
Gamemaster Zedth |

Tactical Map Be sure to click on Slide 2
-Eina casts Bless, and fires an arrow, and hits!
-Carith casts Shield o' Faith upon Pinto.
-Erodin throws a chakram, but misses.
-Taecuss (delays)
-Pinto throws a chakram, and hits!
-Brandt (may declare his surprise action on his turn in addition to his Round 1 actions.)
Surprise Round:
Taking advantage of the grumpkins wayward attentions, the adventurers seized the initiative with little hesitation. Two spinning chakrams flew through the air as did a well-aimed arrow. In spite of the ugly grumpkin's lack of armor, the arrow literally bounced right off its pale skin! The disc thrown by Pinto had a different result - it dug so deeply into one grumpkin's back that it burst through the other side in a spray of black gore! He was dead on his feet as he crumpled, first to his knees, then face first into the mud. The other grumpkins looked dumbfounded, unsure of what just occurred.
Grumpkin 1 is dead!
---------------
Initiative:
Brandt: 1d20 + 2 ⇒ (2) + 2 = 4
Carith: 1d20 + 1 ⇒ (12) + 1 = 13
Eina: 1d20 + 2 ⇒ (5) + 2 = 7
Erodin: 1d20 + 3 ⇒ (15) + 3 = 18
Pinto: 1d20 + 2 ⇒ (1) + 2 = 3
Taecuss: 1d20 + 3 ⇒ (3) + 3 = 6
Bad Guys: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative order:
1) Erodin, Carith, Eina, Taecuss
2) Bad Guys
3) Brandt, Pinto
Round 1 - Erodin, Carith, Eina, and Taecuss may go!

Carith Blankenship |

Seeing the effect the grumpkins' skin had on Eina's mundane arrow versus the cold iron chakram, Carith decides to grant Iomedae's blessings on the well-armored and well-prepared Erodin, hoping that the demon-blooded warrior would use the divine help to devastating effect. "My Lady, grant this fierce warrior your favor so that he may exact Your justice on these murderous beasts!"
The priest reached out and touched Erodin's chakram, the weapon glowing with a holy light that slowly subsided. With his Goddess' gift given, Carith drew his sword, ready to do his part to absorb some of the violence while the more devastating fighters did their work.
Cast Magic Weapon on Erodin's chakram, then draw longsword.
Magic Weapon 1/10

Eina |

Did the arrow survive? Eina would like something out of that attack.
"Hmm, That did not work like I had hoped," Eina comments as she once again thinks of the storm callers and wishes she could call upon the lightning as they did.
There is nothing for it, she will just have to aim for a weaker spot. The eyes seem like a good place to try. Too bad the wind catches the arrow and sends it sailing off into the distance.
Bow(Bless, PBS) vs. Grumpkin #2: 1d20 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5
Round 1
Move: Get to her current spot on the map.
Standard: Whiff!
Buffs: Bless 8/10 rounds left, affects all allies.

Gamemaster Zedth |

Did the arrow survive? Eina would like something out of that attack.
I believe the general rule is there's a 50% chance to recover and use a spent piece of ammunition, so we'll go with that. We can either roll after combat or if you're in the area and feel the need to look for it in combat, go ahead and roll the 50% chance.

Brandt Holgarson |
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Brandt pushed his soaked hair out of his eyes again, muttering blackly about water that fell so inconsiderately from the sky.
Looking at the muddy battle ground he groaned. "Yet another detail the sagas never mentioned. Water running down my neck, and half the land is carried on my boots!"
Brandt no like rain!
Surprise round action from Brant is to cast Dancing lights around the Grumpkins. Illuminating as much as possible for those of us with Lowlight or Dark vision.
1st round action is Raging song. Everyone can choose to use the Inspired Rage.
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a -1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
Hammering the flat of his axe against his shield Brandt starts his blood stirring chant.
"Cattle die, kin die,
we ourselves die also.
I know one thing that never dies:
the honors of all the dead."
In time to his voice Brandt began to stalk forward.

Erodin Stark |
"Oho! Nice throw, Pinto!" Liking what he just saw from the grizzled warrior, Erodin moves forward while drawing a second chakram, which he sends flying at another grumpkin! Targeting #5
Chakram, Bless: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22; Damage, Inspired Rage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Before the fey goblin can react, the chakram lodges into its chest, and the creature falls backwards in a splatter of mud!
I'm saving Cairth's magic weapon version for when they're not flat-footed.

Gamemaster Zedth |

Quick reminder - if you have buffs/debuffs that affect you, please state them at the top or bottom of each combat post for my reference. Example - Erodin's AC is modified by the Inspired Rage, and it is helpful to me to have the updated AC posted. No harm done, just a reminder.
On a side note - technically Brandt's Round 1 action hasn't occurred yet because his initiative is after the bad guys, so Erodin has not yet gained the benefits/penalties of the Inspired Rage.
---------------
The two archers fired off arrows but missed their mark in the heat of combat, but the spinning thrown charkram made of cold iron did its work! It hummed through the air for a split second before tearing apart another grumpkin, severing its arm and a large portion of its chest from its body, adding more black blood to the muddy ground.
Taecuss and Eina's shots missed, Erodin slew Grumpkin #5. Erodin now holds a magic chakram due to Carith's spell.

Gamemaster Zedth |

Round 1, bad guys:
The five remaining grumpkins dove for the muddy ground, disappearing under the ground in a flurry of backward-thrown clods and clumps of soil. There ground undulated in multiple places at once, showing the goblin-kin's movements in the vicinity, though it was difficult to determine where they were individually.
All apparent enemies are underground and burrowing. Please ignore their current positions on the tactical map for the moment.
---------------
Round 1, Pinto may go! (Brandt has already posted his Round 1 action.) Erodin, Carith, Eina, and Taecuss may also go! You four's actions will be for Round 2.

Pinto Donasetti |

With the chakram thrown, the old man gripped his new morningstar tight and waited for the goblin-fey to show themselves again.
He looked around waiting for an opportunity to strike.
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move action to switch martial flexibility to get power attack, ready action-attack to play whack-a-mole :)
morningstar to hit, power attack, inspired rage: 1d20 + 4 - 1 + 1 ⇒ (16) + 4 - 1 + 1 = 20
damage: 1d8 + 6 + 3 ⇒ (3) + 6 + 3 = 12
HP 15/15
AC 16, touch 12, flat-footed 14
Conditions: shield of faith, inspired rage so AC=17
Melee (morningstar): +4 = +1(base) +3(STR)
Melee Damage (morningstar): 1d8+4 = +4 (str), x3
2/4 Martial Flexibility

Taecuss dyn Bru |
Round 2
Tae lets the skald's song boil his blood, but not consume him. He draws up his bow, too late to shoot a grumpkin before it burrows. Instead he twitches side to side, keeping watch for when one emerges.
Ready action to shoot a surfacing grumpkin.
To hit 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1 -4 assumes one emerges adjacent to an ally
Damage 1d6 + 0 ⇒ (5) + 0 = 5

Erodin Stark |
Round 2
Gripping Cairth's magically enhanced chakram, he is ready to throw or slash with it at a surfacing grumpkin.
Reflex to avoid damage, if the attack is melee: 1d20 + 4 ⇒ (3) + 4 = 7; Damage to self, reduce by half: 1d8 ⇒ 2 1 damage to self if triggered.
Status effects: Bless, Magic Weapon on Chakram, Inspired Rage.

Carith Blankenship |

The priest glances around for their now-hidden enemies, advancing with Erodin and Eina to provide flank support. The craven creatures had likely dug a hasty retreat after seeing two of their number brought low so quickly by the flying chakrams, but the cleric wasn't about to let the duo be taken by the remaining creatures.
Shield in front, sword held high, ready to swipe down powerfully at the first sign of the grumpkins, Carith shrugs off the urge to lose himself in Brandt's powerful song. He didn't begrudge the skald his strange magics, but the priest believed firmly in the self-control and righteous but controlled justice of The Inheritor. He calmly waits, eye scanning about.
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Eina |

Eina nocks another arrow and readies a shot at the first grumpkin to show its ugly head.
Attack (Bless, PBS if within 30 feet): 1d20 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
Thassamiss.

Gamemaster Zedth |

I'll get up a post in a little while. Sorry for the delay - I've a busy day today (and tomorrow)

Gamemaster Zedth |

Round 2:
The ground nearby rumbled and undulated as the enemies dug mole-like through the ground. The soil displacement drew nearer the travelers, but thus far the enemies had not yet reemerged. While most eyes were focused solely on the ground for enemies to whack, the party almost missed the approach of a overgrown striped badger that came out from behind a hedge just out of sight. The beast's teeth were bared angrily while it was being chased - no, coaxed - by another grumpkin arrival!
The adventurers quickly aimed several clumsy missiles upward from the ground toward the raging beast bounding toward them but none managed to hit their mark.
---------------
I made a sort of executive decision for Eina, Erodin, and Taecuss in that their readied actions were specifically for grumpkins, but another enemy showed up first so I allowed for the badger to be targeted instead. Unfortunately Eina's, Erodin's, and Taecuss' shots were misses due the low rolls. If any of you three object to me changing your targets, just say so in your next post and we'll assume you chose not to fire.
The only enemies to show themselves this round were the badger and new grumpkin #8, so unfortunately Pinto's and Carith's melee attacks didn't go off since there were no viable targets. Pinto and Carith, you both had decent attack rolls. If you opt to Ready an Action again this round for the same criteria, you may keep those rolls if you wish. Keep in mind that 'readying an action' is a standard action, meaning that you can move first if you want to.
In case anyone was wondering, I did not allow for a Perception roll to detect the badger and other grumpkin due to the high DC from heavy rainfall, distance, combat distractions, etc. They were quietly stealthed off to the side but are now approaching due to combat.
---------------
Everyone may go!
Brandt and Pinto - Round 2
Erodin, Carith, Eina, and Taecuss - Round 3.
Please note: enemies 2, 3, 4, 6, and 7 are underground still. I have moved them on the map but your PCs can't pinpoint exactly where they're at yet. You know they're near, however.

Pinto Donasetti |

I thought I had moved Pinto last turn. My bad
Pinto trotted forward while joking, "Come out, come out, wherever you are..."
He gently pushed Eina out of the way, "Get behind me girl. Let them try and bite this old hide."
-----------
ready action again with a 20 for 'to hit' and a 12 for 'damage'
HP 15/15
AC 16, touch 12, flat-footed 14
Conditions: shield of faith, inspired rage so AC=17
Melee (morningstar): +4 = +1(base) +3(STR)
Melee Damage (morningstar): 1d8+4 = +4 (str), x3
2/4 Martial Flexibility

Taecuss dyn Bru |
No problem whatsoever with your interpretation of the readied action. You judging on it and moving forward only helps our momentum.
Seeing that the grumpkins have gone underground, Taecuss puts his bow away. He is sure that, if they surface again, it will be next to them or amongst them. He jogs forward, closing the distance with his friends and drawing his dagger as he does so. He says to Pinto "I've got your back."
Move action to stow his bow, move action to move (reflected on the map) and draw his dagger.
Status Effects: None

Erodin Stark |
"Form up, backs together. That means you, Brandt!" Wary of the unseen enemy, Erodin encourages the party to come together as he draws his lucerne hammer. He will strike or bite as needed as soon as he sees an enemy.
Status effects: Bless, Inspired Rage

Carith Blankenship |

"Great Iomedae, grant this warrior a portion of your righteous might so that his strikes can bring low our enemy this day!" Carith touched Pinto's arm, remaining in place to form a solid defensive line so that their less-armored companions can do their work in relative safety.
Used ability 'Battle Rage' on Pinto. He gets 1 extra damage on his melee attack for this round.
Battle Rage 5/6 remaining

Brandt Holgarson |

Since it's Difficult terrain Brandt's action for Round 2 will be to join the front line.
Though his blood was up Brandt obeyed Erodin's order. 'Listen to one who knows what he's doing!' Was well drilled in him.
He slots in between Erodin and Pinto, shield up and dagger ready to strike when an enemy came near. "It's good you like the mud so." He taunts the Grumpkins. "It's where your bodies will lay and rot!"
Raging song 6/7 remaining.

Eina |

Longbow vs. Grumpkin 8 (Bless): 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d8 ⇒ 6
Eina nocks another arrow and sends it streaking for the only visible grumpkin.
"Curse these goblins and their kin. May the crows take them!"

Gamemaster Zedth |

Eina's arrow sailed past the dire badger and penetrated the skull of the grumpkin who was coaxing the beast along. Its eyes rolled back to white as it fell to the ground.
Eina downed grumpkin #8
The running badger made a clumsy attempt to jump past some of the mudslide but managed nothing more than looking foolish. It slogged though the mud and arrived on the other side, slowed enough by the obstacle that it hadn't yet reached its intended target(s) of aggression.
Badger Acrobatics/Jump: 1d20 + 2 ⇒ (2) + 2 = 4, lolfail
The adventurers had to keep eyes on the badger and the ground at the same time, unsure of which attack would arrive first. In predictable fashion the burrowing goblinkin burst forth from the ground with jagged swords in hand, staying mostly buried to gain a bit of cover from the ground. Two of them were hit before they had half a moment to thrust their weapon - Erodin's monstrous bite and Pinto's new morningstar were effective indeed, each taking a grumpkin out of the fight.
Erodin and Pinto downed grumpkin #2 and #3.
The remaining three burrowers made disgusting snorting sounds as if hocking up phlegm from deep in their sinuses. Instead of bring their serrated blades to bear, they each blew a heinous load of filth from their wide nostrils right into the adventurers' midst!
Grumpkin 4, snot rocket touch vs Erodin: 1d20 + 4 ⇒ (16) + 4 = 20, hit
Grumpkin 6, snot rocket touch vs Eina: 1d20 + 4 ⇒ (9) + 4 = 13, hit
Grumpkin 7, snot rocket touch vs Brandt: 1d20 + 4 ⇒ (10) + 4 = 14, hit
Erodin and Eina are both adjacent to grumpkin #4 when he makes his disgusting ranged attack, and therefore may make an AoO if you so desire. If the attack(s) down him, then the snot rocket attack that hit Erodin will be negated. (if so, Erodin may ignore the following saving throw.)
I need saving throws from Erodin, Eina, and Brandt. Fortitude DC 11. Failure grants the nauseated condition for 1d4 rounds.
---------------
Everyone may go!
Brandt and Pinto - Round 3
Erodin, Carith, Eina, and Taecuss - Round 4.

Carith Blankenship |

Carith, seeing the badger seeming to head straight for him, raises his blade high, trusting in his companions on the grumpkin side to hold the disgusting beasts off while Carith, Pinto, and perhaps Taecuss downed the dangerous looking animal. If the burrowing beast gets close enough, the priest swings down with all he can muster, trying to penetrate the thick fur and hide.
Crit Damage: 2d8 + 2 ⇒ (5, 1) + 2 = 8

Erodin Stark |
It is only moments after he rips the throat of one grumpkin that a second appears, causing Erodin to pounce and attempt to tear into a second victim.
AOO Bite, Bless: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14; Damage, Inspired Rage: 1d6 + 7 ⇒ (4) + 7 = 11. Result unclear.
He is starting to potentially feel the effects of the grumpkins' filth, though!
Fort vs Nausea DC11 (if needed): 1d20 + 5 ⇒ (19) + 5 = 24
Seeing that Cairth is waiting on the badger to approach, Erodin does the same, prepared to attack the badger should it charge him or an ally. "Come on, ya beast, attack me!" Ready action brace for charge.
Lucerne Hammer AOO, bless: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24; Damage, Inspired Rage: 1d12 + 7 ⇒ (9) + 7 = 16;
AOO crit?: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23; Damage: 1d12 + 7 ⇒ (2) + 7 = 9

Brandt Holgarson |

Fort + Inspired rage: 1d20 + 4 ⇒ (3) + 4 = 7 Fail.
Duration: 1d4 ⇒ 1
Brant couldn't say if it was the sickness or the sheer disbelief that made him unable to respond for a frozen moment?
'Did that damned thing just...? On me!' Was all that he could manage to think.
He managed to stagger beside Eina, shield up against the Grumkin close to her. Only an effort of will keeping his belly's contents inside.
Move to face Grumpkin 7. All I can do this round.
This is definitely not going in the saga!

Pinto Donasetti |

Seeing the priest and the devil-blooded line up, Pinto yelled at them, "Let me take care of the snotty little fellows and I'll be right back to join you."
He then gently pushed Brandt aside, "Stay behind me until. This will pass." and used his thick muscles to bear on the grumpkin.
-------------
move and attack grumpkin 7
morningstar to hit, power attack, inspired rage: 1d20 + 4 - 1 + 1 ⇒ (17) + 4 - 1 + 1 = 21
damage: 1d8 + 6 + 3 ⇒ (5) + 6 + 3 = 14
HP 15/15
AC 16, touch 12, flat-footed 14
Conditions: shield of faith, inspired rage so AC=17
Melee (morningstar): +4 = +1(base) +3(STR)
Melee Damage (morningstar): 1d8+4 = +4 (str), x3
2/4 Martial Flexibility
I swear those grumpkins look like sheep. :)

Taecuss dyn Bru |
I swear those grumpkins look like sheep. :)
I know, right? Before I zoom in on the map, that's what I think. Every. Time. :D
There must still be some underground, positioning themselves.
Taecuss follows Pinto as he maneuvers, wary of letting one of their best warriors get surrounded. He glances over at Carith, and is pleased when he sees that he has Erodin covered as well.
Move action (reflected on map), following behind Pinto. Ready action to stab a grumpkin that surfaces adjacent to him (or a badger that charges him, but let's hope it is the former!).
To hit 1d20 + 0 ⇒ (4) + 0 = 4
Damage 1d4 + 0 ⇒ (4) + 0 = 4
He is not wielding a cold iron weapon.

Eina |

I didn't think you could make AoO's with a ranged weapon.
Fort DC11: 1d20 ⇒ 17
Longbow vs. 4 (Bless, PBS): 1d20 + 2 + 1 + 1 ⇒ (8) + 2 + 1 + 1 = 12
Damage (Unlikely): 1d8 + 1 ⇒ (2) + 1 = 3
Eina grimaces in disgust and takes a step back as she nocks another arrow and takes aim.
<<Disgusting! The crows take your eyes!>>

Gamemaster Zedth |

I didn't think you could make AoO's with a ranged weapon.
You are correct. I forgot that you weren't armed for melee when I mentioned the AoO.

Gamemaster Zedth |

The mucus missiles splattered on the adventurers, causing Taecuss to cover his mouth for fear of losing his lunch. The others shrugged off the biological assault, powering through the insult with fierce determination and grit.
The giant badger leapt into the air with claws and teeth at the forefront, ready to shred whatever bag of flesh was unfortunate enough to be on the business end of them. The charge ultimately failed as the front line warriors were already on the defensive and were prepared for the attack. The tiefling warrior and human priest both landed telling blows upon the beast, breaking its bones and rending its flesh wide open. It was dead before its momentum finished carrying it forward.
Dire Badger is dead! You guys did enough damage to drop it below 0 HP and kill it. (Badgers have Ferocity allowing them to fight on until they reach negative HP = their Con score.
The three grumpkins nearby looked alarmed at the rate with which their numbers dwindled, especially when their fearsome pet badger was so summarily dealt with. After Eina's arrow plinked off of the soil nearby, the grumpkins retreated back below the ground toward safer territory.
Eina you missed due to its cover AC bonus for being halfway out of the ground. The three grumpkins fled and after a few moments of quiet you assume they're not coming back.
Out of combat.
After several moments of relative calm (the storm continued to rage on, replete with thunder claps and blinding lightning flashes) it seemed that the grumpkins were not coming back for more.
Loot:
---------------
Thoughts? Observations? Actions?

Erodin Stark |
Erodin extracts his lucerne hammer from the badger. "Nice stand against that badger, Cairth! Darn thing just threw itself at my polearm. It's a bit like boar huntin'! Think the badger pelt is worth somethin'?" he wonders aloud.
Erodin starts wandering over to the grumpkins as he collects and cleans off the thrown chakram. Although there were five grumpkins, there were only three talsimans. "How come only some o' them's got the spiral thing?" He tries to see if there's a pattern to who wears it and who doesn't.

Pinto Donasetti |

Erodin extracts his lucerne hammer from the badger. "Nice stand against that badger, Cairth! Darn thing just threw itself at my polearm. It's a bit like boar huntin'! Think the badger pelt is worth somethin'?" he wonders aloud.
Pinto went over to the ones that killed the badger and clapped them in the back, "Good going! That's a mean critter right there."
He looked at the pelt with a professional eye, "You're right. Badger pelt are valuable if there's a buyer. I'll help you clean it and properly prepare it for sale or for your personal use."
--------------
profession-trapper: 1d20 + 4 ⇒ (19) + 4 = 23

Taecuss dyn Bru |
Leaving the badger to Pinto, Taecuss sets about the grim task of collecting trophies from the grumpkins to take to the Keep for reward.
When Erodin asks about the spirals, Taecuss pauses to take a closer look.
Knowledge (any of them) 1d20 + 5 + 1d6 ⇒ (1) + 5 + (6) = 12. If it is arcana or local, it is another +4. If it is local, it is another +5.

Eina |

"Filthy curs," Eina curses as she wipes off the remains of the disgusting spittle. Thud remained his placid self, chewing the cud as he stood there.

Brandt Holgarson |

Brandt has been taking a few deep breaths to quell the nausea, for a change grateful for the rain as it washes the disgusting mucus off him.
Knowledge history of the Spiral symbol?: 1d20 + 5 ⇒ (20) + 5 = 25
"Well fought!" He agrees happily. "Had we taken them as singles they would have picked us apart. Between the shield wall and the archers they were defeated without harm to us."
He grimaces at the memory of the snot rockets. "Except for a bit of bruising to the pride."

Gamemaster Zedth |

Need a post from Carith still.
---------------
Any further actions before I narrate further?

Pinto Donasetti |

Brandt looks up from where he's been dragging the corpses away from the trail once Taecuss has gone over them. "Anyone need any healing?" He asks, looking over the others with belated concern.
Pinto looked from skinning the badger, "Not me. This went very well as far as I'm concerned. Maybe we got something here."
He joked, "I hope they let us serve together once we get to the fort. I wonder if we'll need a name..."

Carith Blankenship |

Although the badger hadn't been a true 'enemy', the priest still felt a sense of accomplishment as the devil-blooded beside him strikes it down and the cleric finishes it off with a powerful downward stroke of the sword. As Erodin complimented him, the priest held up a hand in protest. "Nay, good sir...I would have likely been badger meat had it not been for your martial skills. A well-struck blow!"
He couldn't contain a grin as Pinto clapped him on the back as the filthy little grumpkins retreated into the ground. There was nothing against Iomedae's tenets about being satisfied with doing Her will. The priest wiped his blade across the badger's fur coat, cleaning the blood from it before sheathing it.
As Erodin mentioned the talismans, Carith walked over to examine one of them, sifting through his limited knowledge of other faiths to try to see if anything rung a bell.
Kn Religion: 1d20 + 4 ⇒ (1) + 4 = 5 Apparently Carith didn't pay attention that day
Regardless of whether he learns anything or not, he shakes his head as the others ask whether anyone needs healing. This group was very effective, so far. He shared Pinto's desire to travel further with this very same gathering of men...together they would spread Law to the land, which would venerate Her.

Gamemaster Zedth |

He looked at the pelt with a professional eye, "You're right. Badger pelt are valuable if there's a buyer. I'll help you clean it and properly prepare it for sale or for your personal use."
--------------
profession-trapper roll
The seasoned man went at the badger corpse without hesitation, showing the confidence of one who'd done this hundreds of times. The process took about twenty minutes, leaving a pile of pink broken meat and bones in the mud while a bundle of tough striped fur was carried off and slung over the pack animal.
You have successfully skinned the animal. It will need some dry conditions very soon to be formed into something worth anything. Luckily the keep is only a few miles distant!
---------------
RE: Knowledge rolls from Taecuss, Brandt, and Carith:
The pendants were looked over while Pinto went about his skinning. There was no apparent religious or historical context, though the elf investigator thought these gray stone talismans with etched spirals were an arcane focus of some sort, having something to do with elemental earth. Grumpkins were a fey-goblinoid with ties to elemental earth, but none of these used any apparent magic. For the moment their presence was somewhat mysterious.

Gamemaster Zedth |

Having gathered the spoils from the nasty foes, the party put boot to road once again, leaving the broken corpses of the grumpkins and badger to rot - or be devoured by whatever scavengers might lurk in the area.
Not five minutes after their departure from the mudslide the travelers heard a bestial roar from behind them, not particularly close but fierce enough to cut through the din of the storm. It was unlike any sound any of them had heard from an animal. It was deep throated yet shrill; it seemed to pierce other sounds and drive straight into one's heart as terrible to behold, instinctually, viscerally.
Wondering whether to hustle onward, hide in the woods off the path, or go back out of morbid curiosity, the nature of the sound was soon revealed to the party before any further consideration was possible. Sailing through the air on powerful scaled wings of whitest snow, it was a dragon! Though not one of the gargantuan monstrosities from the storybooks, this specimen sported a body roughly the size of a large warhorse, covered in armored scales of pure white. It was imbued with a primal magnificence that demanded respect with naught but a glance. A creature of unparalleled form, blessed with a sleek muscular physique built on a chassis of claws, teeth, and wings to carry it wherever its wicked heart desired - a dragon was a thing of beauty, of perfection, of horror.
Grasped firmly it its claws was the badger's remains. The white dragon sailed overhead not fifty feet in the air above the traveling adventurers. Its long neck turned to look at the six, followed by its scaly lips pulling back to reveal a set of teeth from the darkest nightmares of men, again roaring in displeasure at the unexpected presence. It turned in a wide circle, flapping its wings heavily to pick up speed in a display of confidence and power. A soft white aura surrounded the dragon, freezing the falling rain that it came into contact with, causing a sort of "hail" to form and fall from its skyward path to the ground. Once, twice, thrice it circled, its gaze never leaving the road-bound group.
Apparently deciding it was hungrier than it was blusterous, it flew off eastward (the same direction the party is taking the road)and was soon out of sight, covered by the darkness of the storm.
White dragons are from the family of evil Chromatic Dragons. The lowest in their ranks according to intelligence and size, they are nevertheless extremely powerful and dangerous to any who wish to live a long life. Lacking the genius of their cousins, white dragons possess a low cunning that allows ample room for cruelty, malice, and greed.
White dragons are beings of ice, able to breath cones of frost that will freeze a man solid. As with all dragons, white dragons possess magic that increases in power and utility as they age.
---------------
With a whole new set of challenges to consider, the group continued onward toward the keep, ready to put the eventful trek behind them in favor of a dry bed and hot meal. An hour beyond the dragon encounter brought them to a dirt road that forked off south from the east/west thruway. It led to another bridge, sturdy and wooden though not the size of the bridge passed several hours previous. It crossed the same frothing river but this frame's width was more narrow, able to accommodate a single wagon or cart.
Continue onward toward the keep (east) or head across the river over the bridge? (south)

Carith Blankenship |

Carith looked up at the white wyrm with a mixture of awe and defiance. Though he realized the group had little hope against such a fearsome, magical beast, he knew that such a creature, whatever its likely intentions, would wreak havoc and chaos upon this rough frontier. Just the rumor of such a mythical beast in the area could set colonization and taming of this wild land back a generation or longer.
The priest let out a pent-up breath as the dragon decided to fly away instead of seek a confrontation, rubbing his neck as it had developed a crick as he had been looking skyward. He locked eyes with his fellow party-members, but there was no need to speak...this was a problem that would have to be dealt with at some point.
-------------------------
As the group approached the fork in the road the priest considered the bridge but dismissed it, for now, preferring to continue on to their original destination. There they could get a lay of the land, perhaps get more insight on where the regional threats may lie, and introduce themselves to those in charge.
"Let us continue on, friends, and get to the Keep. We have done good work so far, and as such deserve a chance to rest and converse with those who have lived here longer to see what we might learn."

Pinto Donasetti |

Pinto's reaction was more of fear rather than awe. he crouched low trying to make himself small and invisible. Once the wyrm circled in the sky, the man knew he had been spotted and his meekness turned to defiance. If I have to go, I want to go down fighting.
Luckily, his bravado did not have to be put to the test.
As the group approached the fork in the road the priest considered the bridge but dismissed it, for now, preferring to continue on to their original destination. There they could get a lay of the land, perhaps get more insight on where the regional threats may lie, and introduce themselves to those in charge.
"Let us continue on, friends, and get to the Keep. We have done good work so far, and as such deserve a chance to rest and converse with those who have lived here longer to see what we might learn."
Pinto nodded, "Agreed. There will be time to visit the bridge in the next few days. Let's push on."

Taecuss dyn Bru |
Knowledge (arcana) 1d20 + 9 + 1d6 ⇒ (13) + 9 + (4) = 26
Taecuss watches as the dragon flies off, silent until it was out of sight, as though talking about it might cause it to turn back toward them.
"So, the rumors are true. A white dragon has taken up in these parts. They may be the smallest of the evil dragons, but they are still more than a match for most. I've read accounts of white dragons breathing such frigid cones of frosted air that they froze men solid in an instant. We will have to be well equipped and at our best if we ever hope to challenge it."
When Carith suggests pushing on to the Keep, Taecuss agrees. "We've seen how rife with dark forces these lands are. Let's press on to one of the few points of light in this area so we can rest and regroup."

Gamemaster Zedth |

I should have included the following info in the previous Knowledge spoiler about White Dragons.
White dragons make their homes in high frosty mountain peaks or lands with perpetual snow, almost invariably. One might find such a dragon during the winter months foraying into other lands, but the presence of the white dragon here in this temperate often-warm climate is highly peculiar, especially for this late summer season.
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Moving along based on 3 opinions in favor of skipping the bridge.
Writing off the southward bridge as a trip for another day, the group moved onward along their eastbound ♫ eastbound and down! loaded up and truckin! we gon' do what they say can't be done! ♫ trek along the old road. Hours of lousy weather beat down upon their cloaks, soaking them through and through, chafing skin from the uncomfortable wet fabrics clinging with each step.
The loose forest north of the road grew ever thicker to the point of being a solid tree line, while trees were more sparse to the south past the river that flanked this part of the road. Rounding a bend the road suddenly placed the travelers on an incline that wound upward into some ashy-gray hills growing into low-mountain peaks further in the distance stretching southward. The green leafy landscape melted away as they traveled higher into these hills, being somewhat like the red-rock crag lands where the stone giant dwelt, though with dirt and stone of gray replacing the red.
Another couple of hours of thankfully-boring travel brought a castle into view, sat atop a narrow steep mountain with naught but a single viable approach that forked off from the thruway. The road continued eastward but with the fork winding north along a switch back leading up to the keep's gatehouse. As a defensive measure the switchback itself fell away to either side of the path with sheer walls stretching downward for a hundred feet at the least, and quite a bit more by the time it reached the gatehouse.
The party hustled along the path toward the keep, trying not to think about slipping in the rain and falling to their death. A horn blew out from the castle, likely from a sentry who made note of the adventurers approach. Several helmeted guards could be seen walking the battlements, likely as miserable in the rain as the travelers were. As the party reached the end of the path, a twenty-foot gap separated them from the gatehouse who's drawbridge had not been lowered.
A voice called out from a arrow slit in the gatehouse wall,
"Identify yourselves and your intents! One at a time, now!"

Erodin Stark |
Dragon encounter.
"Spread out!" cries Erodin as the dragon is seen coming their way. "Stay too close and it'll just use its breath on us!" At least that's what he supposed. He'd never actually seen a dragon before, let alone fought one. The tiefling keeps a hand ready to draw a chakram, ready to fight but not wanting to make the first move. He lets out a sigh of relief as the dragon withdraws.
"Maybe we should be carryin' a big ol' bag o' food, so that next time he comes 'round we just feed it. We were lucky he was more interested in the badger than in us!"
* * *
Keep encounter.
At the gate, Erodin steps up first. "Erodin Stark, sir! Sent by Lord Cortland to aid this keep, and here to serve the Baroness Myrtle Hellbane!" The tiefling sincerely hopes that he had not been misled by this Cortland fellow, who he wasn't entirely sure even was a lord.

Brandt Holgarson |

Brandt stood and stared with awe at his first sight of a Dragon, easy prey had it decided to attack. He listened with intent interest to Taecuss's information. Mind whirling with the thought of combat with such a creature, and how different it would be to the legends of heroes.
"Beastmen, Grumpkin's and now a Dragon." He sighed. "The historian and tale teller side of me is very happy. The side that sees how much hard work we have ahead of us is a lot less cheerful." He gives a rueful smile.
At the bridge.
He nods agreement when the others decide to head to the keep. "Someplace dry sounds very good at the moment."
At the keep.
Making sure his badge was ready to be shown if asked for Brandt steps out in his turn. "Brandt Holgarson. Signed up by Lord Cortland and sent her to serve the Baroness." He calls up to the guard. Standing beside Erodin with weapons sheathed.

Pinto Donasetti |

At the keep.
Making sure his badge was ready to be shown if asked for Brandt steps out in his turn. "Brandt Holgarson. Signed up by Lord Cortland and sent her to serve the Baroness." He calls up to the guard. Standing beside Erodin with weapons sheathed.
The badge was a very good idea and Pinto followed suit.
"I'm Pinto Donasetti. Here's my badge. I come to offer my services to the Baroness Myrtle Hellbane."
He added, "We have been traveling for quite sometime and a sleep inside a keep would be very welcomed."

Eina |

Eina looked on in awe as the dragon circled. She envied it for the way it easily danced in the sky, as if mocking even the best of the Stormdancers from her tribe. She wondered if it would ever agree to show her the dances of the sky, but that would be for another time. As the dragon flew off, she prodded Thud back to a plodding pace that at least wasn't standing stock still. The yak, for his part, hadn't even batted an eye.
===
"Eina, Lorekeeper of the Storm Ravens. I have agreed to help this Baroness Myrtle Hellbane as witnessed by the Lord Cortland my companions speak of."