[Module] The Storm Chronicles (Ire of the Storm plus Seers of the Drowned City) by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 6 - HUNTING THE STORM

Current map
Hyrantam area map

Treasure sheet

PFS Chronicles:
- Ire of the Storm
- Seers of the Drowned City


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Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Adriana recoils and fumbles for her scimitar at the sight of the centipedes, taking great effort to not scream as she lashes out at the giant insects.

Draw Weapon, Attacking Green
Scimitar Attack, Green: 1d20 + 1 ⇒ (12) + 1 = 13
Scimitar Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Fortitude: 1d20 + 2 ⇒ (19) + 2 = 21

Ingolf hastily grabbed his morningstar and tried to beat back the centipedes. He stepped forward and ordered, "Ebba, attack!"

Move Action: draw weapon, 5ft step, Standard Action: attack

Morningstar (yellow): 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Crit confirm: 1d20 + 2 ⇒ (1) + 2 = 3
Extra crit damage: 1d6 + 1 ⇒ (5) + 1 = 6


Ingolf's bonded mount (boar) | HP: 35/38 | AC:18 T:10 FF:16 | Saves: F:8 R:4 W:2 | Init: 0 | Perc: 5 | CMB:2 CMD: 14 (18 vs trip) | Speed 40 ft

Ebba heeded her master's call and came to his aid. Perhaps these giant insects might be tasty as well!

Gore (blue): 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Iron Gods: Iron maps;

Tonny resists the worse of the poison and performs a quick movement with his dagger that cuts by half one of the worms.

Adrianna reacts swiftly drawing her scimitar and cutting the one at her back.

Ingolf resists the poison too and draws his morningstar crushing another of the centipedes with the metallic head of his weapon. The vermin explodes in a noxious liquid that drips all around!

Under command of the gnome, Ebba charges over the last remaining one and skewers it with her gore!

Combat is over!

Tonny: 7/9
Ingolf: 9/11
Jonnah: 9/11

With the vermin plague removed, the party has time to thoroughly explore the kitchen. It soon becomes clear that there is nothing of value left. That said, inside the wooden trunk you find the fort's medical kit: a healer's kit, two bottles of antiplague, two bottles of antitoxin, four bottles of bloodblock and two sunrods, as well as bandages, wood alcohol, needles, thread, splints, and herbal tinctures.

Appraise DC 15:

The bandages, alcohol, needles and other common medical material is worth at least 100 gp.

In addition you think the medical kit can make a difference in Pridon's Hearth if injuries are ever needed to be treated.

Also of note you find the wooden ladder that ascends to the ceiling trapdoor is securely anchored to the wall.


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Well those were gross... wonder how long it took for them to move in to this kitchen? lots of living things in this fort, but no guards...

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Appraise vs DC 15: 1d20 + 3 ⇒ (9) + 3 = 12

”Ooo, Splits, you might want to have a look at these,” Tonny calls as he studies the medical supplies left behind, idly rubbing the bite mark on his arm. ”Oh, we should check if our grippli friend left a surprise at that trapdoor. It would make sense - I know I wouldn’t want these vermin nibbling on me in my sleep. Oh, but can they even climb...”

Perception (to look for traps): 1d20 + 7 ⇒ (15) + 7 = 22


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Seeing the giant centipedes get driven back the druid moves into the room. "Are you okay? Was their poison a danger to you?" He did not know how else to ask, as they were all standing, but some people he learned had a stubbornness when they were injured.

Appraise: 1d20 + 1 ⇒ (1) + 1 = 2

Taking a quick glance at the items he doesn't seem to know their value but thankfully Tonny speaks up. "A medical kit? There does seem to be some valuable supplies in here. I don't think anyone would mind if I were to use them for the time being." He asks the others before grabbing anything, "I am trained in various medical techniques even if I look more... natural than educated."


Iron Gods: Iron maps;

Tonny determines there is no traps either in the hand-stairs or in the ceiling trapdoor.

Assuming you all climb up to the upper level...
One by one you make your way up the stairs. Although they are not the most stable thing, they are easy enough to climb. Ebba though looks sad at you from the floor of the kitchen as she realizes she cannot climb up with the others.

A12. Strategy Room
A long wooden table covered in scattered paperwork fills much of this room. A decapitated human corpse is slumped across the mess. Doors exit the room to the south and east, while a ladder in the southwestern corner descends to the first floor of the fort.

The body on the table is yet another militia member. The paperwork is all manner of mundane reports, describing local water sources, plants, animal migrations, and daily weather reports.

Heal DC 12:
The woman here bears puncture wounds, she was most probably killed with a spear.
If your check was >=DC 17
Spoiler:
All the wounds were delivered from above, as if she were stabbed by someone her height or taller.

Perception or Survival (track) DC 18:
You find a single footprint left in the victim’s blood on a piece of scattered paperwork; the footprint is human-sized with clawed toes.
Give me a K. local or Survival roll if you want to attempt identify what kind of creature might have left it here

See again the watch towers and ramparts map


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Adriana took a moment to reign in her nerves from the centipede fight - it wouldn't be a good look for her to be rattled by insects, especially since it seemed her new home had them in abundance.

Calmed enough to make herself useful again, she moves the fort's medical kit to the side for retrieval later - if they remembered.

Appraise: 1d20 ⇒ 13

Unsurprised by the sight of more corpses but wary of more scavengers and vermin, Adriana keeps her scimitar out as she carefully explores the room, looking for anything that might tell them more about the mystery that befell the fort, focusing first on the headless corpse.

Heal: 1d20 ⇒ 2

Unable to tell much outside of the obvious, Adriana turns her attention to the wreckage of the room.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

She almost overlooked it - hell, she almost stood in it - but she's able to catch herself just in time to squat down next to a peculiar footprint that stands out to her.

Survival: 1d20 + 6 ⇒ (12) + 6 = 18

"Here, I think I found something. I don't think it's human."


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Heal: 1d20 ⇒ 9
Perception: 1d20 + 2 ⇒ (8) + 2 = 10

"I'm sorry Ebba, you'll have to wait downstairs," Ingolf told the boar.

He looked around the room, looking at the body and the footprint, but couldn't make out much.

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

”Oh my...” Tonny looks slightly ill at the sight of yet another headless corpse, but remembers his training and gets closer to examine the body.

Heal vs DC 12: 1d20 + 1 ⇒ (10) + 1 = 11

The sight is a bit too much for the young half-elf, and he quickly turns to see what Adrianna is talking about.

Perception vs DC 18: 1d20 + 7 ⇒ (17) + 7 = 24

”Oh, I see what you mean!” he says with more enthusiasm, studying the bloody footprint. ”Certainly not a halfling - I mean, yes, they have larger feet than a human of a proportionate size, but they’re not that oversized...”

Knowledge (local), Inspiration: 1d20 + 7 + 1d6 ⇒ (1) + 7 + (2) = 10


Iron Gods: Iron maps;

Adriana thinks the footprint is probably from some kind of reptilian-like humanoid.

There are two doors in the top of this tower. From here it should be easy to go either to the eastern tower or the southern tower. Where does the group prefer to move next?


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Heal: 1d20 + 9 ⇒ (2) + 9 = 11
Survival: 1d20 + 7 ⇒ (17) + 7 = 24
Survival: 1d20 + 7 ⇒ (7) + 7 = 14

Climbing up and checking out the room, the druid looks towards the wreckage and the body; however he is unable to determine what killed the poor victim here.

"I am not sure what could have caused it but I can concur with Adriana here, whatever came in was reptilian in nature. Human sized, certainly not some dinosaur." He uses his staff to sweep some items from the room and see if he can pinpoint what it is but has trouble.

"It looks as if there are two accessible towers up here, either works for me but I will defer to your decision. I am too old to be fighting a fight alone."

Adding the Healer's Kit to my items


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Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

At the mention of a reptilian humanoid footprint, Ingolf's heart started to beat faster. In his mind, he was back on the banks of Terwa River. His beloved grandfather lay on the ground, struck down by a lizardman chieftain. Ingolf was filled with rage; Just a boy, he drew his knife and charged the reptilian aggressor. But the lizardman just laughed, and pushed him to the ground. His grandfather struggled to get up, but the chieftain swung his warclub down, shattering the old man's kneecap. His grandfather lived, but never walked again.

Altering the suggested backstory slightly, while maintaining the overall spirit.

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

”Well, we wanted to give the grippli her bow back, right?” Tonny suggests. ”She was over in that eastern tower. Oh! Maybe she knows more about what happened here!”


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

The druid nodded, "We should be respectful to those who were here first, the grippli's sneak attack notwithstanding."


Iron Gods: Iron maps;

You follow Tonny and Splits to the grippli's tower. When you are a few feet away from the door you overhear the frog-like humanoid shouting from the other side "Koj tau zoo khaws cia ntawm lub qhov rooj, los yog tawg loj yuav tua tau koj tag nrho! Mus deb ntawm Fort! Lub Tsev Zoo Zoo no lub tsev tam sim no!"

Polyglot:

"You better keep away of door, or big explosion will kill you all! Go away from Fort! This Zooif's home now!"

Splits can easily translate for you the meaning of the words.

If you try talking, please add a Diplomacy, Intimidate or Bluff roll, according with the intention of your talk.
Circumstance bonuses or penalties will be applied for good/bad or null roleplaying.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ingolf asked Splits and Tonny to translate for him. He addressed the voice beyond the door, "We are trying to find out what happened to the previous people at the fort. From what we have discovered so far, we don't think Grippli were responsible. We would like to hear your account of what you discovered when you came to the fort."

Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6

The dice say no. :(


Iron Gods: Iron maps;

The tone of the grippli is quickly becoming specially stern "Cov neeg tub sab thiab neeg dag! Mus ua ntej kuv tshuab koj!"

Polyglot:

"You thieves and liers! Go away before I blow you up!"


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

The idea of human sized reptile people wasn't a great comfort to Adriana, but it was about as likely as anything else that seemed to have happened in the fort. And there was still the frog person they needed to make amends with - it seemed the best way to go from here.

"It's bow, yes. Maybe be on better terms this time." She says as she walks with the others to the locked tower. The shouting doesn't fill her with confidence - and neither does the translation.

Keeping her hands very clearly away from her sword she does her best to be less threatening than earlier. "We just need to know what happened here. Anything you can tell us...please."

Diplomacy: 1d20 + 4 ⇒ (4) + 4 = 8
Hmm. Not great

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

”Koj hais yog lawm - peb yog tub sab. Peb tau nyiag koj rab hneev.” Tonny’s accent would be considered atrocious by his professors back at the university, but even they would have to admit how quickly Polyglot dialects change. ”Tabsis koj yog tus txhaum tib yam nkaus. Koj tawm tsam peb ua ntej. Peb tau nyiag koj rab hneev kom koj tsis txhob tuaj tua peb tom qab. Peb tsis ua phem rau koj, tiamsis koj tau ua rau peb mob. Peb tsis xav ua kom koj siab, thiab peb xav muab koj rab hneev rov rau koj.” A flash of inspiration passes over his face, and more words fall from the half-elf’s lips. ”Koj tsis xav ua kom koj lub ntsej muag tawg, thiab peb tsis ua rau koj raug mob. Peb tsuas xav muab koj rab hneev rov rau koj, tshawb pom dab tsi tshwm sim rau cov tib neeg uas tau siv nyob ntawm no, thiab tawm hauv kev thaj yeeb nyab xeeb.”

Diplomacy, Inspiration: 1d20 + 0 + 1d6 ⇒ (14) + 0 + (6) = 20

Polyglot:
”You are right - we are thieves. We have stolen your bow. But you are are guilty too. You attacked us first. We have stolen your bow to keep you from shooting us in the back. We have not hurt you, but you have hurt us. We do not wish to hurt you, and we wish to give you back your bow. You do not want your bow blown up, and we do not you to be hurt. We only want to give you back your bow, find out what happened to the humans who used to live here, and leave in peace.”


Iron Gods: Iron maps;

+5 for the wording and use of the bow idea.
You shift the attitude from Hostile to Unfriendly. You will need Indifferent to get something more than grunts.

After a moment of tense silence you hear the door opening and witness Zooif covering by the door with a large axe on his hands ready to attack anyone venturing into the room "Cov tub rog tam sim no yog khoom noj khoom haus rau Canjes nkaus xwb. Lub fort yog khoob rau kuv thov tam sim no. Tsuas yog muab rov qab rau kuv nyo hau thiab koj tuaj yeem tawm mus."

Polyglot:

"The militia is now food to the Canjes only. The fort is empty for me to claim now. Just give me back my bow and you can leave."

Through the door you can spot a room with bed made of straw and a closed lockbox nearby. A ladder descends to the lower level.

Feel free to adjust the position of your tokens in the map.


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

The druid listens to the conversation and approaches slowly, "Before we go, what are these Canjes?" He knows the grippli like shiny gems and items and speaks in common to the others, "They like things that shine, I have no desire to hurt this grippli."

The link brings me to the PF homepage.


Iron Gods: Iron maps;

Splits would know Canjes are tropical carnivorous birds.
Again: fixed map link


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ingolf approached the door and said to the grippi, hoping that someone could translate, "We think lizardfolk came and killed those who lived here. They might return; it may not be safe for you to remain here by yourself."

Diplomacy (aiding Tonny): 1d20 + 4 ⇒ (15) + 4 = 19


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Ingolf's mention of lizardfolk doesn't surprise Adriana as much as she hoped it would. The reptilian footprint made sense if lizardfolk had been responsible, and she was sure it wouldn't be beyond the lizardfolk to have framed the Song'o - why they had done so remained a mystery still.

Hopefully they could get some more answers from the frog person before they left to report what they had found.

Aided by translators, she adds "You can have your bow back, and we will leave, but the fort is important - others will come back to reclaim it. Is there somewhere safe for you to go?"

Diplomacy aid: 1d20 + 4 ⇒ (9) + 4 = 13


Iron Gods: Iron maps;

The frog-female listens Ingolf attentively, when Adriana reinforces the gnome's words and Splits translates you back, she lowers her axe "Lizardfolk. Yeah" she looks at both of them and pointing to her chest she says "Zooif" she looks at the bow.

Once you give her back the bow she starts talking again "Kuv tau tuaj rau Fort Breakthough ua lag luam furs rau alchemicals thiab potions, tsuas yog ua tim khawv lizardfolk los ntawm pawg neeg Mireborn tawm qhov xwm txheej, nqa ib nrab lub npov tuag ib nrab tuag nrog lawv. Kuv caws ib ncig rau ob peb lub trinkets zoo thiab txiav txim siab mus pw hav zoov tawm hauv lub fort, uas zoo li ua qhov zoo tshaj plaws yos hav zoov qhov muag tsis pom."

Polyglot:

"I came to Fort Breakthough to trade furs for alchemicals and potions, only to witness lizardfolk from the Mireborn tribe departing the scene, carrying a half-dozen dead halflings with them. I rooted around for a few nice trinkets and decided to camp out in the fort, which seems to make an excellent hunting blind."

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

An idea flits across Tonny’s face as he listens to Zooif speak. ”Peb tsis tas yuav muaj alchemical cov khoom lossis cov khoom siv rau lub siab tam sim no, tab sis peb tuaj yeem muaj qee thaum peb rov qab mus tsev. Peb tuaj yeem coj lawv rov qab mus ua lag luam nrog koj. Txawm hais tias peb yuav tsis pom koj nyob hauv hav zoov. Koj yuav tsum tau nyob ntawm no yog li peb tuaj yeem nrhiav koj.” He grins. ”Yog tias koj nyob ntawm no, koj yuav tsum ua kom koj tus kheej muaj kev nyab xeeb. Koj yuav tsum tau kom cov fort muaj kev nyab xeeb ib yam nkaus. Thiab tej zaum yog tias lwm tus neeg rov los nyob ntawm no, koj tsis tas yuav tawm. Koj tuaj yeem hu lub tsev no Fort dhau.”

Polyglot:
”We don’t have alchemical things or potions right now, but we could get some when we go back home. We could bring them back to trade with you. We wouldn’t be able to find you in the jungle though. You would have to stay here so we can find you. If you stayed here, you would have to keep yourself safe. You would have to keep the fort safe too. And maybe if other humans come back to stay here, you don’t have to leave. You could call this fort home too.”


Iron Gods: Iron maps;

Tonny Diplomacy: 1d20 + 0 ⇒ (7) + 0 = 7
"Croak!" the grippli looks at you hesitant "Kuv tsis paub tias kuv nyiam lub tswv yim ntawm koj hu ntau tus neeg tuaj..."

Polyglot:

"I am not sure I like the idea of you calling more people to come..."


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M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Sorry things have been very busy with current world events as you can imagine.

The druid looks toward the grippli and speaks again, "While you may not like it it is the way of the world. Man will always try to reclaim what they believe is theirs." He has no desire to fight the grippli nor does he have any qualm with him squatting here and remains mostly neutral in the conversation.

"I do wonder why they are bringing the halflings with them."

His hand goes to his chin and he considers their actions before determining that they would need ore information to figure it out. "Regardless I have no quarrel here." He feels the pouch at his side and remembers the flowers and herbs he offered to collect, "On your way in have you seen any of these growing about?" Describing as best he can in the simple language.

Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16


Iron Gods: Iron maps;

"Cov no tsis tuaj yeem tiv thaiv qhov chaw. Thiab cov lizardfolk sab laug. Koj hais tias koj tab tom luv. Nws zoo li qhov chaw no yuav nyob kuv li. Croooooak!" the grippli accepts to help Splits, she examines what the man shows her and then points down "Ohm, Yog, Kuv tau pom cov tshuaj ntsuab no hauv ib pob ntawm no hauv chav hauv qab no. Koj tsuam lawv. Lub swamp yog tag nrho ntawm lawv ib puag ncig, Kuv tuaj yeem xaiv ntau yog tias kuv xav tau. Koj tsis zoo li zoo siab hlo ua kom kuv lub tsev. Peb tsis tas yuav sib ntaus sib tua ntau ... Xav tias dawb yuav ua qhov koj tuaj rau hauv kuv lub tsev. Koj tuaj yeem so qhov no tau hnub no, tsuas yog tsis ntshai kuv thov."

Polyglot:

"These ones could not defend the place. And the lizardfolk left. You say you are leaving short. It seems this place will remain mine. Croooooak!"

"Ohm, yes, I have seen this herbs in a package here in the room below. You can take them. The swamp is full of them around, I can pick more if I want to. You do not seem willing to keep my home. We do not need to fight more... Feel free to do what you came to do to my home. You can rest also here today, just do not scare my pray."


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Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

The Mireborn! That was the name that the lizardfolk chieftain had mentioned when Ingolf had defended his grandfather all those years ago. The malicious sprints that plagued him even then had rallied around him, and assailed one of the lizardfolk. The chieftain had declared that he was cursed, just like the Mireborn. Afraid of the evil spirits, the lizardfolk had retreated, saving his life.

Later, Corcyra the naiad, his childhood teacher, and friend of his grandfather, had told him that the Mireborn were a lizardfolk tribe that lived in the Korir River Delta region. Ingolf had answered the call for colonists to come to Pridon's Hearth, in large part to learn more about his curse.

"We should try to find out where the attackers went," he suggested. "The colony isn't safe with them at large!"


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ingolf pulled back and suggested, "Let's check out the rest of the top floor, and then return to Ebba." He walked back the way he had come, and then continued on to the door to the southwest tower.

Perception (checking the door for traps): 1d20 + 2 ⇒ (20) + 2 = 22

He can open the door, and check inside, unless someone else wants to lead the way.


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Splits nods in acknowledgement to the grippli. "Thank you." Turning to the Ingolf he adds, "I agree I do not want your new friend to be left alone in this place. Below us there is a package of herbs for the Hearth I was meant to get. If we can go there before we leave I would be most appreciative."


Iron Gods: Iron maps;

Splits decides to go down the stairs to find the herbs Zooif pointed out.

A9. North Quarters
Three beds lie along most of the northern wall of this wooden chamber. A large wooden trunk along the eastern wall is opened, exposing haphazardly tossed clothing. The odor of spoiled meat wafts out from under the clothing. A cabinet runs across the southeastern walls, and a ladder ascends fifteen feet to the only exit.[/ooc]

A cursory search of the room uncovers a large, fragrant package of dried and pressed jungle plants with a note saying: Quinn, please drop these off with Heri. Make sure she pays you up front for them, and tell her I’ll have more red fern soon!

Perception DC 15:
You check below the clothing over the trunk and find a body that has been maimed with claw marks and a chunk of its shoulder is missing.
Survival, Heal or K. nature DC 12
Spoiler:

The claw marks are coincident with lizardfolk claws like the ones of the cut hand you found a while ago.

Meanwhile Ingolf moves to the southwest watchtower to find out more clues about what might have happened in the fort.

A15. Shrine
Two wooden doors to the east and north allow access to this square chamber. A single bench rests before a scene of destruction, with smashed pottery and broken statues dashed on the floor. Two child-sized corpses rest amid the detritus, peppered with arrows, and with blood smeared on the floor and debris around them.

The Song'o halfling bodies lay dead on the floor with bolts from the militia arsenal stabbed on them.

The shattered idols are a mixture of different Golarion gods and local idols. Someone have broken the figures out of rage. One of the figures remains prominently spared by the attack, composed by two forms reaching up from the sea and down from the heavens to touch one another in midair. The female body emerges from the the sea and merges with water appearing as a young and beautiful woman with wild green hair. The male figure emerges from the winds and clouds merges with a storm cloud and appears as a weathered old man with a long white beard. Even the less religious of you recognize the figure as Gozreh.

Follower of Gozreh or K. religion DC 10:

Gozreh, the Wind and the Waves, is a dualistic god of nature, a god of the storm and sky and also a god of the wave and surf. Born of the ocean's fury and the wind's wrath, Gozreh is a fickle deity that dominates Nature, Weather and The sea. Typically worshiped by druids, sailors, woodsmen and farmers. It's favorite weapon is the trident and it holy symbol is a leaf with a drop.

Grand Lodge

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M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Tonny follows Splits the Leaves downstairs, frowning softly as he tries to figure out how to get Zooif to realize that more humans would be coming back for the fort.

Perception vs DC 15: 1d20 + 7 ⇒ (13) + 7 = 20
Heal vs DC 12: 1d20 + 1 ⇒ (12) + 1 = 13

"What's this... Ugh!" Tonny almost drops the clothing back over the corpse, but then catches himself. "Oh, but look at those claw marks - don't they look like they could have come from that hand upstairs? I mean, not that hand, of course, but a hand like it, probably still attached to a person's arm. Not that you couldn't us a detached hand like that to make these cuts, but it'd be much harder since you wouldn't have control over the fingers and they'd be more likely to splay outwards than dig into someone's chest like that..." The half-elf's voice trails off again as he considers possible ramifications.


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Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah walks around the top level with Ingolf, bow at the ready. at the closed door he takes a moment to switch to his heavy flail, and will lead the way. he tries the door on the southwest watchtower

I'm back, digging out of the haze of a new baby and back to my normal schedule. or as normal as a schedule gets during the apocalypse


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Adriana wonders if perhaps the grippli doesn't quite understand that soldiers will return in force to the fort, and with the aid of translators says as they prepare to leave "Please be careful - Other will come to reclaim the fort. Please be safe." And leaves to follow Splits, not bothering to hide her disappointment and wondering if it would be possible to bring Zooif to Pridon's Hearth before abandoning the idea as unlikely at best.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

She isn't surprised that they come across more violence in the quarters, and kneels down to examine the corpse and its injuries.

Survival: 1d20 + 6 ⇒ (17) + 6 = 23

Adriana frowned - more evidence of lizardfolk. At least it would make the report simple enough; Lizardfolk had attacked the fort and were trying to pin their crime on the Song'o, if Zooif could be believed. Tonny's train of thought makes her think for a moment before she shakes her head.

"No. There's too much that contradicts that idea. Even without - what was their name? Zooif? - even without their telling us, I think we'd have figured it out." At least she believes that they would have - She knew nothing about the area or the tribes.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ingolf does worship Gozreh, although the HeroLab output doesn't include that information.

Looking around at the various idols, Ingolf noted, "It seems like the idols of Gozreh have been spared the destruction. I must assume that those responsible are worshipers, although I can't say that I would necessarily get along with them.

"We should bury these unfortunate halflings; I don't like the idea of them being left here to rot."


Iron Gods: Iron maps;

"Croak!" if Zooif understands he does not seem to care much.

While Tonny and Splits find the herbs and a dead body in a barrel, Jonah goes into the southwest tower and opens the door there finding the way clear to the southeastern tower. The do also notice a trapdoor in this tower floor that leads downstairs.
The towers are connected, the map just indicates the gate, but there is rampart between both. You can visit the south-east tower from here.

Ingolf Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Jonah Perception: 1d20 + 5 ⇒ (20) + 5 = 25
As they cross the room Jonah points out he hears random mutterings in Plyglot and the shattered holy icons shaking.

K. religion DC 12 (Ingolf, Jonah or anyone following them):

You determine the strange presence might be a haunt, probably product of the desecration of the holy chamber combined with some brutal murder. Continuing to touch the corpses will probably trigger the haunt which could be temporarily stopped by using positive energy.
>=DC 17
Spoiler:
To completely destroy the haunt, the Song'o bodies must be returned to their homeland and cremated by their people.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

"What does it mean?", Ingolf asked Jonah.

Ingolf doesn't have a rank in knowledge religion.


Iron Gods: Iron maps;

Neither Jonnah or Ingolf seem to have any idea of what is going on.
Going to the southeast tower or following the trapdoor down next?


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ingolf walked over to the last tower and opened the door.

Perception: 1d20 + 2 ⇒ (11) + 2 = 13


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Searching for the herbs he holds them up and confirms their substance. "Seems to be what I was looking for. I have nothing further to do here but I will continue to accompany you." He speaks slowly to Adriana, looking her over, "I am surprised you wish to give the grippli a chance, you seemed fairly upset about her shooting Jonah earlier." He makes light conversation as he shakes his head at the sight of the death in the barrel. "The land will reclaim them when the time is right. This one here does not have the strength to be making graves... As unfortunate as that is."

The druid moves back to the center of the fortress and sits down. "We were offered sanctuary here for the evening. I have no qualms staying but I think we need to report back."


Iron Gods: Iron maps;

Once the southwestern tower and the lower northeastern towers are explored, Ingolf, and perhaps others of you, head towards the last tower under the attentive look of Zooif.

A16. Commander’s Quarters
A bookshelf lies face down in the northwestern corner of this wooden room, partially concealing a trap door beneath. In the opposite corner is a large bed with a noticeable bump under its rumpled sheets. A small table with two chairs sits in the southwest corner. Doors exit to the north and west.

The books here are primarily poetry and tales of adventure. Imported from Cheliax as entertainment for the militia members, they’re already moldering from the humidity and are of no particular value.

If you approach the bed you are able to discover the lumpy mass on it is a man. By his cloths and the room you found him, you deduce he must be the fort Commander, Marcus Pandellion. Atop his body lies a crude note written in Common.

Heal DC 14:

The corpse is less decomposed than the others... you think it has been preserved desiccated by the effect of some kind of poison.
and... K. nature DC 11
Spoiler:

You think the preservation is the result of spider venom!

Heal or Perception DC 19:

Performing a thorough inspection of the corpse you find an obsidian shard lodged in one of his ribs. The shard is too large to be a halfling spear point.

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Unwilling to sit idly in the courtyard while the others explore, Tonny clambers back up to the second floor as Ingolf opens another door.

Heal vs DC 14: 1d20 + 1 ⇒ (5) + 1 = 6
Perception vs DC 19: 1d20 + 7 ⇒ (7) + 7 = 14

”Hmm,” the half-elf muses as he reads the letter. ”Given what we have learned, it seems unlikely that the Song’o tribe is actually to blame. But is the river mentioned here a true motivation for this attack nonetheless?”


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah spends a few more seconds looking at the holy items. having no clue what is going on but definitely creeped out, he leaves and follows Ingolf to the next tower.

inside he examines the body as best as he can, having limited training in medicine.

heal: 1d20 + 1 ⇒ (3) + 1 = 4
perception: 1d20 + 5 ⇒ (2) + 5 = 7

Welp, he's definitely dead Jonah picks up the note. Definitely seems like someone is going out of their way to make it look like it was them, though. if they are trying to frame the Song'o, I don't think we can trust that the motivation given in the note is correct either. we need to find out who would gain from someone going after the Song'o in retaliation


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Adriana looks at the more obvious Chelaxian items and wonders how heavy the response to what happened at the fort will be, then shakes her head as she inspects the commander's quarters while Tonny and Jonah speculated about the note.

Heal: 1d20 ⇒ 8
Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Something is different about the body but she can't specify what it is and she doesn't really want to touch it, and as she makes for the entrance to find Splits and Ingolf to see if they could tell something she couldn't. she mentions in passing "Lizardfolk are our most likely culprits. It's just working out why."


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

"Good girl Ebba, you waited patiently!", Ingolf praised the boar when he returned downstairs.

Heal (DC 14): 1d20 ⇒ 2
Perception (DC 19): 1d20 + 2 ⇒ (15) + 2 = 17

He entered the commander's quarters and searched the man's body and looked around the room, but could find nothing else of interest. "Lizardfolk can be vicious, at least that's my experience."


Iron Gods: Iron maps;

Just to clarify, the Commanders Quarters, and the action itself is happening at the upper level map

Unaware of the hints the body might pose the group is surprised when hundreds of spiders start to crawl out of the bed sheets and climb Tonny and Adriana's legs after Jonah picks up the note!
blue

At their back the spider whose poison has preserved the commander's corpse let's herself down from the darkness of the ceiling!
red

Initiative:

Adrianna: 1d20 + 3 ⇒ (4) + 3 = 7
Ingolf: 1d20 - 1 ⇒ (6) - 1 = 5
Jonah: 1d20 + 4 ⇒ (10) + 4 = 14
Splits: 1d20 + 2 ⇒ (14) + 2 = 16
Tonny: 1d20 + 2 ⇒ (13) + 2 = 15
Foes: 1d20 + 3 ⇒ (8) + 3 = 11

The spider in the back is hanging from its net 10 feet over the ground, which means you have to jump 5' to reach it with close melee weapons.

Tonny: 7/9 hp
Ingolf: 9/11 hp
Jonnah: 9/11 hp
Surprise round: The spiders make appearance!
Round 1: Splits, Tonny, Jonah, Spiders, Adrianna, Ingolf

Map notes: squares with furniture are considered difficult terrain.
Climbing these walls will be DC 15 (25 if climbing at half speed instead of 1/4 speed)
Jumping 5' vertically is DC 20 (note +4 racial bonus for each 10' over 30' base speed, and -4 for each less)

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