GM Lamplighter |
The nearest guard ambles over and looks at your paperwor. "Ayuh, you want Arvok. Over there, by the wagon."
Arvok turns out to be the caravan boss, a middle-aged man with a discerning eye. He looks you up and down before reading the letter, pulling a small hand lense out to examine it. He then asks you a few questions about Delara, to ensure you actually know her and didn't just pick this letter up from the hands of a dead courier or something. He seems pretty thorough and possessed of a keen eye.
As you discuss the matter, it dawns on you that Arvok is in fact wearing a ring that matches the description of the Irrica engagement ring on his right pinky.
Konner Therinor |
As you can see, the note is legit. I understand you doing the steps to validate it...it is only prudent to do so. Now, if everything is in order, we can let you be on your way to your next stop...I know time is money...
diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16
Natula Icosagon Thako |
When the man retreats into the covered wagon, Natula casts detect magic and give the wagon a look. She won't be able to see actual items through the covering to ID them, but she can see auras and takes 10 on all knowledge (arcana) checks (total = 20) to identify any she finds.
Juxian Blakros |
"Look for it? You're wearing it. I can see you've taken a liking to it, what'll it take to get you to part with it?" Juxian calls back.
GM Lamplighter |
Natula only spots one aura in the covered wagon, a moderate illusion aura. When Arvok returns, it's clear that the aura emanates from the ring on his finger.
Sorry, I don't seem to know where it is right now," he begins. On hearing Juxian's comment, he looks at his hand in surprise. "No I'm n-..."
Suddenly, the ring on Arvok's finger begins to increase rapidly in size, transforming into a three-foot snake-like creature that remains wrapped around his arm.
Junko: 1d20 + 3 ⇒ (18) + 3 = 21
Juxian: 1d20 + 0 ⇒ (19) + 0 = 19
Konnor: 1d20 + 8 ⇒ (1) + 8 = 9
Natula: 1d20 + 2 ⇒ (13) + 2 = 15
Ratesh: 1d20 + 3 ⇒ (5) + 3 = 8
Arvok: 1d20 + 1 ⇒ (20) + 1 = 21
Snake thing: 1d20 + 3 ⇒ (18) + 3 = 21
snake roll-off vs. Juxian: 1d20 + 3 ⇒ (17) + 3 = 20
Juxian roll-off vs. snake: 1d20 + 3 ⇒ (4) + 3 = 7
Juxian: 1d20 + 8 ⇒ (13) + 8 = 21
Natula: 1d20 + 10 ⇒ (8) + 10 = 18
Ratesh: 1d20 + 9 ⇒ (9) + 9 = 18
Initiative order:
(21) Snake
(21) Juxian
(21) Arvok
(19) Junko
(15) Natula
(9) Konnor
(8) Ratesh
GM Lamplighter |
Round 1
The snake-like thing hisses at Ratesh, "There are thieves on the far side of the caravan who are stealing the ring, you should go stop them!". It then turns on Arvok. "These curs are in league with the theives! Fight for what is rightfully yours!"
Juxian, you are up! Map is being updated now.
Juxian Blakros |
Juxian approaches the sudden event calmly, "Hmm...I didn't expect a weird snake thing to attack us...well if that creature hurts you sir, I'll be sure to heal you, but please be careful."
Juxian steps away and casts sanctuary on himself (DC 16 will to attack me)
Spots delays for now
GM Lamplighter |
Round 1 (continued)
Junko tries to calm the man, and casts sanctuary.
Arvok's eyes widen as the snake-thing warns him of thieves, and he grabs a halberd leaning up against the wagon. "Thieves, is it?" he growls. "Well, then... let me show you how we treat thieves around here!" He twirls the weapon in a dizzying flourish as his eyes scan the group warily.
The other merchants and guards of the caravan are just noticing that there is something occuring, and you hear one cry of surprise as someone spots the snake-thing, but none of them have reacted yet.
Everyone else is up!
Natula Icosagon Thako |
"Oh for the love of--. Ponytail, get the Nine Hells out of the way!" Natula yells shoving her way in front of Konnor to get a clear shot at the snake.
concentration (cast defensive offensive, DC 21): 1d20 + 13 ⇒ (17) + 13 = 30
There is a flash of blinding light, and then a peel of thunder that cuts through the air like a titan's hammer.
caster level: 1d20 + 6 ⇒ (19) + 6 = 25
Point blank lightning bolt (intense spells) (Reflex DC 20 for half): 6d6 + 2 ⇒ (1, 3, 6, 3, 2, 3) + 2 = 20
**KARRAK-THOOM!**
Kalas the Bat |
Kalas flutters skyward 20' to get the lay of the surrounding land.
perception: 1d20 + 13 ⇒ (16) + 13 = 29
Ratesh |
Ratesh yells They are trying to sneak away with the ring!
He then runs to the other side and examines the crowd looking for the ring.
Perception: 1d20 + 0 ⇒ (12) + 0 = 12
Im in an airport and can’t edit the map
Junko Kataribe |
Junko steps back with a yelp at the sudden appearance of a giant talking snake, and casts glitterdust to try and blind it.
DC 17 Will save, area marked by the big yellow starburst.
Konner Therinor |
Konner steps forward and slashes at the halberd's haft. He then prepares to fend off an attack if targeted.
You will not hurt me or my friends, fool!
sunder: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 4 + 3 ⇒ (7) + 4 + 3 = 14
GM Lamplighter |
Round 1 (continued)
Junko steps back and casts glitterdust.
Will save - Snake: 1d20 + 4 ⇒ (17) + 4 = 21
Will save - Arvok: 1d20 + 4 ⇒ (15) + 4 = 19
The area is coated with glittery metallic particles, but unfortunately neither of the targets appear to be blinded.
Natula unleashes a lightning bolt at the snake-thing!
Reflex save - snake: 1d20 + 6 ⇒ (20) + 6 = 26
Reflex save - wagon: 0 = 0
The lithe thing manages to avoid the worst of the blast, but the wagon behind it isn't so lucky. The entire sideboard shatters under the impact, and the covering erupts into a tower of flames. Cries of alarm echo around the caravan site.
Konnor tries to sunder the halberd but fails.
Ratesh runs off around the caravan to the left, trying to dodge past guards who are now turning to look at the pillar of flame that used to be the pay-wagon.
Initiative order:
(21) Snake (-10hp)
(21) Juxian
(21) Arvok
(19) Junko
(15) Natula
(9) Konnor
(8) Ratesh
GM Lamplighter |
Round 2
The snake-thing hisses at the damage it takes, but it turns into a laugh as the wagon explodes. "Exssssellent! Mayhem! I may let you live for a few momentsss as a reward!" Will save: 1d20 + 4 ⇒ (16) + 4 = 20 It slithers forward and strikes at Junko with its fangs, but misses. 1d20 + 8 ⇒ (1) + 8 = 9
Juxian is up!
(21) Snake (-10hp)
(21) Juxian
(21) Arvok
(19) Junko
(15) Natula
(9) Konnor
(8) Ratesh ensorceled
Juxian Blakros |
Juxian steps away again and keeps an eye on injuries. In the mean time, he tries to help put out the fire by casting create water on it. "Instead of fighting us, you might want to get a bucket brigade going or something."
Sorry for almost taking 24 hours there, I was at an all day pathfinder charity convention yesterday.
GM Lamplighter |
All good!
Round 2 (continued)
Juxian steps back and tries to extinguish the burning wagon.
Arvok whirls his halberd in a dazzling display of prowess. "Thieves only get one thing from me... a quick trip to the Boneyard!" he snarls.
Intimidate check: 1d20 + 12 ⇒ (6) + 12 = 18
If this beats 10 + your HD + your Wisdom modifier, you are demoralized.
Everyone else is up!
Juxian Blakros |
Juxian is easily frightened, "Sir, can you just calm down for a moment? I'm here trying to help you and you're just flailing your weapon around like a crazed lunatic."
Natula Icosagon Thako |
Arvok whirls his halberd in a dazzling display of prowess. "Thieves only get one thing from me... a quick trip to the Boneyard!" he snarls.
"OH, SHUT UP!" Natula takes a quick step to back and launches a geyser of water from the palm of her hand that hits Arvok just under the chin.
concentration (cast defensive offensive, DC 21): 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23
hydraulic torrent: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Ratesh |
Ratesh gets to the other side of the caravan and sees none of his companions following him to catch the thieves. Guess I have to do this all myself...
Move north Map updated, incurring AOO from the guard to the south
Ratesh casts color spray, a fifteen foot cone of color coming out of his fingertips.
DC 15 will save negates
This should catch the 3 to my north, possibly getting another AOO from the baker-looking guy. Also, unless the ensorcelled overrides it, I may be shaken as well if I was in that effect
Konner Therinor |
Konner steps up to the snake and slashes at it, even though his spirits sag a bit..
attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 221d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15
He then readies a defensive stance and return strike if attacked.
He yells at the snake.
Whose conviction is shaken now?
intimidate: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Junko Kataribe |
Junko stares in horror at the absurd chaos unfolding in front of her, shakes her head to clear her mind, and shouts "STOP!" at the top of her lungs. As she does, plantlife in the area starts grabbing and pulling at almost everyone, slowing their movement.
Casting entangle, DC 16 Reflex to avoid being, well, entangled. Area is difficult terrain regardless. 40 foot radius centered on the green sun icon. Sorry, Ratesh!
Ratesh |
Reflex: 1d20 + 4 ⇒ (5) + 4 = 9
GM Lamplighter |
Round 2 (continued)
Several of the guards have turned to watch the fight with the snake-like thing. One of them calls out, "Boss! That snakey thing is messin' with yer mind!"
Junko tries to stop the chaos, and casts entangle. Those off the road are wrapped up in the long grass, but those on the hardened mud of the road are not affected.
Natula launches a hydraulic torrent at Arvok. Miraculously, he manages to stand his ground, but the fat merchant behind him is blown backwards, rolling over and over in the newly-muddied road.
Konnor slashes the snakey-thing, injuring it badly.
Ratesh runs back into the road, although the guard doesn't seem to react as he passes by. As Ratesh casts a spell, the cook swings his frying pan at Ratesh.
frying pan, improvised weapon: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4
The pan misses, the spell completes, and three people fall unconscious.
Ratesh: you were out of sight of the dazzling display, and so not affected.
Map key: green squares mean entangled, blue squares mean unconscious, and sideways means prone.
GM Lamplighter |
Round 3
The snake-thing hisses at Konnor again. "Oh, no, a mortal ssshrieksssss at me! I cower before your presensssse, oh mighty one!" The thing laughs and lashes out again. bite: 1d20 + 8 ⇒ (17) + 8 = 25 Konnor tries to parry but fails, and the snake's fangs sink into his arm. damage: 1d4 - 2 ⇒ (4) - 2 = 2 Konnor-Fort save, shaken: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2Wisdom damage: 1d2 ⇒ 2
Juxian is up!
Initiative order
----------------
(21) Snake (-20hp)
(21) Juxian (shaken for 2 rounds)
(--) Spots (shaken for 1 round)
(21) Arvok (wet and angry)
(19) Junko (shaken for 1 round)
(15) Natula (shaken for 1 round)
(--) Kalas (shaken for 2 rounds)
(9) Konnor (-2hp; poisoned, -2 Wisdom damage, shaken for 1 round)
(8) Ratesh ensorcelled
Juxian Blakros |
"Spots, kill this snake!" Juxian finally commands, panic from the dazzling display in his voice.
Spots Blakros |
Spots lunges forward, tearing into its snake snack.
bite: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d4 + 7 ⇒ (3) + 7 = 10
claw: 1d20 + 11 ⇒ (3) + 11 = 14 damage: 1d2 + 7 ⇒ (2) + 7 = 9
claw: 1d20 + 11 ⇒ (19) + 11 = 30 damage: 1d2 + 7 ⇒ (2) + 7 = 9
GM Lamplighter |
Spots leaps onto the snake-thing and tears it to pieces. The largest piece reverts back to a battered ring, while the other pieces dissolve into a fetid vapor.
Arvok shakes his head, and lowers his halberd. "What... what happened?"
You manage to diffuse the situation with the remaining members of the caravan, despite having attacked them all and blown one of their wagons to splinters. Combat ends!
Arvok is willing to have you take the ring as per the note from Althea, and further, he offers you a reward for freeing him from the clutches of the creature. You receive a traveler's anytool, a campfire bead, and iron rope, and 450gp.
The merchant whose wagon was obliterated, however, demands compensation for his loss. Between the replacement of the wagon, staff costs for the delay required to get a new wagon and repack everything, and loss of revenue for being delayed from their next stop during a busy time, he presents Natula an invoice for 150gp.
Junko Kataribe |
Looking on at the chaos they'd unleashed on the caravan, Junko just shakes her head. "Not how I thought this would go. We're lucky nobody was killed." Using mage hand, she pulls the ring up and toward her, where she wraps it in a small cloth and puts it into a pocket.
She also watches in amusement as the merchant tries to present Natula with a bill for damages. Good luck, buddy, she thinks, before turning to Ratesh. "You feeling okay? You got whammied pretty good."
Natula Icosagon Thako |
The merchant whose wagon was obliterated, however, demands compensation for his loss. Between the replacement of the wagon, staff costs for the delay required to get a new wagon and repack everything, and loss of revenue for being delayed from their next stop during a busy time, he presents Natula an invoice for 150gp.
Natula just stares at the man, the magical syllables for an acidball spell coming unbidden into her mind.
intimidate (influence): 1d20 + 11 ⇒ (17) + 11 = 28
Kalas the Bat |
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"SQUEE!"
intimidate (aid, size): 1d20 - 4 ⇒ (5) - 4 = 1
GM Lamplighter |
"Well, maybe just the cost of the wagon then," the man replies to Natula, clearly intimidated. "But I can't go lower than that. You've destroyed my livelihood! I can't even move this stuff back to town so I can get a new wagon... "
The emrchant adjusts the costs on the invoice and hands it back, with the new total of 100gp. The rest of the caravan begins to mutter angrily about the damage caused.
Natula Icosagon Thako |
Natula continues to stare.
"Sure. But first, Junko. Gimme the ring. I not leaving until this brainwashed bozo is 'made whole again' and that means fixing his ring too, to the way it was before we got here. And of course before we go we should make sure it still fits...."
Sure. Natula'll pay if she is forced too, but I'm saying it is for the 5 alchemist's fires Natula uses on her next visit to this caravan. Now might be a good time for the rest of the party to drag Natula off the guy's throat. ;)
Junko Kataribe |
Junko sighs and puts on her best smile before walking over to intervene. "I apologize, my comrade is still excited from our battle against the creature. You're certainly owed compensation for your wagon, and it's very generous of you to reduce your invoice in light of our defeating a dangerous monster that was hiding in your caravan and taking possession of a cursed artifact. Thank you for your patience." As she speaks, she hands the merchant a coin pouch containing the requested 100gp, then turns and attempts to guide Natula away and toward the road. Without actually touching the wizard, of course.
Diplomacy, if needed: 1d20 + 5 ⇒ (10) + 5 = 15
Juxian Blakros |
Juxian hands the man a sack of 150 gold coins, "Just keep the Blakros family in mind. I'm sure we can work out a decent contract if you'd like and I certainly don't want you to lose your livelihood."
Junko Kataribe |
In that case, I'm more than happy to let Juxian foot the bill instead!
GM Lamplighter |
We can figure out how you want to split the cost when we do Chronicles... everyone can choose to contribute or not.
Fort save - Konnor: 1d20 + 2 ⇒ (14) + 2 = 16
Konnor manages to shake off the posion, though his ability damage remains.
The ring is battered and bent, but essentially whole. You return to town and take it back to the manor house. As you hold it near the locket, the ghost of Althea Irrica manifests again.
"Have you brought me my beloved?" she asks hopefully.
Ratesh |
If your beloved is still in this ring, yes.
Ratesh turns to address Natula, These folk may have never had trouble with the cursed ring if we hadn’t shown up. It’s not our fault, but we should try to represent the Pathfinders in a positive light. Even if it means enduring never ending insolence...
Konner Therinor |
Yeah, I'll chip in...whatever. This toxin is really making my head swim...vision is a bit foggy too.. he says grabbing his flask to take a swig of water, hoping the cold liquid would snap him out of it..
Juxian Blakros |
lesser restoration on Konner: 1d4 ⇒ 1
Juxian helps recover Konner's mental faculties with his divine magic.
Natula Icosagon Thako |
Ratesh turns to address Natula, These folk may have never had trouble with the cursed ring if we hadn’t shown up. It’s not our fault, but we should try to represent the Pathfinders in a positive light. Even if it means enduring never ending insolence...
*Rolls eyes*
"That's why I said we should give it back to them, dæmon and all. And where were you and your sword during the fight anyhow?" Natula says to Ratesh in her angriest fried growl. "I didn't really see you back there in the thick of things. Out representing the Pathfinders I guess. Those hawkers are just a bunch of Shoanti-givers, first they're forking over gold, and magical pipe wrench-thingies, and then what--a bill? That's gratitude for you. That two-copper carnie is lucky he still has hair anywhere on his body. And for that matter nobody had to know we were with the damn Society. For all they know we could have been with the lousy Bellflower Network. They're called 'secret societies' for a reason."
*Stomps off in an static-tinged huff*
The ring is battered and bent, but essentially whole. You return to town and take it back to the manor house. As you hold it near the locket, the ghost of Althea Irrica manifests again.
"Have you brought me my beloved?" she asks hopefully.
*Rolls eyes again*
Natula listens and mutters to herself. "Oh for the love of Apollyon. Pharasma, snuff me now."
GM Lamplighter |
As the ring and locket touch, there is an audible sigh as the ghost dissolves one last time. Thank you for reuniting us," she whispers. "And be careful with the word written behind the portrait in this locket... I do not know what it is, only that it is dangerous beyond measure. Farewell."
Lady Darchana is pleased with the resolution of this mystery, and provides you with a fine meal and lodging for the night before you set out to report to the Venture-Captain.
---
Back in Elidir, Venture-Captain Brackett considers your report. "I still haven't located where the fourth item is, but we know the mace was captured by hobgoblins near the gnome town of Umok. Head there and track it down. Hopefully I can determine where the fourth item went before you return."[/b] He turns back to his papers before pausing.
"One more thing. Someone else has been looking into the Irrica family's will and heirs. You may have someone else trying to collect the parts of the true name. That would be bad. So stay on guard."
GM Lamplighter |
The walled town of Umok is nestled on the northeastern edge of the Chitterwood. While built for gnomes, it does have a "foreign quarter" of a kind, with inns and shops catering to the big folk. Fully a quarter of the town's population seems to be made up of animals: deer, squirrels, birds of all sorts, and even some wolves and lizards wander the town freely and seem to enjoy the same rights as citizens. These don't appear to be more intelligent than the typical wild animal, but they do seem to know the rules and behave themselves in the town, at least as well as the humans and other big folks do.
Umok does have some unique laws, including one that Natula probably won't like: no fire is permitted inside or within 500 yards of the town walls. The town is lit by permanent dancing lights and faerie fire at night, and all cooking occurs via magic or alchemically-treated heatstones.
During the Goblinblood Wars, Rutillo Irrica, the last patriarch of the Irrica line, was killed by hobgoblin raiders while leading a convoy. The family patriarchs always carried a symbol of leadership, a cold iron mace. Isgeri historians interviewed survivors in the town of Umok. I was able to uncover information from Eagle Knight records that indicates the Eagle Knights scattered these hobgoblins but did not recover the family heirloom. There may also be additional reports and information from Eagle Knights who fought in the Goblinblood War stored in Umok’s archives. Travel to Umok, uncover anyone who communicated with the survivors, and verify any reports or information from the war to track down the hobgoblins’ base."
Natula Icosagon Thako |
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Umok does have some unique laws, including one that Natula probably won't like: no fire is permitted inside or within 500 yards of the town walls. The town is lit by permanent dancing lights and faerie fire at night, and all cooking occurs via magic or alchemically-treated heatstones.
Right, but flesh-melting acid is still okay! ;) Remember kids, safety first. All spells set for 'soup'!
Side Note: Natula has a normal-looking everburning torch that she keeps in her magical haversack.
Ratesh |
Knowing that most gnome settlements discourage fire, Ratesh spends the morning before arriving at Umok preparing some more gnome-friendly tricks.
As the group enters the village, Ratesh takes time to appreciate the feats of engineering and magic commonplace to these settlements, and keeps his eye out for anything particularly interesting.
I would suspect the best place to find anyone with knowledge of the Eagle Knights activities from the war would be within the governmental leadership. Perhaps they can point us to some records of interest?