GM Glyn
|
Accepting the healing, Drake points his staff at the blue kobold, sending debris flying at it, only to miss the creature. A magic shield comes into existence in front of Drake.
Squall scrabbles to his feet and slashes at the blue kobold, critically hitting him with the first of two strikes. The creature collapses dead with the first strike. The Tengu is already hunting new prey as he turns to the Green kobold.
Marguerite controls the spiritual dagger, strike repeatedly at the kobold king. The first two strikes hit the king, wounding him. The kobold yelps from the pain, looking angry. The third misses.
Galesong calls out ” The kobold king is nothing but a petty tyrant whose reign will be short and forgotten just like the king himself!” This cutting jab inspires the bard’s allies and lingers in the air. Unfortunately, the rocks the bard telekinetically slings at one of the guards miss.
Galesong
◇ Lingering Composition DC 19 : 1d20 + 9 ⇒ (14) + 9 = 23
◆Courageous Anthem +1 status to attacks, damage, and fear saves.
◆◆Telekinetic Projectile w/+1bard: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17 to hit, damage w/+1bard: 3d6 + 1 ⇒ (5, 6, 5) + 1 = 17 Bludgeoning
Djala and R!Kktik can still act, Courageous Anthem +1 to hit, damage, save vs fear
(Does Drake take the healing? Does Squall stand up? Does the kobold king continue to burn? Stay tuned for the answers!)
Galesong AC18 (36hp) (Courageous Anthem +1 to hit, damage, save vs fear 3r)
* R!Kktik AC19 (23/30hp)
Drake AC18(19) (29hp) (light. Mystic Armor)(? DC21 will resist healing)
King Merlokrep purple (-19-11-9= -39hp) (persistent fire 2pt)
Kobold Red (-12= -12hp)
Kobold Green (-2-8+10= 0hp)
Kobold blue (-12-18= -30hp) (dead)
Kobold Orange (0= 0hp)
Round 2 B
Squall AC20 (36/42hp) (light)
Marguerite AC18 (29hp) (light)
Djalamora Vestrilavia
|
Djala seems to have disappeared from the initiative tracker. She used to be after Marguerite.
Djala slashes at the Red kobold as it swings at Tik again.
RS glaive: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29 for slashing, holy: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 plus deadly, if relevant: 1d8 ⇒ 3
She eyes the placement of the group and takes a step forward onto the body of the fallen blue kobold to be within 10 feet of everyone, including the king. Taking advantage of that placement, she tries to bring him down, hoping to demoralize the remaining kobolds.
glaive 1: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 for slashing, holy: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 plus deadly, if relevant: 1d8 ⇒ 6
Hero Point
glaive 1: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
glaive 2: 1d20 + 10 - 5 + 1 ⇒ (14) + 10 - 5 + 1 = 20 for slashing, holy: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 plus deadly, if relevant: 1d8 ⇒ 5
I think all of us were within 30 feet of the kobold king? Could we have gotten the healing, too?
GM Glyn
|
Djala seems to have disappeared from the initiative tracker. She used to be after Marguerite.
Djala slashes at the Red kobold as it swings at Tik again.
[dice=RS glaive]d20+10+1 for [dice=slashing, holy]d8+4+1 plus [dice=deadly, if relevant]d8
She eyes the placement of the group and takes a step forward onto the body of the fallen blue kobold to be within 10 feet of everyone, including the king. Taking advantage of that placement, she tries to bring him down, hoping to demoralize the remaining kobolds.
[dice=glaive 1]d20+10+1 for [dice=slashing, holy]d8+4+1 plus [dice=deadly, if relevant]d8
Hero Point
[dice=glaive 1]d20+10+1[dice=glaive 2]d20+10-5+1 for [dice=slashing, holy]d8+4+1 plus [dice=deadly, if relevant]d8
I think all of us were within 30 feet of the kobold king? Could we have gotten the healing, too?
(Cut and Paste error on my part left Djala off the init track. Correction below)
Critical hit on red kills him.
One Regular hit on the king. Still up.
(While everyone was within 30 of the kobold king healing, at the time only Drake was wounded.)
R!KKtik can still act
Round 3 A
Galesong AC18 (36hp) (Courageous Anthem +1 to hit, damage, save vs fear 3r)
* R!Kktik AC19 (23/30hp)
Drake AC18(19) (29hp) (light. Mystic Armor)(? DC21 will resist healing)
King Merlokrep purple (-19-11-9= -39hp) (persistent fire 2pt)
Kobold Red (-12= -12hp)
Kobold Green (-2-8+10= 0hp)
Kobold blue (-12-18= -30hp) (dead)
Kobold Orange (0= 0hp)
Round 2 B
Squall AC20 (36/42hp) (light)
Marguerite AC18 (29hp) (light)
* Djalamora AC19 (35/42hp) (light)
(Just a correction from last post, have not processed the turn for today yet.)
| R!Kktik |
With two of his companions attacking the king, R!Kktik quickly mixes another dread ampoule and throws it at Merlokrep, scoring a direct hit. He chitters in triumph and draws another versatile vial.
Bomb attack, including courageous anthem and item bonus: 1d20 + 8 + 1 + 1 ⇒ (20) + 8 + 1 + 1 = 30
Boom!
Mental damage, including courageous anthem and splash: 2d6 + 1 + 2 ⇒ (4, 5) + 1 + 2 = 12
If that's a crit, he's also Frightened 2.
GM Glyn
|
As a reaction, Djala slashes the red kobold for having hit Tik, The glaive cuts the red kobold critically, ending its life.
Stepping forward, Djala attacks the kobold king with a heroic effort; she hits him once and misses with the second strike. The king is bloody and indignant that the interlopers are attacking the king of the kobolds!
R!Kktik keeps the pressure on King Merlokrep by critically hitting him with a mind-blasting bomb!
Merlokrep’s eyes cross as he holds his head, trying to clear the pain and fear.
Focusing on the moment, the frightened king drops to his knees, snatching the crown off his head and throwing it to the ground. King Merlokrep’s image blurs and changes to that of a female kobold in robes ” Don’t kill me! I’m Jekkajak the Truescales religious leader. Let me live and I’ll tell you where the real king went!” She begs for her life. The persistent fire burns her once more before going out.
Ignoring the heroes, the two guards stare in horror at Jekkajak, having been deceived by her as well. Both of them yell ” Traitor! Murderer! ” they move to attack.
In anger, the Green kobold strides up the steps, slashing at the frightened, prone Jekkajak with his flying claw weapon. The first strike misses, but the second hits, killing the false king.
Djala could use her retribute strike to interfere with the guard’s attack.
The Orange Kobold, equally as angry, joins the green kobold on the throne dias and attacks Jekkajak's body, missing with both attacks.
flat check persistent fire: 1d20 ⇒ 18
Green kobold vs Jekkajak
◆ stride
◆ Flying talon attack: 1d20 + 10 ⇒ (6) + 10 = 16 to hit damage: 1d4 + 3 ⇒ (3) + 3 = 6 piercing
◆ Flying talon attack: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19 to damage: 1d4 + 3 ⇒ (3) + 3 = 6 piercing
Orange kobold vs Jekkajak
◆ stride
◆ Flying talon attack: 1d20 + 10 ⇒ (5) + 10 = 15 to hit damage: 1d4 + 3 ⇒ (3) + 3 = 6 piercing
◆ Flying talon attack: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7 to damage: 1d4 + 3 ⇒ (1) + 3 = 4 piercing
The Guards are trying to kill the false king!
Everyone can act, Courageous Anthem +1 to hit, damage, save vs fear
Round 4 A
Galesong AC18 (36hp) (Courageous Anthem +1 to hit, damage, save vs fear 2r)
* R!Kktik AC19 (23/30hp)
Drake AC18(19) (29hp) (light. Mystic Armor)
Jekkajak purple (-19-11-9-6-12-2-6= -65hp) (Frightended 1)
Kobold Red (-12-17= -29hp) (dead)
Kobold Green (-2-8+10= 0hp)
Kobold blue (-12-18= -30hp) (dead)
Kobold Orange (0= 0hp)
Round 3 B
Squall AC20 (36/42hp) (light)
Marguerite AC18 (29hp) (light)
* Djalamora AC19 (35/42hp) (light)
GM Glyn
|
As a reaction, Djala slashes the red kobold for having hit Tik, The glaive cuts the red kobold critically, ending its life.
Stepping forward, Djala attacks the kobold king with a heroic effort; she hits him once and misses with the second strike. The king is bloody and indignant that the interlopers are attacking the king of the kobolds!
R!Kktik keeps the pressure on King Merlokrep by critically hitting him with a mind-blasting bomb!
Merlokrep’s eyes cross as he holds his head, trying to clear the pain and fear.
Focusing on the moment, the frightened king drops to his knees, snatching the crown off his head and throwing it to the ground. King Merlokrep’s image blurs and changes to that of a female kobold in robes ” Don’t kill me! I’m Jekkajak the Truescales religious leader. Let me live and I’ll tell you where the real king went!” She begs for her life. The persistent fire burns her once more before going out.
Ignoring the heroes, the two guards stare in horror at Jekkajak, having been deceived by her as well. Both of them yell ” Traitor! Murderer! ” they move to attack.
In anger, the Green kobold strides up the steps, slashing at the frightened, prone Jekkajak with his flying claw weapon. The first strike misses, but the second hits, killing the false king.
Djala could use her retribute strike to interfere with the guard’s attack.
The Orange Kobold, equally as angry, joins the green kobold on the throne dias and attacks Jekkajak's body, missing with both attacks.
flat check persistent fire: 1d20 ⇒ 16
Green kobold vs Jekkajak
◆ stride
◆ Flying talon attack: 1d20 + 10 ⇒ (6) + 10 = 16 to hit damage: 1d4 + 3 ⇒ (3) + 3 = 6 piercing
◆ Flying talon attack: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15 to damage: 1d4 + 3 ⇒ (1) + 3 = 4 piercing
Orange kobold vs Jekkajak
◆ stride
◆ Flying talon attack: 1d20 + 10 ⇒ (10) + 10 = 20 to hit damage: 1d4 + 3 ⇒ (4) + 3 = 7 piercing
◆ Flying talon attack: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7 to damage: 1d4 + 3 ⇒ (2) + 3 = 5 piercing
The Guards are trying to kill the false king!
Everyone can act, Courageous Anthem +1 to hit, damage, save vs fear
Round 4 A
* Galesong AC18 (36hp) (Courageous Anthem +1 to hit, damage, save vs fear 2r)
* R!Kktik AC19 (23/30hp)
* Drake AC18(19) (29hp) (light. Mystic Armor)
Jekkajak purple (-19-11-9-6-12-2-6= -65hp) (Frightended 1)
Kobold Red (-12-17= -29hp) (dead)
Kobold Green (-2-8+10= 0hp)
Kobold blue (-12-18= -30hp) (dead)
Kobold Orange (0= 0hp)
Round 3 B
* Squall AC20 (36/42hp) (light)
* Marguerite AC18 (29hp) (light)
* Djalamora AC19 (35/42hp) (light)
| Marguerite Ruysch |
◆ Her Holy dagger strikes the Green Kobold: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20for: 2d8 + 1 ⇒ (8, 3) + 1 = 12
◆ Her Holy dagger strikes the Green Kobold: 1d20 + 9 + 1 - 5 ⇒ (3) + 9 + 1 - 5 = 8for: 2d8 + 1 ⇒ (1, 4) + 1 = 6
◆ Her Holy dagger strikes the Green Kobold: 1d20 + 9 + 1 - 10 ⇒ (18) + 9 + 1 - 10 = 18for: 2d8 + 1 ⇒ (7, 4) + 1 = 12
Seven more rounds for Spiritual Armament
| Drake Stormrider |
Drake shouts at the green kobold, "Get out of here while you still can! You have been tricked by your own leader and won't survive if you stay!". As more incentive to back up his shout, Drake focuses through his staff and sends debris flying at the green kobold.
◆Demoralize: 1d20 + 1 ⇒ (16) + 1 = 17
◆◆Telekinetic Projectile: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 283d6 + 1 ⇒ (3, 4, 3) + 1 = 11
| "Squall" Blacktail |
It sounds like it's up to Djala's reaction whether the false king has any hope of surviving the guard's attack?
Squall is uncertain whether he and his companions can prevent Jekkajak from being summarily murdered by the outraged guards, but she's begged for her life, so he does his best to interfere. He sheathes one of his blades, and rushes forward to try to pull one of the kobolds away from the throne.
◆ Interact to stow shortsword
◆ Stride
◆ Reposition vs. Orange [since Green is probably not surviving the two casters' attack]: Athletics (T): 1d20 + 9 ⇒ (8) + 9 = 17 (If successful, he'll pull the kobold west one square, off the dias.)
GM Glyn
|
It sounds like it's up to Djala's reaction whether the false king has any hope of surviving the guard's attack?
(I am using death and dying rules for Jekkajak. She is at dying 1 currently, even with Djala's reaction. You can save her if the other kobolds don't kill her first. I reread the death and dying rules. There is no rule for if your hit points are dropped to exactly zero as being unconscious. You hit zero you are dying, unless the damage was non-lethal.)
Djalamora Vestrilavia
|
Djala blinks as the king disappears in front of her, but reflexively blocks the attack from the Green Kobold.
RS glaive: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24 for slashing, holy: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 plus deadly, if relevant: 1d8 ⇒ 4
"She needs to explain herself before killing her out of hand!"
She moves closer to the fallen kobold, still keeping an eye out for treachery. Gingerly, she reaches out a hand to heal her wounds somewhat.
Battle Medicine, Assurance: 2d8 ⇒ (7, 1) = 8 healing
Then reassumes her defensive position to deflect further attacks.
↺ Reactive Strike
◆ Stride
◆ Battle Medicine
◆ Hand back on the glaive
GM Glyn
|
Reaction: Djala reflexively blocks the attack from the green kobold, blocking some of the damage to the false king and striking the green kobold.
Marguerite directs her holy spiritual dagger to attack the green kobold. It hits the first time out of three attacks, severely wounding the kobold.
Drake shouts at the green kobold fighting him as the wizard follows up with strikes from flying debris telekinetically thrown. The Green kobold drops dead from too many wounds.
Uncertain they can save Jekkajak, Squall stows his shortsword, moves up, and tries but fails to shift the Orange kobold off the dias.
Yelling that Jekkajak needs to explain herself before they kill her, Djala moves closer and treats the false king's wounds with her battle medicine and quickly restores her grip on her glaive.
Jekkajak’s eyes snap open, and she crawls away from the Orange attacker, ” I am not a Traitor! I was covering for King Merlokrep! Don’t kill me! He fled into the deeper tunnels with loyal guards before the adventurers could find him and foil his plans.”
The Orange kobold stops attacking in disgust.
Galsong whistles ” So the king is a coward fleeing before us! “
(The kobolds have stopped fighting, You can continue attacking or not.)
Round 5 A
* Galesong AC18 (36hp) (Courageous Anthem +1 to hit, damage, save vs fear 2r)
* R!Kktik AC19 (23/30hp)
* Drake AC18(19) (29hp) (light. Mystic Armor)
Jekkajak purple (-59-1+8= -52hp) (Frightended 1)(wounded 1)
Kobold Red (-12-17= -29hp) (dead)
Kobold Green (-12-12-11= -35hp) (dead)
Kobold blue (-12-18= -30hp) (dead)
Kobold Orange (0= 0hp)
Round 4 B
* Squall AC20 (36/42hp) (light)
* Marguerite AC18 (29hp) (light)
* Djalamora AC19 (35/42hp) (light)
Djalamora Vestrilavia
|
Djala readies an attack in case the Orange kobold changes their mind, but does not attack herself.
"What are the king's plans, Jekkajak?" she asks, looming over their shoulder, glaive at the ready. "And where are the other prisoners you took?"
GM Glyn
|
Looking grim the Orange kobold steps back no longer threatening anyone.
Djala questions Jekkajak about the king’s motives and about any prisoners.
Sighing Jekkajak sits up, ”Your rampage scared king Merlokrep, he felt he was not ready to confront your group, so he and a handful of loyal kobolds entered the deeper levels following dreams and visions of where to go to make his crown even more powerful. Only Vreggma and myself knew of his plan. The only thing keeping the remaining kobolds here was the potential glory of defeating your party of adventures and the belief that king Merlkrep was here. He was right to flee your group.”
Taking a breath she continues ” There is only one personer left. They are in the sacrifice chamber. There was not enough time to perform the ritual before the king left.” She points down to the tunnel leading eastward from the throne room. ” The King’s Quarters is the other chamber that way, you will find Vreggma the king’s consort there. She was furious when the king fled for the tunnels below.”
Galesong grins ” Good news that means Colbrin Jabbs lives!”
Status: (~10:15am)
Galesong AC18 (36hp)
R!Kktik AC19 (23/30hp)
Drake AC18(19) (29hp) (light. Mystic Armor)
Jekkajak purple (-59-1+8= -52hp) (wounded 1)
Kobold Orange (0= 0hp)
Squall AC20 (36/42hp) (light)
Marguerite AC18 (29hp) (light)
Djalamora AC19 (35/42hp) (light)
| R!Kktik |
"Give us the crown. Now." The ratfolk looks to the rest of the party. "Now what? We need to get after the king, but we should do something with this lot." Djala probably won't let us just slit their throats, even though that's our best option.
GM Glyn
|
R!Kktik demands the crown now and asks what they should do with this lot of kobolds with a look of contempt.
Jekkajak points at an ordinary-looking hat on the ground where she threw the crown after surrendering and breaking the deception, ” King Merlokrep has the real crown, that is a hat of disguise (greater).” She also surrenders her dagger, a heartripper blade ” Spare me and I will take the remaining Truescales from this region.”
Galesong moves to the next room, looking for Colbrin, the last remaining prisoner. He finds the man tied up and gagged in a rusty cage in an unadorned chamber next to a gruesome, bloodstained altar in the room's center. ” Colbrin! We are here to take you home, buddy!” The halfling bard quickly works to free the weakened human, who is in poor condition, suffering from malnutrition. He begs the group to escort him back to Falcon’s Hollow. Galesong reassures the man ” We’ll get you back to town, don't worry. You're safe now.”
Looking in the other chamber, you find the King’s Quarters. Bricks of old, mold-ridden incense keep this cozy chamber heated. In one corner of the room lies a tousled wolfskin bed. A stone table is piled high with knocked over and empty jewelry boxes and displays. Several chunks of polished obsidian are stacked haphazardly against one wall, forming a bizarre half-mirror.
A blue-scaled female kobold, looking furious at her betrayal, holds up her little scaly hand to the heroes, ” I was just leaving and won’t be a bother! That fool Merlokrep didn't leave much treasure behind, but you are welcome to it. If you see him, please stab him with that silly spiky hat for me, tell him ‘with love from Vreggma!’ Merlokrep is the real troublemaker. If he isn’t put down soon, he will surely cause trouble far beyond Darkmoon Vale.”
Searching the room, you can tell someone went through the room’s contents quickly and made off with several objects. You do find a few items scattered about: eight bracelets worth 1 sp each, three necklaces worth 2 gp each, a bent tiara worth 8 gp, and a shiny, dwarven forged magic rapier wrapped in a cloth.
Status: (~10:15am)
Galesong AC18 (36hp)
R!Kktik AC19 (23/30hp)
Drake AC18(19) (29hp) (light. Mystic Armor)
Jekkajak purple (-59-1+8= -52hp) (wounded 1)
Kobold Orange (0= 0hp)
Squall AC20 (36/42hp) (light)
Marguerite AC18 (29hp) (light)
Djalamora AC19 (35/42hp) (light)
| Drake Stormrider |
"I think you should get out of here and leave the region. I'm sure you can find somewhere a little less exciting to live." Drake says to the kobolds.
"Let's try to get back to town with Colbrin and Galesong and figure up our next move with the King."
Djalamora Vestrilavia
|
Djala accepts the kobolds' promise to leave the area, allowing them to retreat. She checks over Colbrin, cleaning old wounds and setting up a litter to carry him back to town, if he would like that.
Treat Wounds, Assurance: 2d8 ⇒ (2, 8) = 10 healing
"Let us return to the village and take our rest. With the strength restored by a night's reprieve, we shall be well prepared to confront this so-called king and see justice done."
| "Squall" Blacktail |
Squall agrees that returning Colbrin to town so that he can recover in safety is the top priority. He wants to return as soon as possible to hunt down Merlokrep before the kobold king can cause more trouble, but is willing to put up with a brief delay if the party feels they need to make more preparations first.
((i.e, sleep, heal, refresh spells & such, and any critical shopping they can do quickly.))
| "Squall" Blacktail |
((Thought of one other thing Squall would try.))
Squall picks up the magic sword, and after making some avian noises of surprise and annoyance, puts it down again. He informs the others about what the voice shouted in his head, and then steels himself to pick it up once more.
"I'm not one of Droskar's spiritual slaves," he insists when the voice starts berating him again. "We ran into one of those, and we slew him, at great risk to ourselves. We should work together to clear this place of its corruption. How can we prove to you that we're not your enemies?"
Diplomacy: 1d20 + 6 ⇒ (1) + 6 = 7
Hero Point!
Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22
GM Glyn
|
Hearing Jekkajak’s plea, Drake suggest the kobolds should leave the region, and the group escort Colbrin back to town.
Djala accepts the kobold’s promise to leave the area and checks over Colbrin, his poor condition and malnutrition are main concerns that will take days of rest to recover. The Champion heals any physical wounds, but some conditions take longer to heal. Colbrin would very much like an escort back to town ” I would very much appreciate an escort back to town, though that is where these creatures snatched me from in the first place! I was waking home after closing shop and they set upon me in the dark!”
Galeson pats Colbrin on the shoulder, ” We will get you to Falcons’ Hollow!”
R!Kktik grumbles about Justice, but his eyes shine brighter when loot is mentioned.
Squall is in agreement about returning Colbrin to town, but wants to hunt down Merlkrep as soon as is ready.
Taking some time to examine the intelligent magic rapier, Squall tries to reason with it claiming they are not followers of Droskar and that they slew one of his spiritual slaves at great risk.
The sword speaking telepathically humps dismissively :: That is hard to believe since you carry a soul chain! It is more believable that your master was slayed and you are only waiting until dust for it to respawn before you feed this Colbrin’s soul to the growing chain! Also, why else would you let the kobold go when their king is trying to complete a Droskar artifact! You are no better than the worshippers of Droskar!::
The sword pauses for a moment before trying to appeal to the group :: I swore an oath to Cayden Cailean to eradicate the Droskar cult here. If you want to prove you are not enemies then destroy the soul chain, renounce Droskar, and join me in eradicating the Droskar influence here for Cayden Cailean!::
(You’ve learned that the spike chain is actually a cursed Soul Chain; each link is forged with a soul of a victim killed by the forge-spurned monster. The Forge-spurned will rise up again at the next sundown until the soul chain is destroyed. You also, learn that the Dwarven rapier is a intelligent item +1 striking shifting rapier that hosts the soul of a dwarven rogue Azarim who died )
Status: (~10:25am)
Galesong AC18 (36hp)
R!Kktik AC19 (30hp)
Drake AC18(19) (29hp) (light. Mystic Armor)
Squall AC20 (42hp) (light)
Marguerite AC18 (29hp) (light)
Djalamora AC19 (42hp) (light)
| "Squall" Blacktail |
"I gladly and emphatically renounce Droskar!" Squall says readily. "How do we destroy the soul chain? Is physical force enough, or do we need to do meet some special condition to break it? And can the trapped souls be released safely, so that they can finally move on to the Boneyard?"
Also, is there a way to remove the runes from the spiked chain before (or after) destroying it? Or does the whole thing have to go?
Djalamora Vestrilavia
|
"I will not renounce the claim my goddess has on my heart, but I do most fervently forswear all possible allegiance to Droskar. As friend Squall has said, how may we destroy this foul artifact and put the souls of those long trapped within to rest?"
Diplomacy to aid Squall?: 1d20 + 8 ⇒ (10) + 8 = 18
GM Glyn
|
Squall eagerly renounces Droskar and inquires how best to destroy the soul chain.
Djala fervently forswears all possible allegiances to Droskar and is interested in how to put the souls within the chain to rest. Azarim is fine with followers of Shelyn.
Azarim prefers to be wielded by people of good character, particularly those who worship Cayden Cailean, she’s open-minded and eager to work with any who seeks to oppose corrupting or toxic traditions in society, particularly those who work against the influence of the cult of Droskar. The sword mentally shrugs as she thinks :: I don’t know, try a big hammer:: The rapier shifts into a Warhammer!
The soul chain proves surprisingly easy to damage with the right tools and can be destroyed with enough repeated blows from Warhammer-Azarim. As each chain link is destroyed a soul is released, and the runes can be recovered from the debris once the Soul chain is destroyed.
[The soul chain (Hardness 5, HP 20, BT 10)]
( I couldn’t find any rules about runes and destroyed items, discussions leave it up to the GM, but point out that the lost of runes can have a big impact on character wealth and power)
Status: (~10:25am)
Galesong AC18 (36hp)
R!Kktik AC19 (30hp)
Drake AC18(19) (29hp) (light. Mystic Armor)
Squall AC20 (42hp) (light)
Marguerite AC18 (29hp) (light)
Djalamora AC19 (42hp) (light)
| "Squall" Blacktail |
Squall readily admits that he is not a particularly religious person, but working with Djalamora has given him a deeper appreciation for those who are. And he does feel very strongly about ridding this place of the corrupting influence of Droskar's cult. The tengu sets about methodically destroying the soul chain with Azarim's help, and seems eager to keep working with the rapier when she reverts to her preferred shape afterward.
| Drake Stormrider |
As the group returns to town, Drake heads to his office. As he walks in a grey tabby cat rubs against his leg in greeting. "Where have you been Shadow? Could have used you on this last investigation with a crazy kobold king and magical crown. Well, I guess you will be coming along for the rest of it."
Drake goes into town hoping to find a useful item that would help him in the coming days, with Shadow following along with him, sometimes climbing up into Drake's bag as Drake goes through the stores and stalls. After he purchases a new wand Drake begins looking around town for his companions to see what the plan is going forward.
GM Glyn
|
(Appoligies, I failed to notice that my post failed to stick on friday.)
The kobolds are quick to abandon the tunnels, taking only what they can carry. By the time the group returns to the surface and exits the monastery, there are no signs of any kobolds left.
Azarim back in rapier form sounds cheerful as she thinks, :: It’s been a while since I’ve felt the sun and wind. Look at the monastery, it's in ruins! It’s only been about a month or two since it began infiltrating the Droskar’s Crucible cult! ::
Upon exiting the dungeon, Colbrin seems more hopeful and brightens a bit ” It feels like I’ve been down there for months, but I know it's at most a week or two. I hope my butcher shop is still in one piece, though I can’t imagine it smells too good.”
Galesong is cheerful, speaking with Colbrin ” We rescued Barlus several days ago. Unfortunately, you got captured by the kobolds when we escaped. Don’t worry about the shop, Barlus and I will help you until you get back on your feet.”
Having passed through the Darkmoon forest several times, the group knows the way to Falcon Hollow without getting lost. You do run across a pair of moon snakes, but they are no match for a group of your experience. Making good time, you reach Falcon Hollow as the sun is setting. Galesong insists on taking Colbrin to Barlus’s place for healing on recovery and will join you later.
News travels quickly through town that the heroes have returned, and for several days, everyone wants to hear of your adventure with offers of free drinks and meals at the Sitting Duck tavern. You barely have time to take care of adventure business like shopping and having magic runes moved between weapons.
( looks like the shopping and rune reallocation is pretty much being taken care of in the discussion forum. Is there anything else the group wishes to do in town? Are you planning to head back as soon as the gear is taken care of?)
| R!Kktik |
One vote for heading back as soon as possible.
After getting his eyepiece, Tik spends some time working with the other mill mechanics to get them up to speed, because he's pretty sure he's not going to go back to that. Even if he doesn't continue to adventure after this is settled, if he survives he's thinking about going into business as an alchemist.
| Drake Stormrider |
Ready to head back out so that the king doesn't get to settled.
| "Squall" Blacktail |
Squall agrees wholeheartedly with Azarim about being back in the sun and open air. He spends part of the journey back to town telling Azarim about what he and his companions have accomplished since first setting out together from Falcon's Hollow.
And I'm good with getting back to the dungeon as soon as shopping is done and whatever rest people need to refresh spells and such.
GM Glyn
|
Galesong waves off the offer of the onyx dog, ” No you're the heroes, you rescue Colbrin, Barlus, and myself from the kobolds. I am planning to help Colbrin until he is recovered and then travel back to Olfden town and let relatives know what happened to my original party. I’m glad you are going back after the kobold king Merlokrep. He's bad news, but I feel there is a deeper evil in that mountain.”
Tik finds a magic crafter’s eyepiece from the half-orc artist Deveera at the Woodwil workshop in town.
Marguerite and Djala purchase healing potions and scrolls from Lady Cirthana at the temple of Iomedae.
Marguerite finds a pair of magic glasses while browsing the cluttered labyrinthine shelves of the Goose ‘n’ Gander.
Drake makes a deal with the recluse human wizard Sharvaros who lives in a stone tower overlooking Falcon’s Hollow.
Squall finds a set of doubling rings at the high market and is able to get any weapon runes moved by Thuldrin’s private blacksmith who works only for the High market.
In the evening before heading back to Droskar’s Crucible, your group of five are gathered around a table at the Sitting Duck tavern going over supplies and plans for descending deeper in the complex.
Azarim pouts telepathically to the group :: It's a shame as a sword, I can’t drink, the beer here looks to be a good dwarven stout. Why I could drink a keg dry in one sitting.::
The doors to the Sitting Duck are slammed open as a panicked middle aged human worker bursts into the room and up to the bar ”I need a drink now! Make it a strong one! The dead are walking around and nobody cares!”
A group of lumber mill workers having a drink comment with a laugh ” Sure Verrin, and last week it was wolves with glowing eyes, and the week before that it was talking birds. Everyone knows you are just a crazy old fool, Verrin. That’s why the only job folk trust you with is cemetery’s caretaker.” The workers go back to their drinks ignoring Verrin as they chuckle.
Wild-eyed Verrin tries to explain ” But the dead … they are … crawling out of their graves…” The patrons just wave Verrin away ignoring him.
Dejected Verrin looks around, recognizing your group as the new town heroes. With hope he comes over to your table ” Someone needs to do something!”
Djalamora Vestrilavia
|
Djala retreats back to the artists' commune to refresh her soul with creativity while her glaive is worked on.
----
The elf sits bolt upright as Verrin explains what's happened. Walking dead are not something to be trifled with... She pulls out a seat for the human and shoves her drink at him.
| Drake Stormrider |
While relaxing at the table, Drake sets a small saucer of milk onto the floor next to his chair, setting Shadow on the ground to let him enjoy a small treat.
As Verrin bursts in and shouts to the tavern, Drake motions for him to sit. "Verrin, if what you say is true, we may be dealing with a necromancer of some power. I don't think we should dismiss this out of hand. I think we should go check it out!"
| R!Kktik |
R!Kktik clicks his teeth together. "Tcha! Remember the first night we camped in the monastery? Marguerite and I saw some kind of walking dead kobold in the courtyard--it just shambled around for a bit and then walked away. Maybe this is related!"
Djalamora Vestrilavia
|
"I have forgotten about that incident. We should definitely investigate the graveyard. One cannot be too careful with undead creatures. Friend Verrin, is there more that you can tell us about what you have seen?"
She gathers up her belongings in preparation.
GM Glyn
|
R!Kktik, knowing Verrin’s reputation for being prone to strange outbursts, but mostly harmless, calls the Grave digger over to them to get a clearer story from him.
Looking more hopeful, Verrin shuffles over to the table. Verrin is short and slender, with narrow shoulders and poor posture, but his muscles are wiry from digging graves. His sloppily shaved face bears a few razor nicks. Dark circles rim his dull, gray eyes, which linger uncomfortably on whoever is talking to him. He speaks up ” I saw a dead sorcerer once.”
Sitting bolt upright, Djala pulls a chair out of Verrin and shoves her drink at him.
Verrin takes a seat and downs the drink in one long swig, wiping his mouth, he continues, ” The sorcerer was just dead, not moving around like the dead in the graveyard. The bodies, some nothing but bones and some half rotted, just started pulling themselves from their graves and started walking around without so much as a ‘how do you do?’ I had nothing to do with it. I don’t recall the name of any of the dead ones, not that they said anything. I locked the cemetery gate before running to town for help, but no one believed me. Do you believe me?”
Everyone would know that the cemetery is a brisk 15-minute walk north of town, situated in a small depression between hills and surrounded by a wrought-iron fence that has seen better days. When the town funded the cemetery’s construction decades ago, it spared no expense. Since then, its upkeep has been left to Verrin’s family. Verrin is the last of his line, having inherited the role of gravekeeper from his great-grandfather. He lives alone in a shack at the edge of the cemetery.
Drake rubs the head of his new familiar as it laps up milk from a saucer, suggesting to Verrin that they may be dealing with a necromancer, and he’s willing to check it out.
Verrin looks worried ” I haven’t buried any necroman. Sounds bad.”
R!Kktik recalls the walking dead kobold in the courtyard, the first night the group camped at the monastery ruins, wondering if it is related.
| "Squall" Blacktail |
Religion: 1d20 + 2 ⇒ (7) + 2 = 9
Squall looks concerned by Verrin's news, but lets the others handle trying to calm down the gravedigger enough to tell his story. The tengu knows little about undead, but he has found his recent encounters with them unnerving, to say the least.
After a moment of weighing the pros and cons of getting involved, Squall nods to himself, and says. "If there are undead that close to town, that's an even more urgent threat than Merlokrep. And we're probably the people best equipped to check it out."
Djalamora Vestrilavia
|
Religion: 1d20 + 6 ⇒ (4) + 6 = 10
Djala doesn't recall anything of note about walking dead.
"Agreed, friend Squall. Let us adjourn to the graveyard and attend to this problem."
She stands, tugging her armor into place and heads for the door.
| Drake Stormrider |
Drake racks his brain, trying to recall anything he has read about the undead, based on the description that Verrin has given the group.
Religion: 1d20 + 6 ⇒ (16) + 6 = 22
"Based on what you are telling us Verrin, it sounds like we are dealing with zombies and skeletons, though a festrog isn't out of the question."
Religion (information on a festrog): 1d20 + 6 ⇒ (13) + 6 = 19
GM Glyn
|
Squall urges the group to check out the undead threat due to the proximity to town and urgency.
Djala agrees with Squall ready to head out the door.
Drake repeats what he knows about zombies and skeletons. Adding what he knows about festrog ”Undead spawned from corpses of those who died of illness or starvation and twisted by negative energy, festrogs display a viciousness that rivals other undead. They resemble decaying humanoids, but with elongated arms, teeth, and bone-like spikes protruding from their upper backs. Festrogs' tendency to run on all fours has led to them gaining the moniker dog-ghouls, causing the unwary to mistake them for mindless predators”
Treating Verrin’s warning seriously, the group prepares quickly and heads to the cemetery as brisk 15 minute walk from town. The evening is clear and cool with enough moon light to provide dim visibility along the path. (Do you bring Verrin with you?)
As the group approaches the cemetery, raspy groans, clattering bones, and unnerving growls confirm Verrin’s stories before you round the final bend in the narrow road leading to the cemetery.
Arriving at the cemetery you see a shambling, scuttling pack of skeletons and zombies clumped pushing against the cemetery fence on the northern side, opposite from the locked gates.
This mass of undead consists of a mixture of animated skeletons and fleshy corpses. Individually, these undead are a minor threat to a party of your experience, but a mob of shambling undead is a much more dangerous threat. (Facing a Troop of undead, treated as one creature.)
The cemetery’s rusting fence is missing a few bars. It’s enough to hold back mindless undead for a while, but not the determined efforts of thinking undead or adventures.
The undead have not noticed your group yet. The gates are currently locked, it can be climbed or you can try to squeeze through where the fence is missing bars.
Status:
R!Kktik AC20 (54hp)
Drake AC19(20) (36hp) (light. Mystic Armor)
Squall AC21 (42hp) (light)
Marguerite AC19 (36hp) (light)
Djalamora AC20 (54hp) (light)
| "Squall" Blacktail |
It looks like Tik's and Squall's HP are wrong (Squall has 54 now).
I'll try to make an actual post later on today.
| Marguerite Ruysch |
Is the gate near us? Can it be unlocked? If so, then Marguerite will try (Thievery +9)
| Drake Stormrider |
"What's the plan? I don't think they have noticed us, but that is a lot of undead. Should we swing around to the north side and blast them through the fence, make it a little more difficult for them to get to us?" Drake whispers to the group.
He reaches into his pack and pulls Shadow out. "Swing around the east side and find a tree to climb to keep an eye on the creatures. Stay safe and out of sight until we deal with this." Drake whispers to Shadow in fey. Shadow seems to nod and slinks off to the east side of the graveyard, keeping outside the fence and trying to stay out of sight.
Stealth (Shadow): 1d20 + 8 ⇒ (14) + 8 = 22
Djalamora Vestrilavia
|
Djala crouches behind the wall, peering over the top.
"I would not wish to stand with naught but empty air between us and the host of restless dead. They might overrun our ranks, unmindful of our ordered lines. Perhaps we might rain death from afar, ere they draw too near."
Religion: 1d20 + 6 ⇒ (18) + 6 = 24 to identify weaknesses or resistances
She reluctantly lays her glaive on the ground before pulling out a sling you've never seen before.
GM Glyn
|
(Squall - HP are fixed.)
Seeing the locked gate to the left of the group, Marguerite quickly moves up to it and picks the lock. The gate is now unlocked, but closed. Marguerite Ruysch, Thievery:(dex): 1d20 + 9 ⇒ (12) + 9 = 21
Whispering some quick tactical options to the group, Drake pulls out Shadow from his pack whispering in the first world language to it. Shadow slinks off to the east side of the graveyard outside of the fence and quickly disappears from your sight.
The mob of undead still have not noticed your group, they seem to be trying to move to the north, but currently they are blocked by the rusty fence. The undead seem to have an eerie yellow glow issuing from their maws and empty eye sockets.
The paths winding through the gravestones are the only non-difficult terrain in the fenced-in area. Elsewhere, tall grass, brambles, and overgrowth create difficult terrain.
Drake has suggested swinging around to the north blasting the undead through the fence.
Azarim's mental thoughts wash over the group ” I thought I was nearsighted as a dwarf, I can’t see more than 30’. Fledgling, hold me up higher for a better view!”
Status:
R!Kktik AC20 (38hp)
Drake AC19(20) (36hp) (light. Mystic Armor)
Squall AC21 (54hp) (light)
Marguerite AC19 (36hp) (light)
Djalamora AC20 (54hp) (light)
| "Squall" Blacktail |
Squall tells Azarim, It won't help much, they're seventy, eighty feet away, but he complies, raising the sword higher.
To the group, he says, "I agree with Drake and Djala. Let's keep that fence between us as long as possible, and whittle them down with our slings, arrows, bombs, and spells."