely lie. And we don’t have the ability to keep captives.” Grum put the wand away and picked up his sword. Looking at the prisoner, he said ”You fought well.” He lifted the blade. ”For what it’s worth, you have my respect.” The blade came down. There was no sign of regret on his face.
DM Stalwart |
After the captive is dealt with, Aerel is able to track the hobgoblins from their ambush back to their camp. It consists of their bedrolls and a makeshift shelter, fire pit and latrine. A brief but thorough investigation determines that the hobgoblin patrol ambushers had been living a that camp for several days. Tracks of varying ages go off in all directions, making it apparent that these hobgoblins had been patrolling this area of the Fangwood for the last week.
Resuming the search for Fort Ristin, Aerel again takes the lead. Using the evidence of the hobgoblin patrols as a guide, the elven archer manages to find a hidden trail leading to the north.
The disguised trail would have been much more difficult to follow had it not been apparent that the hobgoblins had made their own marks to ensure they could make their way back to the fort. Fortunately for the Phaendaran heroes, this precautionary measure also allowed them to find Fort Ristin.
Rising out of a particularly dense section of forest, the fort is built from weathered blocks of smooth, gray stone. Four towers stand at each corner of the keep, with a gatehouse between the front two towers (the northwest and the southwest), a curtain wall protecting the sides, and a broad structure between the two rear towers (the northeast and southeast).
An initial inspection estimates the towers to be roughly forty-five feet high, while the wall protecting the inner courtyard are fifteen feet high. There is a walkway running along the top of the walls, and the tops of the towers have crenellated battlements. The walls are covered in ivy, while mushrooms and ferns cover the ground where the forest had been cleared.
Distressingly, the northeastern tower has recently collapsed on the northern wall, scattering chunks of stone across the area and leaving a ten-foot wide gap in the wall. A massive keep looms over the courtyard beyond the gap.
Also, the western gate, which is a heavy wooden double door banded in iron, is ajar. The wall on either side of the door is twenty feet high in this section of the fort.
Benedict the Clever |
"Let's find a concealed spot to watch the fort for a bit... get a sense of comings and goings. Maybe over by the northern wall so we can see through the gap, at least into the courtyard. Try to get an idea of how many revelers are inside."
Aerel Truthseeker |
"And what kind of creatures they happen to be..."
Survival to find the spot Benedict is looking for - or create it: 1d20 + 9 ⇒ (8) + 9 = 17
Grum Bakison |
Grum had been ready to walk right in, but stopped upon hearing the plan. ”Right, good idea.” Knowing that he was anything but stealthy in his armor, he found an out of the way place for himself, and Sir Kingston, to wait.
Aerel Truthseeker |
Aerel will work to assist anyone interested with their camouflage so we can settle in for a watch.
Stealth: 1d20 + 13 ⇒ (9) + 13 = 22
And taking 10 if allowed for as many times as necessary
Benedict the Clever |
Benedict is not particularly stealthy either (net +0 with Dex and ACP) but distance is our friend.
Benedict the Clever |
What is the scale of the map?
If we are at the north edge of the woods north of the gap in the wall, how far away are we from the nearest intact tower (given that the Northeastern one has collapsed)?
DM Stalwart |
For some reason, the map I found doesn't have the grid. But I've best-guessed the scale. If it helps, the corner towers are all 30x30 feet. I just stuck you there at the top corner randomly. If you'd prefer to have a different approach, just choose another location.
Working his way over to the breach in the wall, Aerel is able to see the interior of the fort. The fortress's courtyard of hard-packed earth and gravel is filled with large stones spilled from the tumbled northeastern tower. A building situated against the northern wall has been almost entirely crushed, while an intact stable stands against the southern wall. A wooden double door stands slightly ajar to the west, leading out of the fort. Another double door leads into the large keep to the east, and a balcony twenty feet above the keep's entrance overlooks the courtyard. A narrow wooden door stands at the base of each of the three remaining towers.
Of the stones scattered across the courtyard, the largest are as tall as a human and all are stained dark red. The source of the stains is no mystery: hobgoblin corpses with slit throats hang upside-down from crude gibbets above each of the gruesome stones.
Aerel can see around a half-dozen short, heavily bearded figures staggering about, carousing and singing awful drinking songs. Their inebriated state is plain as they stumble about the courtyard.
These short figures are fey a kind of fey called Korreds. Their thick, shaggy hair obscures most of their body and face. As fey, they are usually chaotic and capricious. This kind are members of the Unseelie Court, and are generally foul-tempered and cruel.
Aerel Truthseeker |
Aerel retreats stealthily to report what he’s seen to the others.
Stealth: 1d20 + 13 ⇒ (17) + 13 = 30
Untrained in Knowledge (Nature), so I hope I can give someone a chance from my description.
Aerel Truthseeker |
Aerel returns to the rest of the group and describes in as much detail as he can muster the creatures he saw within the fort.
”I’m going to venture a guess that the hobgoblins took the fort from the rangers or after the rangers abandoned it, and these things overwhelmed the hobgoblins and bled them dry. Almost looks like they are preparing them for butchering, to be honest.”
Grum Bakison |
”So what’s the move, and any point going in anymore? I suppose we may find a clue about where the rangers went. May also become more meat on a hook.”
Benedict the Clever |
"I'd like to check it out. We need to be wary, as you say. It may or may not be true that the enemy of my enemy is my friend. The occupiers appear to be drunk, which generally means less deception and less fighting prowess. Approach them openly and ask their opinion of the people of Nirmathas. Judge them to be friend or foe and react accordingly. What say you?"
Aerel Truthseeker |
Shrug, ”They don’t have to know our exact numbers to answer a question, do they?”
Nobody else has Knowledge (Nature), I gather?
Nope, I guess not. GM, do they remind me of the creatures we just defeated on the trail?
Grum Bakison |
”Alright. Let’s go kill ‘em all and take their stuff.” Grum said, rolling his shoulders. ”Bet you that’s how this turns out.”
Aerel Truthseeker |
GM, would it be possible to get a vantage point where Aerel (and William, if he's interested) could fire down into the courtyard if/when things get hairy?
Aerel Truthseeker |
”Well, the ivy on the walls might hold us. Let’s check it out. Same tower? Or different towers?”
DM Stalwart |
As stated earlier, the towers are 45 feet tall; the the walls are 15 feet high. The walls and the towers are constructed in such a way that there is no way to brace against the corners to make the climb easier. A venture close to one of the towers determines that though the ivy clings well to the rocks, the vines are thin and cannot support the weight of a small or medium-sized creature.
If you want to try it, DC 20 climb checks are required (each check gets you one-quarter of your move speed). A 16 to 19 means no progress; a 15 or less means you fall back to the ground.
Benedict the Clever |
I don't think we have the Climb skills to make that easily, nor do we have magical gear like an Elixir of Climbing. Benedict has a +5 in his armor and that is among the best in the party.
"Okay, get in position - either on the wall or hiding in the woods. I'll approach openly in a few minutes and see how they react."
Aerel Truthseeker |
My +4 to climb is the same with or without my armor. 55% chance I fall, 25% chance I make progress. I don't think I like those numbers.
I don't suppose any of the trees on the map overlook the courtyard, do they? Assuming not, Aerel suggests that Benedict retreat in the face of any hostile reactions to a position where he and the other two melee fighters can make a stand while Aerel and William fire from cover at another angle, in an attempt to create a cross-fire of sorts.
A position up a tree back away from the fort might be feasible and a great way to keep William and Aerel away from melee while still firing their bows.
Benedict the Clever |
"Might make some noise - but maybe with their drinking songs they will not notice. Give it a try."
DM Stalwart |
P, Aerel: 1d20 + 11 ⇒ (11) + 11 = 22
P, Am: 1d20 + 6 ⇒ (8) + 6 = 14
P, Ben: 1d20 + 8 ⇒ (18) + 8 = 26
P, Wm: 1d20 + 8 ⇒ (19) + 8 = 27
Enemy: 1d20 + 1 ⇒ (20) + 1 = 21
Grum: 1d20 + 1 ⇒ (2) + 1 = 3
Benedict: 1d20 + 3 ⇒ (3) + 3 = 6
William: 1d20 + 3 ⇒ (18) + 3 = 21
Aerel: 1d20 + 3 ⇒ (4) + 3 = 7
As the heroes approach the fort in order to test the grappling hook, all but Amkarang notice movement in the surrounding ferns and mushrooms at the gate. It's a strange plant-like creature that consists of four spidery stalks, long green tendrils, and an inverted bell-shaped cap filled with spores.
William reacts first, being just a fraction of a second faster han the plant, able to bring his bow to bear.
William, you get a full round action. Afterwards, it's the creatures' turn.
William Grove |
Seeing the creature William launches two arrows at it.
Mwk. Comp. Longbow (+2 Str) PBS RS 1: 1d20 + 9 + 1 - 2 ⇒ (7) + 9 + 1 - 2 = 15 Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Mwk. Comp. Longbow (+2 Str) PBS RS 2: 1d20 + 9 + 1 - 2 ⇒ (2) + 9 + 1 - 2 = 10 Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
DM Stalwart |
William's arrows bounce off the tough, fibrous material of the plant.
It lurches forward until it's adjacent to William. Then it spews out a cloud of spores all around it!
Everyone except Benedict must roll a Fort save against poison, DC 16. If you fail, roll 1d6.
1 You're sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2 Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3 An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
5 You've shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won't see you.
The spore cloud is in a 20' spread from the plant creature.
This is a basidirond, a dangerous plant creature with hallucinogenic spores.
Everyone is up (William acts last)
Aerel Truthseeker |
Fortitude DC 16: 1d20 + 5 ⇒ (5) + 5 = 10
Consequences: 1d6 ⇒ 4
Aerel gasps, grabbing his throat as he struggles to breathe. Unable to act
Grum Bakison |
Fort: 1d20 + 8 ⇒ (8) + 8 = 16
Grum struggles, but due to his orcish fortitude, manages to preserve. His sword ignited as he went for the plant.
Hit: 1d20 + 9 ⇒ (4) + 9 = 13
Damage with Fire: 2d4 + 1d4 + 14 ⇒ (1, 4) + (3) + 14 = 22
It turned out that coughing one’s guts out made fighting difficult.
DM Stalwart |
The plant creature's strange pollen affects most everyone except for Grum, but his swing fails to connect.
The plant then swings a frond back at Grum.
Slam: 1d20 + 10 ⇒ (8) + 10 = 18
It fails to do any damage, smacking up against his stout armor.
Everyone gets to go again! Everyone except Benedict is still in the cloud currently. A new save must be made each round you're still in the cloud and 1d4 rounds after you leave. If you make your save, you can act normally (for that round).
Benedict the Clever |
"Guys, you are all fine! Shake it off!"
Benedict moves up, drawing his warhammer, and attacks.
Fort, Antitoxin: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17
Attack, Flag: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Confirm: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Crit Damage: 2d8 + 8 + 2 ⇒ (7, 1) + 8 + 2 = 18
I believe plant creatures are subject to crits in PF, and warhammer is x3 crit.
Aerel Truthseeker |
Fortitude DC 16: 1d20 + 5 ⇒ (10) + 5 = 15
Effect: 1d6 ⇒ 6
Aerel relaxes as his throat clears only to grab his face, then wrap his arms around himself in an effort to keep himself together.
William Grove |
William stops his hiding and fires two arrows at the creature.
Fort Save: 1d20 + 7 ⇒ (18) + 7 = 25
Mwk. Comp. Longbow (+2 Str) PBS RS 1: 1d20 + 9 + 1 - 2 ⇒ (7) + 9 + 1 - 2 = 15 Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Mwk. Comp. Longbow (+2 Str) PBS RS 2: 1d20 + 9 + 1 - 2 ⇒ (7) + 9 + 1 - 2 = 15 Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Grum Bakison |
Fort: 1d20 + 8 ⇒ (2) + 8 = 10
1d6 ⇒ 4
Grum went to attack...and by pure force of habit took a deep breath for a battlecry. It was a mistake, to say the least. The warrior fell to a knee, a hand on his throat, as he felt himself suffocating.
Amkarang the Unsinkable |
Amkarang just manages to resist the effects of the spore cloud before advancing on the creature. However, the lingering affects of the spores leave him weakened and make his attack ineffective.
Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 7 ⇒ (8) + 7 = 15
DM Stalwart |
Benedict, bolstered by the antitoxin he consumed, braves the cloud and deals the plant a punishing blow. The rest of the heroes either succumb to the spores or their attacks bounce off the fibrous body of the creature.
1d3 ⇒ 2
The mindless plant flails at Benedict this time, it randomly manages to attack the one who hit it!
Slam: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 1d8 + 7 ⇒ (7) + 7 = 14
???: 1d20 + 6 ⇒ (13) + 6 = 19
Everyone's up!
Grum Bakison |
Fort: 1d20 + 8 ⇒ (18) + 8 = 26
Shaking off the assault on his mind...
Hit with banner!: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
...Grum could do little but get to his feet.