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Kosh slowly lowers his crossbow, while keeping it level.
”Wot ‘appened to you?”, he says more softly. ”Ain’t you tired o’ livin’ on yer knees, beggin’ fer yer life? ‘At’s no life fer an yrch like us. We’re here to take ‘er down. You could help us, be yer own man again. Wot say you?”
Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13
Burning a Hero Point
Diplomacy: 1d20 + 3 ⇒ (15) + 3 = 18

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oof, Kosh swings DEEP on this one.
The orc looks at you and decides something. I'm not scared of anyone! You think you can do better. Fine, go after her. You take her down, leave me alone, and I'll say out of your way. He then takes the key off his neck and holds it out to you.
Take the key and leave or fight?

Kalvin Eliassen |

"Yes, any information you would be willing to give on her would be greatly appreciated. Does she have a large crew working for her? Are there any traps we should be wary of?" Kalvin asks the orc as he is handing the key to Kosh.

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The orc stands, looks at you all, and says, There will be some of my orcs. You can deal with them. Leave them alive if you can. After them, it's her toys. Some are not nice and all are horrors of their own. Good luck to you all. If you survive, I'll leave you be.
And with that, the orc gestures to the door for you to leave. You are on your own!

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You leave the orc as he sits back down leaving you to your mission. Back to the the main courtyard.
You see a bunch of ways to move forward into the fortress. Where do you want to go next?
map

Kalvin Eliassen |

Kalvin nods, "Mordack, that is a great idea. We can get a better look at their defences and hopefully sneak up on them!"

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Ed was out of communication. Gain an action point as a way to make up!
Most of the fortress is in a mountain, but there is a two story tower. Do you want to climb up to the top of that or climb in a second story window? Either way, time for an athletics check.
Map updated

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To the top of that athletics: 1d20 + 2 ⇒ (2) + 2 = 4
I think I hurt myself, so try again athletics: 1d20 + 2 ⇒ (9) + 2 = 11 with one of our grappling hooks or climbers kits, that might do it, otherwise if dc is 15, here is another go athletics: 1d20 + 2 ⇒ (20) + 2 = 22

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You all scurry up the tower. The paintings depict an elven woman of unnatural beauty, with raven hair, fully green eyes, and a mischievous smile dancing across her lips. With you perception, you see that the door is trapped and locked. there are stairs leading down. Where to next?

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”Not me”, says Kosh. ”Hafta take da stairs if dis lot can’t do it” He nods toward Mordack and Pai.
Waiting on an answer in the Discussion tab before proceeding

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It's a push door. What you can tell is its rigged to drop something into the room. You could try to do something crazy to cause it to happen from afar, but it won't be quite.

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”Roight, down da stairs wif you!”
With the others taking cover in the stairwell, Kosh tries to force the door open.
Athletics: 1d20 + 7 ⇒ (7) + 7 = 14
Burning a Hero Point
Athletics: 1d20 + 7 ⇒ (4) + 7 = 11

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You stand back and hope!
You attempt to jump out of the way, but don't quite make it.
trap damage, cold: 4d6 ⇒ (2, 2, 6, 5) = 15
brave is a good idea. Get a hero point
The doors open to reveal a bedchamber with a large bed opposite the door, flanked by a desk and a dresser. The heady scent of lilac hangs heavy in the air, emanating from a cone of incense that is still smoking faintly.
What do you want to do next?

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I thought Kosh was the only one opening the door, so just him. But now its done, everyone can roll perception to see what you see.

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Kosh is hit by the blast of cold, and curses up a blue streak.
Casting soothe at 2nd level
Healing: 2d10 + 8 ⇒ (7, 6) + 8 = 21
Perception: 1d20 + 8 ⇒ (8) + 8 = 16

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Nothing is trapped, and you can easily step in and look around. It
contains a bed, a dresser filled with robes and work aprons, a desk filled with personal effects and correspondence, and a chest. The chest doesn't look trapped. A door in the corner leads to the privy.
As you look through the correspondence, you find letters confirming the delivery of various shipments of alchemical reagents. Another piece of parchment contains a timeline of dates and notable occurrences; near the bottom, it shows the date that Bort’s caravan arrived in town with the note “Tied up loose end: merchant.” There are two entries beneath that line: one is dated yesterday, and reads, “The last reaction is in place.” The final entry does not have a date listed— that spot is blank—but it reads, “Mother avenged.”
While the clothes in the dresser are of good make, they are not particularly valuable. One of the drawers contains a mistform elixir and two lesser elixirs of life. The chest in the corner is closed but not locked. Inside are three sacks containing a large amount of coin (53 gp, 86 sp, 416 cp) There are also four moderate alchemist’s fire, two lesser tanglefoot bags, and a moderate fire energy mutagen.
Not much else here. Rest up more or go somewhere else?

Kalvin Eliassen |

I think we should keep exploring the rest of the area, unless anyone needs healing/wants to rest to get spells back. I'm good either way.

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Kosh gets a sour expression. ”Loose end”, he sneers. ”You’re gettin’ tied up next, lady!”
He loads his crossbow, and heads downstairs.
We secure the valuables. Doesn’t matter to me who holds them

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You head downstairs. The door swings open to reveal a well-appointed lounge. Off to one side, a pair of padded chairs sits in front of a fireplace lit with faintly glowing embers. Two bookcases flank the fireplace along the curved wall; they are filled with tomes, scrolls, and an assortment of odd and esoteric objects. Nearby, a staircase goes up to a second level, and a door stands partly open, leading into a kitchen.
What would you like to do in this room? map

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The bookcases contains a ledger that includes all of Vilree’s business dealings over the years, including all of the deals with Bort. While most of these dealings were ordinary in nature, she did place orders for large amounts of certain reagents. In the past year in particular, her orders got larger and larger, including a number of vile-sounding reagents such as corpse blood, essence of bile, and fester root.
There are a handful of diaries here from when Vilree was young; they detail the years after her mother, Silwyth’s, death, when she tried
to survive in a town that shunned her. The diaries end on the five-year
anniversary of Silwyth’s death, when Vilree decided to leave the town. She mentions that she found a new place to live and learn about her
mother’s work: a series of caves deep in the forest north of town.
As you spend any time going through the personal belongings, you
undoubtedly hear a racket coming from the kitchen
Among the curios and mementos on the shelves is a silver locket that contains a small painting of young Vilree. The locket is worth 5 gp.
In addition, there is a hand of the mage on one of the shelves, grasping a vial of lesser bravo’s brew.
You don't recognize anything too occult here, but you do find the above. What happens next?

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You sneak up to the door and listen. From inside you hear something in this kitchen is making a terrible racket; it sounds like a wooden spoon clattering against an iron pot.
What you do see when you look in is a small rotund homunculus mixing food. It is making something.... food is not a good word, but its the closest thing you can find as its doing it very badly.

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Ed's not dead! Had a bit too many irons in the fire, but we are ready to roll!
The homunculus panics and lets out a little squeek. Don't hurt me!
It slightly reaches for the nearest pot....

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Vilree! HELP ME! and the creature bolts for the door!
here is a picture of the creature picture
What do you do?

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Kosh shoots at the homunculus.
Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 ⇒ 6
He then draws his sword, and prepares for the creature’s approach.
Strike, Quick Draw, Ready Strike

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The homunculus isn't swayed by Mordack, and Kosh misses his attack. this freaks the creature out more. It rushes the stares past the group screaming, Help help! Its making for the first floor as it get there are just opens the door!
What happens next?

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Hero point or no? Want to try again or let it run?
Jeez, totally forgot that was a thing :-)
Attack: 1d20 + 2 ⇒ (6) + 2 = 8Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Also, please see note under Discussion