Boom Sticks |
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"Oh! Are you a secret plant-person too Gervase? I once met a whole town of secret plant-people. They looked human, but The Warmth and The Light changed them so they could live there."
Boom Sticks gathers their gear and follows the goblins' trail.
Us plant-people better stick together.
GM Lorenzo |
With some help from Gervase scanning the ground, searching for sign, Soddy Daisy, Quinn, and Annea find some tracks. Observing the general direction of the trail, you see that it generally follows the Clover Stream to the northwest through the forest toward the mountains in the distance.
"See that mountain, there?" Carlo points. "The one that rises higher than the rest? That's Mount Witt. There's a ruin there at the base of the peak. Folks say it was a hobgoblin fort, back during the Goblinblood Wars."
"It's about three days’ travel by foot from here, or about four days from Saringallow."
He kicks some dirt, a little embarrassed by his fear. "Well, I better head back to the farm. Don't want to leave my ma and pa with all those goblins, even if they are buried up to their necks."
He turns to go. "Good luck. See you when you get back."
Another post follows...
GM Lorenzo |
The area between Saringallow and Mount Witt is forested, but not densely so, an area of light undergrowth.
Please make 2 DC12 Survival checks to follow the goblins' trail and avoid becoming lost on the first day. Let me know if you have a movement speed slower than 30ft.
Gervase Goldhawkë |
survival + wayfinder or map: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
survival + wayfinder or map: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
"Oh! Are you a secret plant-person too Gervase?"
The ranger looks up from her open wayfinder and tilts her head, considering. "You could say I’m a not-so-secret plant-person, Boomy."
“Particularly potatoes, pumpkin, beans, beets, avocado, mangoes, papaya, lychees …”
Gervase currently has a movement rate of 20'. But if she is the slowest, she will tie her breastplate to her backpack, rather than wear it to increase her speed to 30'
Annea Clivana |
Survival: 1d20 + 1 ⇒ (15) + 1 = 16
Survival: 1d20 + 1 ⇒ (11) + 1 = 12
Annea squints her eyes and looks off towards the distance mountains, "It shouldn't be too hard to make it there... see we just need to head toward that first big hill then over that... and then up that one side of the second mountain."
Again, Annea is VERY pleased with herself and beams with the confidence that only a know-it-all teenager can exude.
"Gervase, I was raised in the northeastern portion of the Shutterwoods. We had all kinds of creatures there. Everyone of my village had to learn the basics of woodcraft... it has really helped now that I have decided to take up a career as an adventurer."
Tyndyn will remain aloft as we travel- looking for any potential dangers.
Bellisir Reycyne |
"Thank you for guiding us here, Carlo. Be safe as you return home," Bellisir says to the young man as he departs.
"The two of you are skilled in woodslore," he says to Annea and Gervase as they talk of plants and the journey to reach Mount Witt. "It will serve us well in the days to come."
Gervase Goldhawkë |
“Thank-you, Bellisir. I am a little concerned I am slowing us down.”
"Gervase, I was raised in the northeastern portion of the Shutterwoods ... it has really helped now that I have decided to take up a career as an adventurer."
“It certainly has, Annea. I cannot fault your fieldcraft.”
Aah… Annea’s attitude is starting to make sense now. She’s much younger than she looks.
“Those woods are in Ustalav aren’t they? I’ve never been, but really want to. I understand folk there are resilient, and it would be a fine place to find an orphan wolf cub to raise.”
Soddy Daisy |
Soddy also has a movement speed of 20 ft.
"Secret plant-people?" Soddy repeats as the group trudges and hikes along, sounding curious. "Were they nice? Did they look like we do?"
Equinius 'Quinn' Bikakpu'unde |
Survival with wayfinder: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Survival with wayfinder: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Quinn has a movement speed of 30 ft.
Happy that there are other party members to collaborate with, Quinn assists with the navigation to the ruins.
Quinn turns to both Gervase and Annea. "Wow, you two are both very skilled in woodland survival. Were you two also taught by your fathers?"
Baah, why does traveling through this forest remind me of my father...
After that simple statement the young man seems to stare off into nothing for a couple of minutes before collecting himself and focusing on the journey.
Gervase Goldhawkë |
“That’s right, Quinn. I went camping and hunting with my father from a young age.”
The ranger senses she should tread carefully. “He said he was a late starter, learning his field-craft mostly from books. While apparently I had a natural affinity for wilderness and water.”
She *shrugs* “All I know is I greatly enjoyed our time together.”
Boom Sticks |
"They were strange, Soddy Daisy. They looked human, and their ancestors used to be human before The Warmth and The Light changed them. But their sprouts looked different; they grew a kind of fungus coating that they hid under bandages until it fell off. They had all sorts of funny rules, but they were mostly friendly."
Boomy's speed is 30 thanks to Barbarian fast movement.
GM Lorenzo |
Thanks to the tracking skills of Gervase, Annea, and Quinn, you're able to follow the goblins' trail, but progress is slow due to the encumbrance of your armor and a leshy's short stride.
Late on the first day, you reach a small stream passing along the base of a thirty-foot-tall black stone scarp. Strange, horse-sized cavities pock the face of the cliff, their edges smooth and warped as though etched or melted into the stone rather than carved. The air is thick with the stench of decay and rot, beneath which there is a faint tinge of an acrid, chemical odor. Despite the smell, things here are eerily peaceful.
The goblin tracks lead to an abandoned drake den, where the goblins camped on their way to Saringallow.
The odor present at the site comes from the combination of the goblins’ leftover stench and a pile of purplish goo in one of the lower cavities. This must be where the goblins slept overnight, and they left behind a smudge of demon’s bile. A cold iron dagger lays very close to the puddle of demon’s bile, forming a conspicuous indentation where the goo has grown around, but not touched, the weapon.
The goblins also spent some time decorating the walls of this cavity with chalk drawings. You can make out crude renditions of a large, lopsided humanoid, a goblin covered in terrible scars, and a shrine to Lamashtu.
Boom Sticks: 1d20 + 6 ⇒ (2) + 6 = 8
Soddy: 1d20 + 8 ⇒ (3) + 8 = 11
Gervase: 1d20 + 6 ⇒ (15) + 6 = 21
Bellisir: 1d20 + 7 ⇒ (4) + 7 = 11
Quinn: 1d20 + 7 ⇒ (10) + 7 = 17
Annea: 1d20 + 3 ⇒ (5) + 3 = 8(+3 in bright light)
Tyndyn Hawk: 1d20 + 14 ⇒ (3) + 14 = 17
20 feet up the side of the cliff, and recessed into the stone such that the ceiling juts out farther than the floor, Gervase, Quinn, and Tyndyn spot the hint of something shiny resting on the edge of the topmost cavity in the cliff.
Having traveled all day, you may rest here. When you resume the trek, you'll need to make another pair of DC12 Survival checks.
Boom Sticks |
"Rest here? It's a quiet spot I suppose."
Could Tyndyn just fly up and get the shiny?
know.local untrained: 1d20 - 1 ⇒ (17) - 1 = 16 "Is that picture supposed to be a bugbear? It looks sort of wrong."
survival: 1d20 + 2 ⇒ (7) + 2 = 9
survival: 1d20 + 2 ⇒ (18) + 2 = 20
Boomy assumes vine shape when settling in for the night.
Equinius 'Quinn' Bikakpu'unde |
"Well if Tyndyn is able to fly up and grab the shiny object thats great. If not I guess I can climb up and grab it before it gets too dark."
Climb: 1d20 + 6 ⇒ (20) + 6 = 26
"That climb doesn't look too hard.."
The next morning, Quinn spends some time studying the ground looking for tracks.
Survival w/ wayfinder: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Survival w/ wayfinder: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
"I think I can still see the goblin tracks from yesterday. Maybe Gervase and Annea can help again?"
I think I see the tracks, but I don't want to be responsible for getting the party lost.
GM Lorenzo |
Tyndyn flies up to the opening in the cliff and returns with a gold coin clutched in her beak.
Quinn climbs up the cliff face with ease, and then back down and rejoins the party.
Gervase Goldhawkë |
untrained Knowledge (local): 1d20 ⇒ 13
“Be careful, Quinn.”
Gervase shades her eyes as she watches the young shifter climb handily up the cliff face.
He’s got it! I guess I can put my CLW wand away and go do something constructive.
Entering the drake’s den, the ranger draws her cold-iron headed spear and begins stirring the pile of demon’s bile. Her intent is to destroy it in the same manner the party dealt with the goo they discovered in Saringallow.
“There’s a cold iron dagger here if anyone needs one. I’ve already got one and I think Soddy does too.”
While making a campfire, helping to cook and unrolling her swag, Gervase seeks out Soddy to discuss the pros and cons of hustling to keep up with the others the next day.
“It will make us both tired, but I am worried about the amount of time Nixa spends in the goblins’ clutches.”
take 10 perception for traps on the shrine: 10 + 6 = 16
She also attempts to destroy the shrine to Lamashtu, using her hammer, bashing it with rocks and removing any wooden pieces to add to the campfire.
☾ ☼
"I think I can still see the goblin tracks from yesterday. Maybe Gervase and Annea can help again?"
“I’m sure you’ve got it, Quinn.”
Gervase *grunts* and rolls over in her bedroll, hoping to steal a ten minute snooze before having to get up.
Annea Clivana |
I am sure Tyndyn can fly up there and bring down the object.
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Knowledge (Local) untrained max 10: 1d20 + 3 ⇒ (4) + 3 = 7
After resting for the night Annea awakes and prepares to venture off towards the ruins which are the likely abode of the nascent goblins.
Survival: 1d20 + 1 ⇒ (1) + 1 = 2
Survival: 1d20 + 1 ⇒ (19) + 1 = 20
Annea looks at Quinn, "Well, I am sure that someone as big and strong as you should be able to guide us today."
Tyndyn Annea's Familiar-Hawk |
Tyndyn will fly up- checking the area before landing and then retrieve the object.
Perception: 1d20 + 14 ⇒ (11) + 14 = 25
Equinius 'Quinn' Bikakpu'unde |
"Hey guys I found some cool stuff up here...umm I'll toss the big stuff down but some looks breakable and I'll carry that down with me."
The sound of coins clinking is heard and a pouch is tossed down containing 73 gold coins is tossed down as is a masterwork light steel shield. When Quinn gets back down he shows off a rusted metal container with 2 potions in it, both are labeled as lesser restoration potions.
"Lesser restoration potions, that will come in handy....What does that do? I am only familiar with cure light wounds."
Gervase Goldhawkë |
At Quinn’s shout, Gervase evacuates the dragon’s den to inspect his haul.
“I am not proficient with shields, but those potions will likely come in handy, Quinn.”
The ranger holds one of the labelled vials up at the best angle to catch whatever light Sarenrae can spare at this time of day.
“Lesser restoration potions revitalize tired muscles or relieve mental strain – such as that caused by exposure to demon bile-dipped weapons.”
She screws up an eye. “Weren’t you affected by an infected bug in Saringallow, Bellisir?”
“They can also be used to eliminate fatigue.”
Gervase grins at Soddy. “Which you may have if you’ve been hustling all day to arrive on target to rescue a little girl abducted by goblins.”
GM Lorenzo |
Boom Sticks takes point on the second day of your trek. Before the fleshy can lead you off on an errant trail through the forest, Quinn gets the party back on the right track. Every hour or so, Gervase and Soddy Daisy hustle, trying to keep up with the rest of the team.
Near the end of the day you approach a steep-sided ravine running east to west, opening at the far western end into a wide grassy depression. The scene would be idyllic if it weren’t for the scattered rusting weapons and pieces of armor, a few of which still contain moldering bones, strewn about the area. Pungent moss and a few patches of mushrooms dot the field; this place looks like it is the final resting place for many unfortunate souls.
Fifteen years ago, at the tail end of the Goblinblood Wars, this was the site of a minor battle between human soldiers and a band of hobgoblin raiders. The victorious hobgoblins left the bodies and equipment of their human opponents to rot and rust in the wilderness.
Boom Sticks: 1d20 + 6 ⇒ (1) + 6 = 7
Soddy: 1d20 + 8 ⇒ (9) + 8 = 17
Gervase: 1d20 + 6 ⇒ (20) + 6 = 26
Bellisir: 1d20 + 7 ⇒ (7) + 7 = 14
Quinn: 1d20 + 7 ⇒ (16) + 7 = 23
Annea: 1d20 + 3 ⇒ (9) + 3 = 12 (+3 in bright light)
Tyndyn Hawk: 1d20 + 14 ⇒ (7) + 14 = 21
The presence of so much death and decay here makes it the perfect environment for dangerous, hideous plants to take root. Coiling around several human skeletons, a wet green plant with sickly flowers smokes with a nasty yellow vapor.
Boom Sticks: 1d20 + 3 ⇒ (13) + 3 = 16
Soddy: 1d20 + 6 ⇒ (13) + 6 = 19
Gervase: 1d20 + 4 ⇒ (2) + 4 = 6
Bellisir: 1d20 + 6 ⇒ (5) + 6 = 11
Quinn: 1d20 + 4 ⇒ (8) + 4 = 12
Annea: 1d20 + 2 ⇒ (10) + 2 = 12
Tyndyn Hawk: 1d20 + 3 ⇒ (5) + 3 = 8
Plant ??: 1d20 + 2 ⇒ (20) + 2 = 22
The plant creature creeps forward a few feet and sprays a cloud of pollen at Quinn.
Ranged Touch: 1d20 + 4 ⇒ (19) + 4 = 23
Map & Images
Round 1
Bold may act.
Plant ??
---
Soddy Daisy (Fatigued)
Boom Sticks
Quinn (Will DC14)
Annea & Tyndyn
Bellisir
Gervase (Fatigued)
Everybody, you're up!
Bellisir Reycyne |
[color=#ff334f]YESTERDAY'S TRAVEL PERIOD[/color]
The monk silently follows the lead of Annea, Quinn, and Gervase as the group tracks through the woods in the direction of Mount Witt. When the party reaches the abandoned, reeking drake den, Bellisir gazes off into the distance. As the others make the discovery of the chalk drawings within the den itself and the money and items in the cavity of earth above the cave entrance soon after, the half elf's thoughts go back to just outside the warehouse doors in Saringallow.
He sees his hand descending to impact demon flesh with a flat, smacking sound. He hears the cracking of bone as Kzzrekz's neck snaps, his head forever lolling at an unnatural angle. No words of wisdom or comfort pervade Bellisir's mind as he comprehends the act he has just committed against albeit a deadly foe, but a helpless one.
Never again. Never again will I use my training to end the life of one that is helpless, evil or otherwise. There is no honor in a killing of such ilk.
So deep into his self-imposed moral pathwalk that he only becomes aware of the passage of time when Gervase asks him of his malady from the spider swarm attack.
"Yes. I was bitten. Not by one spider, but several of them grouped together and their poison sapped me of my strength."
[color=#ff334f]TODAY'S TRAVEL[/color]
"War is war, no matter if the cause behind it is righteous or evil," Bellisir says in his placid tone, a rare moment of waxing philisopical as he surveys the battlefield. "If ever there could be an everlasting peace in the world, it w-"
He suddenly sees movement in the undergrowth, thinking that something is hiding there. Only too late does he realize the movement comes from the smoky vines around the bleached bones of those slain in a battle fought years ago.
"Quinn, look out!" the monk says, a rare moment where his tone is anything but serene. The warning is in vain as the plant sprays its reproductive essence at the shifter just as he turns to confront the threat.
Thinking quickly, Bellisir moves, taking a wide birth to circle around the plant and move into a position that will allow his comrades to surround it.
Bellisir moves and will ready an Unarmed Strike attack if the plant moves into a threatened adjacent square.
Annea Clivana |
As Annea ponders the bones and decay she begins musing to herself I wonder how effective the invocation of necromatic magic would be at this location given the large amount of raw materials.
Knowledge (Nature): 1d20 + 7 ⇒ (4) + 7 = 11
(pending identification by another party member)'
Annea moves and draws a dart and hurls it at the plant-creature.
"Take this!
Ranged Attack (dart): 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
GM Lorenzo |
Despite the distance to her target, Annea's thrown dart hits.
Bellisir moves a little closer to the plant creature, ready to attack if it comes within his reach.
Round 1
Bold may act.
Plant ?? (5)
---
Soddy Daisy (Fatigued)
Boom Sticks
Quinn (Will DC14)
Annea & Tyndyn
Bellisir (Readied Unarmed Strike)
Gervase (Fatigued)
Soddy Daisy, Boom Sticks, Quinn, and Gervase, you're up!
Gervase Goldhawkë |
Round #1: AC 17, Touch 11, fatigued (S 16, D 12), ☤ 7 NL damage ☤
Knowledge (nature): 1d20 + 4 ⇒ (15) + 4 = 19
“It's a yellow musk creeper, guys. Nasty thing.” Special Defenses please, GM
Gervase drops her bow and draws her lucerne hammer as she moves 20 feet towards the plant to assist Bellisir.
lucerne hammer + power attack (PA): 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
silvered bludgeoning damage: 1d12 + 4 + 3 ⇒ (5) + 4 + 3 = 12
Equinius 'Quinn' Bikakpu'unde |
Knowledge (nature): 1d20 + 4 ⇒ (8) + 4 = 12
Will Save w/Reactive Aspect: 1d20 + 3 + 3 ⇒ (8) + 3 + 3 = 14
With a cry of anger at the sudden attack by the plant, the young man moves up and throws his spear at the plant
Thrown spear: 1d20 + 5 ⇒ (8) + 5 = 13
Cold Iron spear (pierce): 1d8 + 2 ⇒ (8) + 2 = 10
"Ohh, the pollen the yellow musk creeper sprayed is nasty, but I think I was able to avoid the main of it."
Soddy Daisy |
Kn. Nature (DC 12): 1d20 + 7 ⇒ (13) + 7 = 20
"Oh! It really is a yellow musk creeper, just like Quinn says," Soddy calls out. "I think they might be able to withstand _____ without much trouble!"
Resistances, please.
"And I don't think it will listen if we ask it to not eat us, but I will try if Boomy thinks it might work," she adds as she moves closer and attempts to lob a seedpod.
Seedpod vs. Creeper (Fatigued, Into Melee, PB Shot): 1d20 + 5 - 1 - 4 + 1 ⇒ (1) + 5 - 1 - 4 + 1 = 2
Damage (Bludgeoning): 2d6 + 1 ⇒ (5, 4) + 1 = 10
GM Lorenzo |
Gervase recognizes the creature. It's a yellow musk creeper, with typical plant traits. This one looks more advanced, tougher than a typical specimen.
Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Proficient with its natural weapons only.
Not proficient with armor.
Plants breathe and eat, but do not sleep.
The ranger applies her hammer to the party's problem.
Quinn withstands the burst of pollen the creeper sends his way, but the cloud obscures his aim, and his thrown spear misses.
Soddy Daisy doesn't recall any resistances beyond the typical but significant plant traits. She expects its fortitude is greater than its willpower. She tosses a seedpod, but her pitch is wild.
Round 1
Bold may act.
Advanced Yellow Musk Creeper (-17)
---
Soddy Daisy (-7NL? Fatigued)
Boom Sticks
Quinn
Annea & Tyndyn
Bellisir (Readied Unarmed Strike)
Gervase (-7NL; Fatigued)
Boom Sticks, you're up!
Boom Sticks |
"Even if we can talk to it, I don't think it wants to talk to us! We need to CUT IT DOWN!"
Not sure it counts as a vine for our Plant Speech?
raging hammer: 1d20 + 8 ⇒ (5) + 8 = 13damage: 1d10 + 6 ⇒ (4) + 6 = 10 cold iron
GM Lorenzo |
Boom Sticks considers parlaying with the creeper, but opts to let the raging hammer to the talking.
The yellow musk creeper retaliates against Gervase, reaching out toward the ranger with a 10ft-long whip-like tendril. The vine leave quite a deep scratch on her cheek.
Tendril; Damage: 1d20 + 7 ⇒ (15) + 7 = 221d4 + 6 ⇒ (3) + 6 = 9
Round 2
Bold may act.
Advanced Yellow Musk Creeper (-17)
---
Soddy Daisy (-7NL? Fatigued)
Boom Sticks
Quinn
Annea & Tyndyn
Bellisir (Readied Unarmed Strike)
Gervase (-9; -7NL; Fatigued)
Everybody, you're up!
Soddy Daisy |
Soddy quickly realizes that the creeper is going to be rather difficult to hit with everyone else in the way and her own fatigue making it harder to throw as accurately. She draws her longspear and moves up, stepping between Boomy and Quinn to get within striking range...
Attack vs. Creeper (Longspear; Fatigued): 1d20 + 3 - 1 ⇒ (12) + 3 - 1 = 14
Damage: 1d6 ⇒ 5
"No! Bad creeper! These fleshies are not for eating!"
Gervase Goldhawkë |
Round #2: AC 17, Touch 11, fatigued (S 16, D 12), ☤ 9 lethal + 7 NL damage ☤
“That’s it! I’m your huckleberry. Or strawberry maybe?”
Gervase taunts the plant … Yeah that is weird – but whatever.
And once more hammers the gap.
lucerne hammer + power attack (PA): 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8
silvered bludgeoning damage: 1d12 + 4 + 3 ⇒ (4) + 4 + 3 = 11
GM Lorenzo |
Suffering from their fatigue, Soddy Daisy and Gervase struggle to strike the creeper with spear and hammer.
Round 2
Bold may act.
Advanced Yellow Musk Creeper (-17)
---
Soddy Daisy (-7NL? Fatigued)
Boom Sticks
Quinn
Annea & Tyndyn
Bellisir
Gervase (-9; -7NL; Fatigued)
Boom Sticks, Quinn, Annea, and Bellisir, you're up!
Bellisir Reycyne |
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Seeing the yellow musk creeper hold it's position and not move forward, Bellisir decides to act. Guarding his approach carefully, the monk moves within striking distance of the plant.
The plant-like creature presented a problem for the monk. The previous encounters in which he had drawn upon his studies of martial prowess all had one thing in common: anatomies where weaknesses could be found. Never had Bellisir employed his fighting style against a plant form where there didn't appear to be an obvious physical weakness outside of what an ax or a pair of garden shears could do.
All forms of life have strong roots. You have strong roots in your heritage, just as the calf has strong roots in the cow that birthed it, just as the hatchlings in a sparrow nest have roots in the mother sparrow.
The adept also drew upon memories of weeding the small garden his parents maintained for their survival. Uncle Fu's voice, the childhood memories all passed within the span of Bellisir's stride as he made two open-palmed strikes at the base of the yellow musk creeper near where he guessed the roots to be.
Bellisir takes a 5 ft. step and uses Flurry Of Blows as a full-round attack action.
Unarmed Strike: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Unarmed Strike: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
GM Lorenzo |
Bellisir steps up to the creeper, swinging both fists, floating like a bee and stinging like a butterfly.
Round 2
Bold may act.
Advanced Yellow Musk Creeper (-17)
---
Soddy Daisy (-7NL? Fatigued)
Boom Sticks
Quinn
Annea & Tyndyn
Bellisir
Gervase (-9; -7NL; Fatigued)
Boom Sticks, Quinn, and Annea, you're up!
Boom Sticks |
hammer, rage: 1d20 + 8 ⇒ (20) + 8 = 28damage: 1d10 + 6 ⇒ (6) + 6 = 12
confirm crit?: 1d20 + 8 ⇒ (18) + 8 = 26crit damage: 1d10 + 6 ⇒ (8) + 6 = 14
"LEAVE US BE, CREEPER!" says Boomy as he swings his hammer mightily.
"NO FLESHIES FOR YOU!"
I can't let these pathfinders fall here, there are goblins to find.
Annea Clivana |
Annea will delay until the others have acted. No need to endanger herself with all those big muscles ready to beat that plant into pulp!
No offense Soddy!
Boom Sticks |
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Annea will delay until the others have acted. No need to endanger herself with all those big muscles ready to beat that plant into pulp!
No offense Soddy!
"Oi!" ;)
GM Lorenzo |
With one powerful blow from his hammer, Boom Sticks smashes the yellow musk creeper to a pulp.
Victory!
The Wounded
Soddy Daisy (-7NL? Fatigued)
Gervase (-9; -7NL; Fatigued)
A search of the former battlefield turns up nothing of value or interest and reveals no additional threats. You determine this spot is as good a campsite as any other you might find this late in the day.
After a night's rest, you resume the march, attempting to follow the goblins' tracks.
Two more DC12 Survival checks, please.
Gervase Goldhawkë |
"Good stuff, everyone!"
antler CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9
"Even if you didn't land a hit this time, knowing every front liner will put themselves in harm's way to protect all of us is so great."
Gervase sorts her injuries with one of the gifts Father Ildris gave everyone after the party rescued Nolaria.
Next morning, feeling slightly guilty for staying in bed yesterday while Quinn did the work, she is up early cooking breakfast and searching for tracks.
survival + map/wayfinder: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
survival + map/wayfinder: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Annea Clivana |
Annea will lick her index finger and then point upwards with it, then looks off in the distance as if she has invented a new form of magic,"We should go that way!"
Survival: 1d20 + 1 ⇒ (9) + 1 = 10
Survival: 1d20 + 1 ⇒ (16) + 1 = 17
"Well I am sure we are heading in the right direction. No need to get overly concerned about the weather either it looks like it will be a nice and sunny day... unless those clouds off in the distance decide to drop rain on us, which means it won't be a very nice day at all."
GM Lorenzo |
After morning ablutions and a cold breakfast, the party sets out. Gervase takes point, finding the goblins' tracks with little difficulty.
The morning's trek is plodding and uneventful, marked only by the hourly change of pace undertaken by Gervase and Soddy Daisy.
Some time around midday--it's hard to be certain with the interlocking branches of the trees forming a thick, shadowy canopy blocking the sun above--you decide to take a knee and pull out your waterskins for a drink.
A large, plump caterpillar, brilliantly colored and possessing a strangely self-important bearing, lowers himself on a thread of silk and halts above you, just beyond your reach. "I am His Majesty, Asiclassus. I would know the names of those who dare trespass in my kingdom," the creature demands.
Bellisir Reycyne |
Sense Motive: 1d20 + 9 ⇒ (3) + 9 = 12
The monk steps forward, unsure of what the catepillar may do. Since it hasn't shown hostile intent yet, he decides to engage it in conversation.
"I am Bellisir," he responds, speaking in his usual calm demeanor. "I was unaware that this area was under your ownership. We come this way seeking a young woman abducted by goblins. We have followed their trail here. By your own word, they have also trespassed in your domain."
Boom Sticks |
sense motive: 1d20 + 2 ⇒ (2) + 2 = 4
"Greetings Your Majesty. I am Boom Sticks, Agent of Gnashbakk, Agent of Pathfinders, Agent of Concordance, Knight of Azure! I was not aware that I was trespassing. Please may we have your leave to pass through your kingdom? We are hunting goblins as Bellisir says."
Gervase Goldhawkë |
1 person marked this as a favorite. |
Ooh,it's GM Lady Ladile! Soddy should be able to sort this encounter for us ;)
sense motive: 1d20 + 1 ⇒ (7) + 1 = 8
"My name is Gervase, Your Majesty."
Gervase bows low. "As my companions have explained, we are on a mission of mercy and humbly request to transit your realm on the way to rescue an innocent held in the grasp of creatures who may be mutual enemies(?)"
Annea Clivana |
Annea looks at the creature with sense of awe and wonder...
Knowledge (Arcana): 1d20 + 8 ⇒ (17) + 8 = 25- any spell or spell-like abilities, and resistances please.
Sense Motive: 1d20 + 3 ⇒ (8) + 3 = 11
A talking magical insect-creature? This is wonderful... but it would be best to approach this encounter with some caution.
Oh, how wonderful to meet you. I am Annea Clivana and this is my magical companion Tyndyn. You are a such a beautiful creature... you are a Katroome correct? I have heard of your kind... a very magical race of creatures you are. We mean no harm to your realm, but we are after a group of blood-thirsty goblins who are bent on death and destruction. Have you seen them?"
Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18
Equinius 'Quinn' Bikakpu'unde |
Hmmm, a talking caterpillar I don't think that is a natural creature. Well nothing that I have heard of at least.
Sense Motive: 1d20 + 3 ⇒ (2) + 3 = 5
"Oh, hi your majesty. Please call me Quinn."
Quinn gives the insect a low bow and takes a step back to give his companions room to talk with the caterpillar.
GM Lorenzo |
Annea recognizes that Asiclassus is an advanced katroome, a small-sized magical beast, with no significant resistances but with spell-like abilities enabling it to cast command and detect magic three times a day and invisibility and suggestion twice per day.
As far as you can tell, the katroome is satisfied with your display of courtesy and respect.
King Asiclassus offers Annea a... smile? "I appreciate your courtly manners, Miss."
When three of you mention you're hunting goblins, Asiclassus says, "Well, you're headed in the right direction if you wish to find the goblin camp. I observed the goblins when they 'migrated' into these woods--quite illegally and completely undocumented, I assure you."
"One of them was a man-sized ugly creature, about 7 feet in height and weighing some 400 pounds, resembling a twisted shadow puppet’s silhouette, a wild thing of flared black and brown fur whose pelt jutted out from its body at freakish angles. The crouching shadow’s ears were large and floppy, draping shoulder-length, adding to the creature’s unnatural shape. Its eyes were too big for its head. Tremendous milk-white ovals loomed on either side of the thing’s wheezy pig-like nose. Its panting mouth was filled with bristly needle-teeth spiderwebbed in disgusting strands of yellowish saliva, all vibrating to the tune of its wheezing breath. It wore studded leather armor and carried a falchion. It bore a wooden holy symbol of the Mother of Monsters. I believe it was a bugbear, largest of the goblinoids."
"One of the goblins was covered in terrible scars, a sneaky sort. She wore a chain shirt and carried a short sword and a bow. She seemed to be the bugbear's lieutenant."
When Bellisir mentions an abducted young woman, King Asiclassus nods and says, "I noted the goblins carrying a human female in the direction of their camp."
"I don't suppose you'd care to join me for luncheon?" His antennae twitch, questing. "I rather hope you brought some civilized food with you. The fare in my kingdom is fine, but it's mostly staples, nothing haute cuisine. I do so miss morsels more exotic than leaves and berries."
"After we dine," he says, offering what might be another regal smile, "I can provide you specific directions to reach the camp, such that you will no longer need to follow the goblins’ trail."
Bellisir Reycyne |
"Speaking for myself, I do not have anything fancy in the way of food. Just my trail rations, but you are more than welcome to feast upon what I have," Bellisir says to Asiclassus.
As he speaks, the monk takes his trail rations out of his backpack and offers them to the katroome.