
Valeria Tanessen |

"You'll be happy to learn that we've begun to restore the farm fields, among other things, such as our mill, our markets and other civic improvements. We've also allocated some money in rebuilding Gold Canyon Bridge and in draining the swamps by restoring the pumphouse, but we have yet to investigate the structure to see what's broken. Perhaps once that's done, we can further enhance the farms and focus some of our efforts in restoring the vineyards... we'll need to generate some income first, however, so that may take a while... in the end, though, the result should be that Stachys will join the other baronies as a net exporter of goods for the County, and the use of the rebuilt canals should greatly help in this regard. Say, aren't Voinaris and Stachys essentially connected by the Stachys Spur of the Canal? Perhaps our two baronies can do direct trade between each other, in a partnership of sorts? I'm not a legal expert, but if I use an input or ingredient into the making of something, then perhaps only an accounting of the profit of said thing I made the only fiscally relevant item in regards to County tax collection. This practice of using local resources first before importing out-of-County goods seems both efficient and extremely beneficial in growing our local production capacity."

GM Dak |

The Baroness is visibly surprised by what Toby describes but she manages to maintain an air of confidence and just listens. She offers a small smile as Valeria details things and then finally notes "Well it appears you have been very busy in the week since the Jubilee and aside from the aid you've provided in Moost it appears you are well on your way to returning Stachys to its former glory so I appluad you for your work. As for trade, of course, as I noted before I am even happy to help in your efforts to rebuild once you get the vineyards restored so we can begin trading your grapes and I can start making more delicious wine." She raises her glass of wine with a smile as she finishes.

Valeria Tanessen |

Valeria raises her glass in response. "Splendid! we shall not impose on you further then, and will make our way back home promptly to get the vineyards in order! I believe we will be staying in Lotheedar tonight as Toby has business to conduct with the armorsmith there."

GM Dak |

You finish up your lunch with the Baroness continuing in idle chit-chat until you all return to your coach and continue on your way. The trip is a bit better this time around, just in the fact that you had a good meal and some wine to distract you from the long travel on the road. Eventually you reach Lotheeder again.
Are you all staying here or doing anything, or just Toby picking up his armor and then continuing on?

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it is a good place for anyone to do a little shopping.
Toby is happy to be in a bigger town, and after thanking the enchanter for the armor, spends the days wandering the stalls and looking at the goods available.
I don't have any particular needs; but is there anything sitting out that catches our eyes? I'm up for spending money on unusual things though I don't have much cash on hand.

Sveng |

We should be able to sell off some of our acquired loot here. Remember that Sveng successfully separated the amulet from the statue. We should be able to sell off our loot and split it up to have some more spending power.

GM Dak |

Yes, now would be a good time to get loot sorted and make purchases. WIll give you guys some time to get that sorted.
2d4 ⇒ (4, 3) = 7
1d6 ⇒ 6
7d100 ⇒ (30, 53, 89, 22, 99, 26, 43) = 362
6d100 ⇒ (15, 39, 22, 20, 51, 28) = 175
Potion: 1d100 ⇒ 94
Resist Energy
Scroll: 1d100 ⇒ 94
1d2 ⇒ 2
1d323 ⇒ 20
Scroll of Conjure Carriage
Wand: 1d100 ⇒ 41
1d2 ⇒ 1
1d104 ⇒ 90
Wand of Stone Shield
Potion: 1d100 ⇒ 34
Remove Fear
Wonderous Item: 1d100 ⇒ 30
1d100 ⇒ 57
Apprentice’s cheating gloves
Potion: 1d100 ⇒ 9
Bull's Strength
Potion: 1d100 ⇒ 47
Cure Light Wounds
Weapon: 1d100 ⇒ 13
1d100 ⇒ 51
1d100 ⇒ 18
1d12 ⇒ 7
1d32 ⇒ 30
+1 Tepoztopilli
Ring: 1d100 ⇒ 50
Ring of feather falling
Potion: 1d100 ⇒ 20
Barkskin +3
Weapon: 1d100 ⇒ 80
1d100 ⇒ 48
1d100 ⇒ 44
1d100 ⇒ 19
1d12 ⇒ 7
1d32 ⇒ 23
+1 Cruel Planson
Scroll: 1d100 ⇒ 45
1d2 ⇒ 1
1d104 ⇒ 21
Scroll of Comprehend Languages
Potion: 1d100 ⇒ 95
Cure Moderate Wounds
Searching through the various other available items in town the group finds the following for sale:
Potion of Resist Energy
Scroll of Conjure Carriage
Wand of Stone Shield
Potion of Remove Fear
Apprentice’s cheating gloves
Potion of Bull's Strength
Potion of Cure Light Wounds
+1 Tepoztopilli
Ring of feather falling
Potion of Barkskin +3
+1 Cruel Planson
Scroll of Comprehend Languages
Potion of Cure Moderate Wounds

Piri Erudishen |

I don't see anything I wouldn't just be wasting gold on, maybe the remove fear? The conjure carriage looks cute and the feather fall ring is always nice to have but nothing I see as a value at the probable cost for Piri.

Sveng |

Potion of remove fear tends not to be useful because you have to have the afflicted person actually drink it. Bull's Strength looks useful to give to one of our martials. Conjure Carriage looks hilarious but probably not useful. A ring of feather falling is a bit of a charge but has the potential to save a life. Overall Sveng isn't too interested in anything personally. I'm fine with just taking my share of the loot and pocketing it for now.

Valeria Tanessen |

Valeria will also pass on making any purchases this time. I compiled loot for Book 1; any volunteers to do this for Book 2, or has GM Dak already come up with a total?

Valeria Tanessen |

Same; We're off to check the pumphouse now

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Toby buys two potions; a bull's strength and cure light wounds. "Pays to be prepared, my old pa always said."

GM Dak |

After Toby gets his armor and a couple potions and everyone else has a chance to stretch their legs, you climb back into the carriage for the last leg of the trip back home. You reach the estate late in the evening after your many stops along the way and turn in, knowing you have a busy day ahead. The next morning on your way to the pump house, you are happy to see that the people are already starting to make use of your market and work as begun on basic civic improvements around town.
Heading out of town toward the pump house you climb a hill and take note that marshland and shallow, stagnant ponds surround the pump house for miles in every direction, ringed with festering carcasses of livestock that wandered off only to become stuck and drown. It will take a majority of the day just to traverse the rough terrain by foot as mounts are unsuitable for the terrain here.
Let me know how you proceed.

Valeria Tanessen |

Valeria investigates if they can borrow a swamp barge or boat from someone. Swimming in a swamp is not how she envisioned the day.

GM Dak |

Locals have a few flat-bottomed, 10-foot-by-15-foot barges they use to travel or fish and Valeria finds a particularly friendly old man who is willing to loan her one, especially after hearing they plan to go to the pump house and deal with whatever monsters lurk there.
With the loaned boat it takes nearly a quarter of the time it would have otherwise to traverse the marshland toward the pump house. A sturdy stone building straddles the berm separating an algae-cloaked marsh from the stagnant canal waters. A long sluice looks as though it might have once accommodated a mill, while a stone walkway wraps around the southern portion of the building. Moss almost completely obscures the slate roof and any doors appear to have long rotted away.
You pull the barge up to a strip of wetland that sits above the 4ft deep waters on the southern side of the building.
Map updated.

Piri Erudishen |

Piri surveys the area from a engineering standpoint to see if he can determine and pinpoint the mechanical/engineering cause of the problem.
Take 20 if we have a couple of minutes + 9 for a 29, else if there is a penalty for using the time then use my roll
Kn Eng.: 1d20 + 9 ⇒ (5) + 9 = 14

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Toby shakes his head sadly. "It isn't THAT hard to keep cattle out of a swamp. Our farmers just need to put in some decent rail fencing. Maybe I'll head into town on our next break and teach some practical farming skills."

Sveng |

Sveng was definitely out of his element here. An engineering problem is the middle of a natural hazard that is causing cattle problems. A trifecta out of his skill set. "Piri, I believe you should lead us on this expedition, tell us how we can best make repairs."

GM Dak |

1d20 + 10 ⇒ (7) + 10 = 17
Eregos: 1d20 + 9 ⇒ (7) + 9 = 16
Piri: 1d20 + 12 ⇒ (15) + 12 = 27
Sveng: 1d20 + 13 ⇒ (15) + 13 = 28
Toby: 1d20 + 9 ⇒ (13) + 9 = 22
Valeria: 1d20 + 11 ⇒ (7) + 11 = 18
As you dock the barge and step out onto the mucky wetlands, Piri gives the building a cursory look from afar. It's hard to tell exactly what the issue is, but Piri can see that the built up canal that runs east to west from the pump house appears mostly dry. It's obvious the place hasn't been used for a long, long time and whatever is wrong with the mechanisms inside, it is obvious that until those are repaired and the canal's filled again the surrounding land will remain flooded and covered in marsh.
As Piri looks on from the outside, everyone except Eregos sees something swimming quickly toward the boat getting ready to burst out and surprise you all. It looks like a three-legged freak that is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides.
Eregos: 1d20 + 2 ⇒ (13) + 2 = 15
Piri: 1d20 + 3 ⇒ (16) + 3 = 19
Sveng: 1d20 + 2 ⇒ (1) + 2 = 3
Toby: 1d20 ⇒ 18
Valeria: 1d20 + 11 ⇒ (7) + 11 = 18
Enemy: 1d20 ⇒ 3
Group is up!
It is just below the surface of the water, about to attack. Luckily you spotted it before it surprised you :P.

Valeria Tanessen |

Heroism on Valeria, Toby and Eregos; Heightened Awareness on Valeria; Message spell is up and cast on the entire party.
Knowledge Dungeon, HA, Hero: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29 knowledge of 2 more things as it exceeds by 10 I believe; if so: Special Attacks and AC.
"Ready to strike when the creature breaches!" announces Valeria in a militaristic manner, while reloading her crossbow.
STANDARD: LEVEL 5 INSPIRE COURAGE +2 TO HIT AND DAMAGE! // MOVE: LOAD DIGNITY'S BARB!
Via message: "...an otyugh... a.k.a. garbage monster... yuck...they tend to grab hold of their victims with their tentacles and try to eat them while crushing the life out of them...their bites carry disease...it may look stupid but this thing can understand Taldane believe it or not!..."

Sveng |

Knowledge (dungoneering): 1d20 + 7 ⇒ (2) + 7 = 9
Sveng has never heard of such a creature, but Val advised while it may be stupid it was smart enough to understand their tongue.
"Aemfois kshab." Sveng utters, his eyes going black as he makes a careful gesturing motion. "Another creature to put on our wall, prepare for slaughter!" He cries menacingly.
Casting sow thought on the otyugh. The idea I want to implant in its mind is "These creatures are not easy prey and will certainly kill me should I attack them". DC 15 will to negate.

Eregos Villarius |

Eregos drew out his falcata and positioned himself where Valeria pointed, preparing to attack when the...otyugh?...did.
Readied Attack, heroism, inspire courage: 1d20 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15
Damage, inspire courage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Pfff...Eregos is not a boat fighter.

GM Dak |

To note since I didn't specify this before, if you succeed on hitting the last listed DC of a knowledge ID on a monster, you can assume you know everything about them IC. Most of the time you will only have one or two DCs sometimes their will be more for more complex creatures.
Will: 1d20 + 6 ⇒ (12) + 6 = 18

GM Dak |

To note, @Val, that is a lot of pre-buffing that I don't know would make sense just landing the barge there with so many 10min/level buffs unless I am missing something. If you had cast them before you left the town proper, they would be worn off by now, and you hadn't known of any threats as of yet. I could see casting it before going inside, but not as much here. Aside from Message which I could see you just casting repeatedly every 50 minutes I don't think the other ones would be up at the start of combat.

Valeria Tanessen |

I just thought it would make sense to get the 10min/level ones up as we approached the pumphouse but it's up to you; I'm flexible and I'll be fine with any ruling you make.

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Toby sighs sadly and talks to his horse, who isn't there. "Hayseed, you always miss the fun fights. But, you have never been much of a boat person."
Toby concentrates on the sword and gives some of its enchantment to his armor, and then he steps toward the back of the boat, drawing his sword, and leaning over swings his weapon into the beast! free action to make my defending sword a +1 hit/damage and +1 bonus to armor... my AC will be 25 then.
longsword w PA: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 191d8 + 9 + 2 ⇒ (4) + 9 + 2 = 15

Valeria Tanessen |

"When are you going to relent and re-train yourself as a horseless cavalier? I mean, you can still own a horse, but one that doesn't require the high maintenance of hayseed... ha ha ha!"

Piri Erudishen |

I swear I already posted...old
I guess the kn. check is moot
Piri let's fly an arrow with his frost bow
Atk: 1d20 + 9 + 1 + 2 ⇒ (19) + 9 + 1 + 2 = 31
Dmg: 1d6 + 2 + 1 + 2 + 1d6 ⇒ (5) + 2 + 1 + 2 + (5) = 15

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Toby is hacking away as he yells back..."Hayseed...is....my...best...friend!"

GM Dak |

While Valeria begins her inspiring song she relates what she knows about the creature to the others and begins to load her crossbow. Sveng casts a spell at the thing, but it seems to shrug off the effects.
Eregos pulls his blade ready to fight if the creature gets within range, Toby however, doesn't wait and goes straight to attack slicing into the beast and drawings its ire. Piri looses an arrow, doing just as much damage with a well placed shot.
Pretty injured it slides to the south a bit as it opens its mouth wide and vomits forth a horrid shower of rotting meat and bones that washes over all but Sveng.
Everyone except Sveng needs a DC 14 fort save to avoid:
Nauseated Rounds: 1d4 ⇒ 3
Also, need a second DC14 Fort save to avoid becoming diseased.
Group is up!

Valeria Tanessen |

Fort vs. Nauseated, Heroism: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
"...DISGUSTING!...humppph...BLECH!!!!!!!!...keep on fighting stalwart men...hummmphhhhhhh!...."
Valeria manages to keep inspiring the group while losing her lunch completely.
Fort vs. Disease, Heroism: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24

Eregos Villarius |
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Fort: 1d20 + 4 ⇒ (9) + 4 = 13
Eregos unfortunately, was in no condition to continue fighting on, depsite Valeria's inspiration, as he joined her in throwing up over the side of the boat.
"By the gods...HOOUEEHH...the smell...BLARCH..."
Fort: 1d20 + 4 ⇒ (14) + 4 = 18

Piri Erudishen |

Piri is sighting down his arrow, when the disgusting vomit spews forth. He takes another 5' step back from the beast.
Sav vs Nausea: 1d20 + 3 ⇒ (17) + 3 = 20
Sav vs Disease: 1d20 + 3 ⇒ (15) + 3 = 18
Having only felt mild affects, using his knowledge and logic to combat the nausea, He lets his arrow fly.
Atk: 1d20 + 9 + 1 + 2 ⇒ (18) + 9 + 1 + 2 = 30
Dmg: 1d6 + 2 + 1 + 2 + 1d6 ⇒ (3) + 2 + 1 + 2 + (2) = 10

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fort: 1d20 + 6 ⇒ (20) + 6 = 26
fort: 1d20 + 6 ⇒ (18) + 6 = 24
Toby is okay, having smelled worse from the family barn.

GM Dak |

Ack, my bad.
With the thing dead everyone gets off the disgusting smelling, vomit covered boat to let it air out. Eventually, Eregos and Valeria get most of the gunk off of them and start feeling better.
The pump house waits, quietly ahead.

Valeria Tanessen |

Adding Heroism on Toby and Eregos now; as well as Message spell on the entire party. Are the green/brown patches solid ground or do we need to row the boat all the way to the stairs?
Valeria approaches the stairs quietly and carefully listens for intruders. She inspects the stairs for any traps...
Stealth, Heroism: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14
Perception, Heroism, HA: 1d20 + 9 + 2 + 2 ⇒ (19) + 9 + 2 + 2 = 32

GM Dak |
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Piri moves up to the pump house stairs and with his keen eyes spots the glint of something shiny in a small nook underneath. Getting a closer look it appears to be a hoard of some kind which includes 17 pp, 33 gp, an engraved silver compact (worth 250 gp), a platinum-and-diamond necklace (worth 850 gp), a masterwork trident, a +1 arrow-catching buckler, a ring of jumping, two oils of obscure object, and a wand of protection from evil (5 charges).

Valeria Tanessen |

Val could use the buckler or the oils...