DM Elanmorin's The Jarlsblood Witch Saga (Inactive)

Game Master Rogar Valertis

The Grand Prince of Taldor is planning something and one of his guards could know exactly what it is. The man is not willing to easily part with that information though. He wants the Pathfinder's Society to restore the reputation of one of his ancestors, the so called Jarlsblood Witch. For you that means a nice trip to the frozen wastes of the Land of the Linnorm Kings...

Maps

Handouts

Initiative:
You choose north-west as your starting direction. As soon as climb down the entrance's steps you notice numerous alcoves dug in the walls that hold human remains that seem very old. In many cases, the only remnants are the skulls carefully arranged on shelves. The air is chilly, terribly so. While you advance the clangor of battle Wolfgar mentioned coming from farther ahead grows in intensity...

[spoiler=DC20 heal check]Some of the bodies were probably interred whole, and the perpetually chilly catacombs could have dramatically slowed decomposition such that many of the bodies still have some skin and hair remaining.

Suddenly you notice you are not alone! A couple of skeletal beings wearing outdated Ulfen armor advance toward you, while emitting inarticulate rasping sounds, their eyes aflame with cold blue light...

Knowledge(religion) to identify

Initiative:

[dice=Enora]1d20+2[/dice]
[dice=Torean]1d20+4[/dice]
[dice=Truk]1d20+1[/dice]
[dice=Wolfgar]1d20+1[/dice]
[dice=Zaroslav]1d20+3[/dice]

Perception:

[dice=Enora]1d20+1[/dice]
[dice=Torean]1d20+11[/dice]
[dice=Truk]1d20+17[/dice]
[dice=Wolfgar]1d20+12[/dice]
[dice=Zaroslav]1d20+1[/dice]


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Shadow Lodge

MAP

Venture-Captain Bjersig Torrsen leans over a large desk and studies several aged pages, and the dog Mahki eagerly weaves among the visitors to give each a sniff. “I trust your travels were pleasant,” begins Bjersig as he looks up to weigh the new faces, punctuating certain words or phrases with hand signs. “I am Bjersig Torrsen, head of this lodge. You know Lirall, and Mahki is already introducing himself.”
He moves a parchment toward the front of his desk. “An early Pathfinder agent named Eylysia chronicled an unnamed colleague’s investigation of a feud between two families. Centuries ago, it began with accusations of witchcraft and a gruesome execution, and the two have clashed ever since. However, the families chased off Eylysia’s colleague, and it appears someone hid these records so that a later generation might investigate the incident when the wounds were less fresh. Other agents discovered the records recently and sent them to me, and I have cross-referenced them with local histories here at the lodge. I believe I have a lead.”
With that, he strides over to a large map hanging on the wall, points to a pin stuck into a settlement labeled “Frostbreach,” and continues. “Eylysia’s friend was investigating legends of Kolvi: the so-called Jarlsblood Witch, a warrior executed for using ice magic to kill a king. Legends say she was untouched by winter and was ferociously strong, so she set out to slay a linnorm and become a linnorm king. The reigning linnorm king followed her with his boon companions, and a terrible blizzard struck. Days later, Kolvi returned with the king’s frozen head. The town branded her a traitor, a witch, and an Irriseni sympathizer, sentencing her to death and using her maimed corpse to create a terrible effigy. The tales say that her body disappeared only a few days afterward, which the local folk took as further sign of her supernatural malice. Frostbreach is only a shadow of the town it once was a few centuries ago. Even Kolvi’s relatives have taken on a new surname— Trolltooth—and without Eylysia’s records, I might not have known which family’s reputation Gloriana wanted investigated and restored. I ask that you take the Path of Aganhei and travel to Frostbreach. Explore the town and surrounding area, and interview the people. Confirm what truths you can, debunk the rest, and follow whatever promising leads you find. I recognize that proving the Trolltooth family innocent would be best for the Society, but I leave it up to you to find the real truth, not the most convenient.”

Shadow Lodge

MAP

You can start by checking the houndouts. There's a letter there explaining your current circumstances.

In order to satisfy Lady Morilla's request you travelled to Iceferry, a small town just across the river from Kalsgard, the largest city in the Lands of the Linnorm Kings. The trip to Iceferry was smooth. As the you are disembarking, a gnome Pathfinder answering to the name of Lirall energetically hailed your group. Bundled in furs and scarves, she held her waving arm at the elbow with her other hand as if trying to push her flailing hand higher in the air to get your attention. She introduced herself, stated that the venture-captain was expecting you, and offered to take you through the snow-dusted streets to the local lodge.
Just inside the double doors of the large home, Lirall headed to a panel of pulleys near the entrance, each colorcoded cord labeled with a tag. She sorted through them for a moment before pulling the one labeled “Map Room,” causing several small flags in that room to flap and signal the venture-captain that he had guests. His dog, a husky you later learned was named Mahki, cheerfully howled a response, and Bjersig Torrsen called out with a throaty voice, “Please come in, friends. Mahki and I have been expecting you.” Lirall followed as you entered.

Bjersig seems like a confident half-orc man wearing a dark tunic and breeches. He has been deaf his whole life but was raised orally, so he is a capable speaker and an excellent lip-reader and he can understand the your spoken questions so long as you speak clearly and in his sight. Even so, he makes clear he's most comfortable using a modified version of the simple Pathfinder hand signals to supplement his words. Lirall and many of Bjersig’s neighbors are also versed in some of this sign language, and the gnome is on hand to help if needed.

This is what happens BEFORE the first post. Feel free to ask questions, if you have any

DC15 DIPLOMACY(GATHER INFORMATION) OR KNOWLEDGE(LOCAL):
Frostbreach was once a bustling trade town just east of the Path of Aganhei, used for restocking any travelers with supplies they would need before delving farther north. However, many avoid the town now because of the wintry misfortunes that seem to befall travelers as they pass through.

DC20 DIPLOMACY(GATHER INFORMATION) OR KNOWLEDGE(LOCAL):
Two extended families control the majority of Frostbreach: the Trolltooths and the Coalbraids. Each family believes the other was at fault for the terrible events surrounding the Jarlsblood Witch incident, and these accusations have triggered numerous other feuds that have fueled animosity ever since. The more they squabble, the more the town struggles to remain regionally relevant.

DC25 DIPLOMACY(GATHER INFORMATION) OR KNOWLEDGE(LOCAL):
With the feud so fierce in Frostbreach, its warriors have been especially reticent to attempt a linnorm hunt, which could be perceived as a power grab by that warrior’s family and instigate retaliation. Kalsgard’s linnorm king Sveinn Blood-Eagle has intervened several times to negotiate some peace, though this quells trouble only for a few months. The town has also elected a council of elders, hoping to bring back a sense of stability. However, this council has just become the latest battleground.

DC10 KNOWLEDGE(ARCANA OR GEOGRAPHY):
Ice storms and blizzards are commonplace near Frostbreach for more than half the year.

DC15 KNOWLEDGE(ARCANA OR GEOGRAPHY):
Many citizens and travelers claim to have experienced terrible visions, heard otherworldly sounds, or had some of their belongings stolen while in the area. The common response is to blame these on the Jarlsblood Witch and Frostbreach’s ongoing family feud.

DC20 KNOWLEDGE(ARCANA OR GEOGRAPHY):
Legends and stories tell of mystical creatures that curse anyone who ventures too deep into the brutal tundra, which has caused hunters and farmers to travel beyond sight of the town’s walls only rarely.

Grand Lodge

Male Half-Orc Brawler 10

Diplomacy: 10 + 12 = 22

"We're gunna need contacts with the Trolltooths and the Coalbraids", a hulking half-orc adds after Bjersig explains the task. "Got any leads on where we should start?"

Truk is obviously a half-orc but wears his orcish blood well. His tusks are small, dulled, and only slightly poke out from under his bottom lip and his ears are only mildly pointed. His skin is a greyish-olive that contrasts well with the cropped dark hair along the top of his head. He wears a short well-kept beard on his chin. What elements of his orcish parentage that are absent from his facial features are plainly visible in his tall form and broad powerful physique.

He's clad in a suit of perfectly-fitted heavy plate armor and armed with a bardiche that hasn't seen much use.

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19
Knowledge, Arcana: 1d20 + 4 ⇒ (11) + 4 = 15

In sharp contrast to Truk, a dwarf stands nearby and he fills every inch of the proud dwarven look. He carries a worn, but powerful looking warhammer in his hand and a sharp axe on his back. You spot the sigil of Torag on the dwarf's armor through his regal beard. Torean is surely a dwarf's dwarf.

"If this is a Witch's lineage, I'll be ready." The dwarf nearly spits the word 'witch' out. "People talk of getting terrible visions in the area of Frostbreach. Most attribute it to the feud. That, combined with the ice storms and blizzards in the area can make it dangerous. But any Witch who tries that on me will be getting a rude surprise." Torean laughs and swings his hammer in a powerful stroke.

Sovereign Court

Sorcerer 8
Spoiler:
HP 56/56 | AC16 (12FF, 14T) | Perception +1, Sense Motive +0 | +3 Init | Fort +4, Ref +7, Will +6 | Spell 1 : 6/6

Diplomacy: 1d20 + 21 ⇒ (2) + 21 = 23

Zaroslav is a noble from Ustalav, always very well dressed, his very pale complexion, his perfect white teeth and his two small incisives clearly marked him as cursed by the land. But despite his curse he seems like a very sympathetic man speaking with everybody.

He makes people call him "Zaza" but strangely seems always hungry.

"Count Zaza" was disguised like a Pirate's theater on the boat seeming to own it, but the once they reached Iceferry, he changed in a cartoon's vision of a ulfen with pink fur, fake greataxe and all.

It's so great to be here! Do you know when we will eat?

Liberty's Edge

male Rngr 6/Barb 1 HP 67 | AC 20; Touch 12; FF 19 | F +10; R +7; W +5 | CMB +11; CMD 23 | Speed 40 ft | Init +1 | Perc +12 | Stealth: +6 Ranger/Barbarian

"Greetings all. I'm Wolfgar. I am familiar with the northlands having grown up there"

Know geography: 1d20 + 8 ⇒ (9) + 8 = 17

I'm going to get a potion of fly before the game


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 6/6 | Prescience: 6/6 | HP 45/45 | Temp HP 16/16 | AC 15 T 15 FF 12) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 5/6, 2nd: 2/5, 3rd: 2/4 | Staff charges 10/10 | Wand CLW 9/10 | Wand Mage Armor 4/5 | Rod of extend 3/3 | Reroll 1/1 | Active conditions: Mage armor, 5 mirror images, prot. evil. |

Enora, a small female halfling in fine robes looks at all of you with interest.

She walks through the room and says "Oh yes, I am here!! Hello, my name is Enora. I assume we are all professionals here!! Might be a good chance to get to know each other. I am from Rahadoum originally and am quite interested in magical phenomena - I hope to have your support in uncovering the secrets of this wonderful world. And I am quite optimistic that we will be successful!" she says cheerfully.

She turns to the Venture-Captain.

"Of course we will be fair with the Trolltooth family and hope that they really are innocent."

* * *

kn(local): 1d20 + 10 ⇒ (1) + 10 = 11
kn(arcana): 1d20 + 15 ⇒ (16) + 15 = 31

"Well, Torean is very knowledgable." Enora says to you all.

"The only thing I would add is that legends and stories tell of mystical creatures that curse anyone who ventures too deep into the brutal tundra, which has caused hunters and farmers to travel beyond sight of the town’s walls only rarely."

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean grunts and you think he's about to spit on the floor, though he doesn't. "Even worse. Witches and their curses. These people deserve better."

Liberty's Edge

male Rngr 6/Barb 1 HP 67 | AC 20; Touch 12; FF 19 | F +10; R +7; W +5 | CMB +11; CMD 23 | Speed 40 ft | Init +1 | Perc +12 | Stealth: +6 Ranger/Barbarian

Wolfgar turns to Torean "Aye my friend dwarf. The witches are known for their treachery. We should get to the bottom of this for the family's honor is at risk"

Shadow Lodge

MAP

Frostreach - General Info:
Frostbreach is a small town on the decline, built to accommodate more than 1,000 people yet has a population of only about 350. Most of the inhabitants are Ulfen, with about 75 dwarven inhabitants and a handful of gnomes. A decaying palisade wall—with several watchtowers and a pair of gates—encircles the town, and many of the homes are longhouses built to accommodate extended families of 10 to 25 people. Of the wooden causeways that crisscross the frozen ground, those that extend to the unoccupied parts of town are crumbling from neglect. Although trade and resupplying caravans once made Frostbreach prosperous, the leading industries are now blacksmithing, charcoal producing, leatherworking, and trapping.

Frostreach - Locations & Rumors:
Here's a list of the notable places you can visit in Frostreach.

Coalbraid Longhouse
Gorum’s Anvil (temple of Gorum)
Linnorm’s Tale Inn (local Inn)
Residences
Stonefire’s Supplies (local shop)
The Troll’s Hide (tannery)
Trolltooth Longhouse

Basically you choose where you want to investigate and then we'll see what can be learnt there. While interviewing a resident of Frostbreach, you should decide whether you want to learn general information about the area (DC 18), detailed information about the area (DC 23), or rare information about history and legends (DC 28). You may also interact with the residents and as usual, good roleplaying helps making things easier

Where do you want to start?

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

"Always go to the Inn for the latest news. We're bound to find someone who can't hold their drink or is getting a little too rowdy." Torean nods to the others before setting off in that direction.

Grand Lodge

Male Half-Orc Brawler 10

"Sounds great!" Truk adds. "A hard drink is the perfect thing to keep the cold away."


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 6/6 | Prescience: 6/6 | HP 45/45 | Temp HP 16/16 | AC 15 T 15 FF 12) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 5/6, 2nd: 2/5, 3rd: 2/4 | Staff charges 10/10 | Wand CLW 9/10 | Wand Mage Armor 4/5 | Rod of extend 3/3 | Reroll 1/1 | Active conditions: Mage armor, 5 mirror images, prot. evil. |

”Yes! A fine drink is what we need after these long days traveling!!“

Liberty's Edge

male Rngr 6/Barb 1 HP 67 | AC 20; Touch 12; FF 19 | F +10; R +7; W +5 | CMB +11; CMD 23 | Speed 40 ft | Init +1 | Perc +12 | Stealth: +6 Ranger/Barbarian

Wolfgar turns to Enora. "Indeed ales would do well after a journey! Perhaps they have a fine stew as well."

Sovereign Court

Sorcerer 8
Spoiler:
HP 56/56 | AC16 (12FF, 14T) | Perception +1, Sense Motive +0 | +3 Init | Fort +4, Ref +7, Will +6 | Spell 1 : 6/6

Yes! Eating! I'm already hungry and I think the Inn will be a good place to start. After eating, is'nt it?

Shadow Lodge

MAP

Sorry for the delay. Boards seem to be working decently now. As for how this works, at each location you need to tell me the type of information you are searching for (see above post for details). You can always try to roll diplomacy/intimidation/bluff but each location provides different skills that can be as useful if not more so. Some types of checks may not work or even be counterproductive though, so be careful about what you do... (the types of checks tied to the location will always work if the DC is met though)

Linnorm's Tale Inn Perform(oratory) or Profession(barkeep)

The Linnorm's Tale Inn is located near the town's center and close to the west gates. It's obvious the inn serves as Frostbreach's main social hub. While not fancy by anyone's standards the place is not devoid of its own simple charms. The Innkeeper, a bear man named Ifan welcomes you with some waryness. The man does not seem hostile but he doesn't seem friendly either. Something catches your attention about the barkeep though: you notice he keeps a stubby linnorm tooth on a thin cord around his neck.

"Hello strangers and welcome to the Linnorm's Tale Inn. As long as you behave yourselves and pay for your drinks we'll get along splendidly... if you mean truble though we'll show you how we Ulfens deal with troublemakers..." he says as you seat yourselves.

Beside Ifan this early in the afternoon the inn only hosts 5 other ulfens. Maybe it could be a good idea to start asking around for information about the witch?

Sovereign Court

Sorcerer 8
Spoiler:
HP 56/56 | AC16 (12FF, 14T) | Perception +1, Sense Motive +0 | +3 Init | Fort +4, Ref +7, Will +6 | Spell 1 : 6/6

With a smile Count Zaza says to the bartender I'm not really a stranger you know! I have some ancestor from here you know! I'm certainly blood related to some of your neighbor I'm sure. That's why I've continued to wear my ancestor's cloth!
He shows his lovely pink fur and fake axe.
Of course we will behave and pay for our drinks, and be reassured we are not troublemakers, on the contrary!
May be you can tell us what is going on here? People seems less happy than our precedent stop and I've always enjoy good stories near a fireplace you know...

Oh! and can we eat? I'm hungry, very hungry...

Diplomacy: 1d20 + 21 ⇒ (2) + 21 = 23

Shadow Lodge

MAP

With that question I'm going to go for "general information

So you want to hear a story eh? Since you claim to be... part Ulfen I suppose telling you about the witch could help you rediscover your supposed roots, so listen... The Jarlsblood Witch was an ice-blooded Ulfen who murdered King Alvard the Wolf, but the people of Frostbreach put her to death shortly afterward. Some believe she’s the reason the town doesn’t have much business anymore, for the witch’s spirit scares off visitors.

Someopne else can try another check at this location (but the DC increases) or you can choose to move on

Liberty's Edge

male Rngr 6/Barb 1 HP 67 | AC 20; Touch 12; FF 19 | F +10; R +7; W +5 | CMB +11; CMD 23 | Speed 40 ft | Init +1 | Perc +12 | Stealth: +6 Ranger/Barbarian

what other skills besides the two listed would work?

Shadow Lodge

MAP

As mentioned in one of the previous posts: Diplomacy, Intimidate and Bluff

Grand Lodge

Male Half-Orc Brawler 10

After taking the place in, Truk suppresses a grin.

Accustomed to rougher places, the hulking orc orders an ale, takes a seat, and waits for someone to throw the first punch.

Other than the bartender, does anyone stand out?

Perception: 10 + 17 = 27
Sense Motive: 10 + 7 = 17

Sovereign Court

Sorcerer 8
Spoiler:
HP 56/56 | AC16 (12FF, 14T) | Perception +1, Sense Motive +0 | +3 Init | Fort +4, Ref +7, Will +6 | Spell 1 : 6/6

What a terrible story! My Ulfen blood bleed by hearing such thing. Can I ask how she die?

Bluff: 1d20 + 16 ⇒ (1) + 16 = 17

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

"Yeah, we've heard of this Witch's spirit. Is it true? Do people go mad outside the town?"

"Sounds like some of yer folk are soft! Dwarves wouldn't have this problem. Hell, we even train for this type of thing," he boasts.

Intimidate: 1d20 + 10 ⇒ (14) + 10 = 24

Trying for detailed knowledge of the Witchcraft

Shadow Lodge

MAP

@Truk: you get the distinct impression the bartender is not the like of person who'll react kindly to intimidation. If you wish to you can try to stop Torean before he tries to intimidate the man

"No, you may not. She was killed, end of story" Ifan the bartender answers noncommittally.

DC to get new information at this locale is now 21 for standard information, 26 for detailed information and 31 for rare information. Torean action's pending

Grand Lodge

Male Half-Orc Brawler 10

Truk rests a hand on the dwarf's shoulder as he gets up to speak.

"Best use a soft touch 'round here. The bartender's used to a rough crowd. Too much bluster is gunna rub him the wrong way."

Shadow Lodge

MAP

Considering the situation with the forums I'm going to introduce a change of pace: no more visiting one location at time, each one of you choose one of the locations listed above and post a short roleplay speech with an appropriate roll and remember to specify what kind information you want (general, detailed or rare). Diplomacy, bluff and intimidate are always possible while I'll add the specific checks for each location. You've got 1 success already

Locations and checks:
Coalbraid Longhouse - Knowledge(history) or Knowledge(local)
Gorum’s Anvil - Knowledge (religion)
Residences - No special checks
Stonefire’s Supplies - Knowledge(arcana) or Profession(merchant)
The Troll’s Hide - Appraise or Profession(tanner or leatherworker)
Trolltooth Longhouse - Knowledge(history) or Knowledge(local)


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 6/6 | Prescience: 6/6 | HP 45/45 | Temp HP 16/16 | AC 15 T 15 FF 12) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 5/6, 2nd: 2/5, 3rd: 2/4 | Staff charges 10/10 | Wand CLW 9/10 | Wand Mage Armor 4/5 | Rod of extend 3/3 | Reroll 1/1 | Active conditions: Mage armor, 5 mirror images, prot. evil. |

Stonefire’s Supplies - Knowledge(arcana) - rare information : 1d20 + 15 ⇒ (5) + 15 = 20

”Hello, I hope that you are well! I am an expert in the arcane arts and would very much like to discuss a few theories with you! I am looking for information on the Jarlsblood Witch ... an ice-blooded Ulfen who murdered King Alvard the Wolf. Are you possibly able to tell me if my knowledge is correct? And maybe I can surprise you with some knowledge that you did not have!“ Enora says smiling.

Sovereign Court

Sorcerer 8
Spoiler:
HP 56/56 | AC16 (12FF, 14T) | Perception +1, Sense Motive +0 | +3 Init | Fort +4, Ref +7, Will +6 | Spell 1 : 6/6

Still with his pink fur, Count Zaza go to the Coalbraid Longhouse.

Hello everyone, I'm Count Zaroslav and I had ancestors in the vicinity a long time ago. I'm here to make some research about them as they seems to be implicated in some sort of feud. May be you've heard of the Jarlsblood Witch? Can you tell me more about the event? It could be of great help in my search.

Know. (local) - search for details information: 1d20 + 9 ⇒ (1) + 9 = 10

Seems like the dices hate me here :P

Liberty's Edge

male Rngr 6/Barb 1 HP 67 | AC 20; Touch 12; FF 19 | F +10; R +7; W +5 | CMB +11; CMD 23 | Speed 40 ft | Init +1 | Perc +12 | Stealth: +6 Ranger/Barbarian

Wolfgar heads to the Troll's Hide.

"Greetings...I am Wolfgar Trollbiter. I am looking for information on a witch..the Jarlsblood Witch who killed King Alvard the Wolf. If you could help I would be grateful"

Diplomacy: 1d20 ⇒ 5

Appraise: 1d20 ⇒ 1

lol die roller off to a good start

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean enters the temple of Gorum and takes a deep breath. Gorum was a reckless and destructive, rather than Torag's own desire to protect and strategize. Torag's brother, Angradd, was more aggressive, but even he wasn't destructive for the sake of destruction. Still, it was hard to argue with Gorum's power in battle. Torean had known several Gorumites and there were few who would want to face them in battle.

The dwarf asks for a senior priest. Once he finds one, he introduces himself. "I am Torean of the Five Mountains. I represent the Church of Torag and we honor Gorum's strength and skill in battle. He is an unstoppable force." He bows to the priest.

"I am seeking information about the Jarlsblood Witch. My order specializes in protecting people from nasty magics, especially those that affect the mind. I would like to learn more about this Witch that is rumored to haunt the land. I want to know more about her family and the events that happened hundreds of years ago. Does the Church have any records that could help?"

Looking for detailed knowledge of the historical events.
Knowledge, Religion: 1d20 + 9 ⇒ (20) + 9 = 29

Sense Motive to see if the priest/church will be inclined to help or have knowledge about other aspects.
Sense Motive: 1d20 + 15 ⇒ (6) + 15 = 21

Shadow Lodge

MAP

In light of the recent site outages I'm giving more time to the other players to catch up and post

Grand Lodge

Male Half-Orc Brawler 10

Oof. Truk's not really good at any of those skills.

Hoping to help out the mission, Truk visits Frostreach's apartments to learn what he can from the locals.

Gathering Detailed Info: 10 + 12 = 22

"Hey there! You look like you've lived in Frostreach for a while. My friends and I are in town tryin' to learn more about the Jarlsblood Witch. I'm told it's quite the tale. Do you have some time to sit down and share what you've heard?"

Shadow Lodge

MAP

The pathfinders' efforts prove unfruitful but for Torean and Truk's.

Torean:
The temple of Gorum is the only functioning house of worship in Frostbreach and serves as its de facto hospital and city hall.
It's led by Valosi, a female dwarven priestess of the god of war who has managed affairs of the faith in town for 15 years. Apparently she spends much of her time training warriors to send east to aid Freyr Darkwine’s Blackravens in patrolling the dangerous border with Irrisen. Fortunately for Torean, she welcomes her fellow dwarf with warmth and accepts answering his questions:"You already know what supposedly ahppened all those years ago I suppose. When the people of Frostreach turned against Kolvi, that's the witch's true name by the way, they slew her but did not stop there. They turned the Jarlsblood Witch’s body into a bloody effigy to warn Irrisen’s witches from troubling the town anymore. The effigy stood about an hour east of Frostbreach—or it did, as it’s said the body disappeared almost as soon as it was put up".

This information is detailed enough for you to check out the place if you want to

Truk:
"It's bad omen to speak about such matters but I can see your kind is not easily dissuaded..." an old crone of a woman answers Truk's questions at last:"You surely know the witch was torn to pieces by the villagers in retaliation for her killing the king. They made an effigy of her remains but this effigy didn’t stand just anywhere; it’s where the witch slew the linnorm king and his companions, and it’s considered cursed ground by most. When the folk of Frostbreach brought the witch’s body to stake there, they found the king’s boon companions but never found any sign of their sovereign."

As you gather together for the evening you find an isolated place just out of town to share your findings and decide your next move. As you do the temperature suddenly drops and an eeire fog surrounds you and then you experience a vision of sorts. You see a poweerfully built woman entering the town of Frostreach, holding a man's severed head in her right hand. She strides towards the center of the town where she adresses the villagers explaining she slew their king Alvard the Wolf because he tried to stop her from completing her own Linnorm's hunt. As the people grumble an new presence makes itself known. Another ulfen warrior, limping and bloodied enters town, shouting for Kolvi's blood. His name is Varmood Coalbraid and he was one of Alvard's boon companions. The fires of his hatred burn hot and makes serious accusations against Kolvi. She, he claims, used ice magic to slay the king! She's no honorable Ulfen warrior but a pawn of the vile frost witches!
Kolvi denies the accusations, but the people turn against her. They brand her a traitor and fall on her executing the warrior woman on the spot.
As the scene plays out before your eyes you think you can taste the mob's outrage and Kolvi's despair as well.
Suddenly dozens of ghostly Ulfen onlookers crowd around you, shouting
accusations such as “You killed our king,” “You’ve betrayed Frostbreach,” “Always knew you had ice magic in you,” or simply chanting “Witch.”
Meanwhile a heavily armored Ulfen man approaches with a hunting knife in hand, pushing you to your knees as if to execute you. Desperation and despair wash over all of you...

DC16 will save or suffer the effects of the confusion spell. Furthermore, you need to make a second DC16 will save or be cursed (Until the curse is removed, an affected creature cannot be the willing target of any spell and must attempt saving throws to resist all spells except those that would remove the curse).

After an interminable moment the vision fades away. Despite the unpleasant experience have gained better knowledge about the events that transpired here in the past. And you might know where to start the next phase of your investigation...

Ask Torean...

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Sounds like the first one is a spell or spell-like effect. Is the second? Also, Torean has the Strong-Willed ability, allowing him to roll twice for mind-affecting saves and take the highest.

Will Save vs. Confusion (SS): 1d20 + 10 + 5 ⇒ (13) + 10 + 5 = 28
Will Save vs. Confusion (SS): 1d20 + 10 + 5 ⇒ (10) + 10 + 5 = 25

Will Save vs. Curse: 1d20 + 10 ⇒ (8) + 10 = 18 +5 vs. spells/spell-like; +2 vs. necromancy

Torean's training kicks in as he watches the grisly scene. He shakes off the magic effects like a duck sheds water. He turns to look at the others. "Some powerful magic there. Is everyone ok?"

"I learned that they put up the Witch's body as an effigy an hour outside of town. Legend is that her body disappeared, but maybe we can find more clues at the site."

Grand Lodge

Male Half-Orc Brawler 10

Will vs Confusion: 1d20 + 12 ⇒ (19) + 12 = 31

Will vs Curse: 1d20 + 12 ⇒ (20) + 12 = 32

Truk reels under the magical assault but comes out of it whole. "That sounds like a good place to start. This witch is bad news alright!"

Shadow Lodge

MAP

Waiting for everyone else to check

Torean and Truk both resist the harrowing visitation unscathed...

@Torean: it's not a spell but you passed the check easily enough anyway


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 6/6 | Prescience: 6/6 | HP 45/45 | Temp HP 16/16 | AC 15 T 15 FF 12) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 5/6, 2nd: 2/5, 3rd: 2/4 | Staff charges 10/10 | Wand CLW 9/10 | Wand Mage Armor 4/5 | Rod of extend 3/3 | Reroll 1/1 | Active conditions: Mage armor, 5 mirror images, prot. evil. |

Will : 1d20 + 7 ⇒ (18) + 7 = 25

Will : 1d20 + 7 ⇒ (14) + 7 = 21

Will curse : 1d20 + 7 ⇒ (19) + 7 = 26

Shadow Lodge

MAP

Enora resists the visitation as well.

Enora, Truk and Torean are still here. What about the rest? I understand the site has been very frustrating until now but I need to know if everyone is still in or if someone just dropped out so I can find replacements as appropriate

Sovereign Court

Sorcerer 8
Spoiler:
HP 56/56 | AC16 (12FF, 14T) | Perception +1, Sense Motive +0 | +3 Init | Fort +4, Ref +7, Will +6 | Spell 1 : 6/6

Will #1: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Will #2: 1d20 + 6 ⇒ (14) + 6 = 20

Hunger takes the best of Count Zaza!

What happens?: 1d100 ⇒ 49
He starts babling incoherently about death, hunger and eating!

Liberty's Edge

male Rngr 6/Barb 1 HP 67 | AC 20; Touch 12; FF 19 | F +10; R +7; W +5 | CMB +11; CMD 23 | Speed 40 ft | Init +1 | Perc +12 | Stealth: +6 Ranger/Barbarian

sorry was swamped with the holiday

Wolfgar tries to shake off the magic.

"Is everyone OK?"

Will: 1d20 + 6 ⇒ (10) + 6 = 16

Will: 1d20 + 6 ⇒ (10) + 6 = 16

Shadow Lodge

MAP

Elliot Feardwarf has not posted once in gameplay yet. I'm sending a PM to Baerlie to see if she's able to play this game or not

Let's recap. Up to this point you have learned the location of Kolvi's effigy, which stands where she fought against King Alvard and his men. There was more information you could have learned but the dice gods were not with you, unfortunately

It takes some time but the Comte momentary madness abates and you can get back to the Inn where you spend the night in a fitful sleep.

Thanks to Torean's efforts and the scary visitation you endured, you know about the witch's effigy and its location. A place you know you'll need to visit.

Next morning you are up early and quickly set the next phase of your expedition in motion.

Generations of logging and subsistence farming have cleared most of the trees within several miles of Frostbreach, but beyond to the east lies an expanse of sparse boreal forest and low hills known locally as the Snow Elk Wilds. It is there that the townsfolk erected Kolvi’s grisly effigy, and it’s also there that she’s believed to have fought and slain King Alvard. You follow the trappers’ footpaths into the wilderness.
The journey is far from uneventful though. On the trail you find several disturbing antler and bone effigies along the
trail, more than once you feel the landscape subtly distorting with no apparent reason and a pack of wolves keeps howling menacingly, feign charging at you, retreat, and disappear entirely behind the trees. Needless to say, these occurrences manage to keep you on a constant edge as you wonder if this could be the work of some malignant fey or demons.

DC24 Perception check:
Every time something strange happens you spot something following your expedition out of the corner of your eye

DC29 Perception check:
You catch a glimpse an elk with a pristine white coat and antlers that seem sharpened to red-stained points.

Roll a single perception check please

A couple of hours after noon you finally reach the site of your next exploration. A rocky clearing opens between the snow-laden trees, the oldest of which bear weathered slash marks and gashes as if they were scars from a terrible battle long ago. A frozen footpath winds in a circle around a rock outcropping, with a single, snowy tree residing on top. Atop the center outcropping, an elk with a pristine white coat and sharpened, red-tinged antlers grazes on moss.

Please place your tokens on the map. Also you can roll Knowledge(nature), survival and perception


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 6/6 | Prescience: 6/6 | HP 45/45 | Temp HP 16/16 | AC 15 T 15 FF 12) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 5/6, 2nd: 2/5, 3rd: 2/4 | Staff charges 10/10 | Wand CLW 9/10 | Wand Mage Armor 4/5 | Rod of extend 3/3 | Reroll 1/1 | Active conditions: Mage armor, 5 mirror images, prot. evil. |

kn nature : 1d20 + 10 ⇒ (18) + 10 = 28

Sovereign Court

Sorcerer 8
Spoiler:
HP 56/56 | AC16 (12FF, 14T) | Perception +1, Sense Motive +0 | +3 Init | Fort +4, Ref +7, Will +6 | Spell 1 : 6/6

can't match the perception DC!

Once in the clearing the Count starts looking around after casting detect magic

Perception: 1d20 + 1 ⇒ (17) + 1 = 18

I'm hungry, don't you? he says.

unable to access via my phone the map. Will try later to put my character on the map.

Grand Lodge

Male Half-Orc Brawler 10

Perception: 1d20 + 17 ⇒ (14) + 17 = 31

As the party travels, Truk catches sight of something odd. He doesn't react immediately but when there's a moment he leans in to alert his companions. "There's a funny lookin' elk following us. It's got a white hide and red-tipped horns."

"That's it!" he barks when the beast reveals itself. "Are they supposed to look like that?"

Survival: 1d20 + 3 ⇒ (14) + 3 = 17
Perception: 1d20 + 17 ⇒ (12) + 17 = 29

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean looks at the elk and shakes his head. "Maybe some artic dire-elk? Don't they grow really big up here?" Once they reach the site, Torean casts a spell on himself, powering him with Torag's skill.

Torean casts Heroism on himself.

Shadow Lodge

MAP

As Truk recognizes and points at the elk the strange animal gives him an intense stare. Suddenly the air freezes and a whirlwind of snow surrounds you. For a moment you can't see anything but furious snowflakes dancing around you and clouding your vision. Then a warrior woman wearing Ulfen arms and armor appears. Her face is pale and her eyes the coldest blue you ever saw. As she stares at you she speaks:"MORTALS! I am the all powerful Jarlsblood Witch! I demand to know why you dare disturbing my resting place!" she screams in an imperious voice...

@everyone:roll Sense Motive

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Sense Motive (heroism): 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35

Torean's blood nearly freezes as the Witch reveals herself.


Enora, Female LN Halfling | Arcanist 7 | Arcane Reservoir: 6/6 | Prescience: 6/6 | HP 45/45 | Temp HP 16/16 | AC 15 T 15 FF 12) | CMB +1, CMD 14 | F: +6, R: +7, W: +7 (+9 fear) | Init: +2 | Perc: +1, SM: -1 | Speed 30ft | Spells: 1st: 5/6, 2nd: 2/5, 3rd: 2/4 | Staff charges 10/10 | Wand CLW 9/10 | Wand Mage Armor 4/5 | Rod of extend 3/3 | Reroll 1/1 | Active conditions: Mage armor, 5 mirror images, prot. evil. |

Enora is very frightened but prepares for battle.

Sense Motive : 1d20 - 1 ⇒ (17) - 1 = 16

Sovereign Court

Sorcerer 8
Spoiler:
HP 56/56 | AC16 (12FF, 14T) | Perception +1, Sense Motive +0 | +3 Init | Fort +4, Ref +7, Will +6 | Spell 1 : 6/6

Sense Motive: 1d20 - 1 ⇒ (7) - 1 = 6

Witch! I've never eat a whitch... But we want... I've no idea in fact.

Grand Lodge

Male Half-Orc Brawler 10

Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10

"You're not a witch! You're an elk!" Truk declares in disbelief.

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