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know religion: 1d20 + 8 ⇒ (8) + 8 = 16
”Seems warm, lads. Not’n too sure what to do ‘bout it”

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perception, HA: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Does anyone have the ability to make the Knowledge Religion check? If it is a haunt Vinnie can use the two scrolls of CMW that we just found but right now he has no idea what's going on.
Vinnie scratches his head in puzzlement, before turning to check Joseph for fleas.

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Kn Religion, Inspiration: 1d20 + 8 + 1d6 ⇒ (12) + 8 + (4) = 24
This place is haunted. It will suck all the moisture out of us if we do not act quickly. Here. Grab that skull out of the pit Vinnie and we must pour our waterskins onto it.

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The half-orc smiles at Cortland. "Blast! Things that I should have known."

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With that information, Vinnie (has a climb speed, so seems best option to me) climbs down and throws the skull back up to Cortland.
Someone douses the skull in water, freeing the trapped spirit from his torture of dying of thirst forever, but never dying. You hear the faint whisper of a "Thank you".
Since you defeated Telda, the attacks by undead along the Sczarni trade route come to an end. You return to find the caravan and the guards safe and sound.
The rest of the journey proceeds smoothly and the surviving caravan members reach Druma safely. With Telda defeated, you have managed to eliminate at least one of Isger's numerous internal threats. Soon thereafter, the Sczarni begin to move goods, people, and secrets through the Chitterwood with renewed fervor.
Victory!
Well, that felt kind of short actually

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Jang seems unusually content in the first week after the victory.
”My new companions... life’s precious. You all know that. Life is empty without love. We are responsible for creating an environment where love can prosper again. Thank you so much in the name of the clergy of the eternal rose!“

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Hurrah! Well done, everyone. And thanks for GM-ing, ZDF!

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Once the mission is complete, Vinnie attempts to aid the oppressed people of Isger. (Faction mission: "Forgo your downtime to aid to people recently freed from slavery or another form of oppression (I think the Isgeris qualify?). Doing so requires a successful Craft, Heal, or Profession check (DC 17) or a donation of 200 gp." Trying the skill check first and if I fail, then make a 200 gp donation (if the GM feels that's legit).)
Heal DC 17: 1d20 + 3 ⇒ (2) + 3 = 5
Using GM reroll
Heal DC 17, stars: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Vinnie sighs and makes a donation of 200 hard-earned gp to a local Isgeri sanctuary for elderly dire wolves.

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I think you need to choose, but I don't think it's that big of a deal since it's just a faction card that you're still paying a cost to earn. Feel free to mark that as a success.

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I think you need to choose, but I don't think it's that big of a deal since it's just a faction card that you're still paying a cost to earn. Feel free to mark that as a success.
Sounds good - thanks for running a great game!