Parting ways with the loggers, you head south to begin exploration. In this area of predominately wooded and fairly low land, you find several remnants of abandoned camps and primitive huts, deer stands, and animal trails though the brown and gray forest floor - covered with several seasons worth of matted leaves. I'll take survival and perception checks Spoiler: 1d100 ⇒ 30
The devil redirects Stricia's strike with the shaft of his weapon, then drops it. He ignores Bastargrae's words and his blade - a clean jab to the thigh which seems to have left no wound. Elgadazum claws at Stricia, and draws blood with a wicked claw. claw: 1d20 + 11 ⇒ (2) + 11 = 13
The blob demon at the north door swings a bloated fist at Bastargrae, then swipes him with a clawed hand. slam: 1d20 + 4 ⇒ (4) + 4 = 8
The other lunges to Erodel, and claws at him. claw: 1d20 + 4 ⇒ (3) + 4 = 7
Round 1 cont'd Erodel, Idril, Indio, Nio and Hasta up
Marlbeck reddens, smirks, and nods in response to Garborn.
"I'll see ya soon enough. Hope I'll be able to say more then."
He then looks to his scouts.. "Let's head out."
The devil Elgadazum snorts at Indio, then nods repeatedly with a smile.
initiative Bgrae: 1d20 + 2 ⇒ (17) + 2 = 19
bearded devil: 1d20 + 6 ⇒ (13) + 6 = 19 Round 1 Stricia and Bastargrae up
"How interesting.... I am here because I have been summoned, and bound into service of my mistress."
"Before you are slaughtered and flensed, I am curious.. I would hear.. outsiders'.. perspective. It is my belief that waiting for the cusp of adulthood to sacrifice a soul is a waste of time, and that souls are souls regardless of how long they’ve been lodged in living flesh. Would you agree?" He gestures toward the cell door to his left. From which you now start to hear muffled unintelligible sounds.. like attempts by gagged captives to scream. The malformed heads atop the piles of less than solid flesh at both doors sway - mouths agape. Their partial limbs push against the stone floor - still hunched but more upright. Bastargrae: He is clearly evil and smug - certain you will all fall against him. You did notice him "clock" your weapons, before his air of confidence appeared.
Though his gaze pores over the entire group, he focuses on Idril. His tone and demeanor are rather relaxed at this point.
Nio: Sure
As Stricia opens the secret door, you can hear a low voice, and smell a faint sulfurous scent. As you move in you see the muscular red devilish creature watching you from the far wall. Now there are two squat figures - disfigured lumps of flesh - on either side of it. "Please enter... a word perhaps?" The devil's deep and textured voice is as congenial as it's inherently evil timbre could be. An antique wooden desk sits to your right.. in the southwestern corner of this 20 foot square room, attended by a high-backed chair with tufts of stuffing protruding here and there from its rotting cushions. Partially broken shelves sit against the north and east walls, and strange symbols of a one-eyed insectile face have been painted on the walls along with curving lines of strange, sinister script. One lumpy squat figure stands in front of the door on the north wall.. the other in front of the cell door on the far wall. The devil stands between.. holding a wicked polearm - though non-threateningly at the moment.
After a beat, Corvax joins in Garborn's laughter.
After a brief meal for those freed from enchantment, night passes without incident. At first light everyone gathers to travel to Hope's Haven. The loggers' moods have improved considerably.. now anxious to spend some time with a few of the luxuries not found in the wild. Marlbeck hems and haws for a bit before "My scouts and I are going upriver to pinpoint the grove Melianse spoke of. We'll meet you back at Haven soon. Good travels." Sense Motive DC15: You've noticed Marlbeck's lingering glances toward the spot in the river where Melianse would appear... and now again as he states their plan. There seems to be some sort of emotional attachment? Whether it is a "romantic" pull, the polar opposite, or something remaining from the enchantment... is unclear.
Idril sees the dark empty hallway beyond the barricades... no sign of life within view. She hears nothing on the east end before Stricia quietly opens the secret door. Stricia:
You see a medium sized dimly lit chamber just as a door on the north wall closes. A large and muscled horned figure turns back in your direction and walks toward a desk just inside and to your right.
It is red.. demonic.. with beard of twitching locks like writhing tentacles. The deep dark eyes on its cruel fuming face are cast toward the east wall. You see a lip begin to curl upward as you close the secret door fully.. unsure if it detected your presence. rolls: 1d20 + 10 ⇒ (9) + 10 = 19
As the loggers and scouts reunite, there is some grumbling.. but it is quickly shushed with "Let's just go home... we're safe now... " and the like. Melianse places the tokens where the old trees fell. At each location, a burst of wood sprouts upward, and grows into an massive adult tree within a few seconds... five foot diameter trunk, and well over fifty feet high.... Corvax approaches with a proud smile. "Great work m'lords.. m'lady. You go on ahead... we'd just slow you down. We'll be fine... 'specially with you folks blazing the trail!"
Stricia hears a monstrous voice beyond the far wall, and is able to make one half of the exchange...
Stricia and Idril:
Stricia sees the hairline seam of a secret door at the far end of the hallway. The two of you then spot another one in the center of the north wall.
Melianse swims to the bank and rises... her long dark hair wends itself away from her face, and shifts to cover her body just enough. She takes the tokens from Garborn, inspects them, and smiles.
With a beckoning gesture, Marlbeck in wolf form, and the remaining ensorcelled loggers rise from the river. A moment later, you see them visibly shake off the fog, and Marlbeck morphs into his human form. He takes a knee.... "Thank you for freeing me.", and looks to the nymph.
Melianse bows her head to him, then gestures and murmurs facing the river.. which begins to part. The now lower level allows safe and easy passage to the far side. "There is a grove of hardwoods - larger than this one - upriver. I will lead you there if you wish. Return here and call for me when you are ready."
Sorry all.. crazy hours at work, and preparing for wedding.
Stricia: good tone (re audio), levels, elocution, etc... Intelligent thoughts, and stated well.
Your hem and haw hesitancy at times, and somber tone (understandable due to the nature of your topic) slowed things a bit, but I'm sure with other topics your cadence/pace will be fine.
You reach the riverbank across from the lumber camp at nightfall. You see the loggers and Marlbeck's rangers seated around a campfire. Within seconds, just beyond your illumination Melianse surfaces.
The loggers - who've now noticed you - rise... Corax slaps the back of the lumberjack at his side. "Ha! I told you they'd come through!"
Just at the last moment, Nio is able to point out a precarious beam holding up quite a bit of loose rubble overhead. The trio are then able to avoid the primitive trap, and reach the secret door at the end of the hall. It opens just a hair before hitting some obstruction on the other side. Meanwhile, within the second chamber Stricia inspects, there is another secret door against the back wall. 1d8 ⇒ 3
Tiressia waves farewell again... "It was a pleasure speaking with you, dear Daldin. I hope your wife will be pleased with the seeds." He responds.. maybe a bit sheepish.. "I've got no doubt, Miss... thank you again." It is late afternoon as you leave Tiressia's glade. Now more familiar with the path on your return, your pace is slightly increased. DC 18 Survival to get back before nightfall
The hallway behind the secret door in the northwest chamber is flooded with clutter. Stones, bricks, broken furniture, and molding cloth make for slow going as you clamber over and weave through piles and obstructions. The drifting motes of illumination cause moments of shadow. In the main chamber, as you begin to look about, you find nothing new other than stains from your previous fight.
"It will be done. A bird will come to you bearing a message of dangers in the woods should I become aware of any.. lurking threats."
She continues... "I do hope you continue to care for your good people.. It is heartening to see kindness among you." Falchos adds "We'll see each other again.. yes? We should go...." Tiressia nods. "It is time to perform rites for our friends who have fallen in the fight against the scythe tree."
You return to the chamber. As your illumination fills the room, you see a barricade of simple spears and overturned tables blocking the northeast hallway. A figure on the other side tries to slink away into the darkness without being seen, but she is clearly visible due to your several light sources. rolls:
Bgrae: 1d20 + 10 ⇒ (1) + 10 = 11
Erodel: 1d20 + 12 ⇒ (2) + 12 = 14 Idril: 1d20 + 4 ⇒ (7) + 4 = 11 Indio: 1d20 + 7 ⇒ (19) + 7 = 26 Nio: 1d20 + 12 ⇒ (7) + 12 = 19 Stricia: 1d20 + 13 ⇒ (19) + 13 = 32 1d20 + 4 ⇒ (3) + 4 = 7 Bgrae: 1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (17) + 2 = 19
>map<
You return to the dryad's glade.. Falchos greets you at the edge of the clearing.
You leave the passenger cabins to the main deck - where a couple deckhands are lazing about. They nod to you, and continue their half-hearted "looking busy".
You return to the area where you found the Lucky Bones entrance, and find no presence. It is dark under the hatch... You hear nothing as you descend into the filthy basement, and the swinging door leading into the large chamber is still unlocked. There is not a hint of light coming from the descending staircase beyond the door. same light sources? Stricia Ioun Torch, Light on Hasta's headpiece, Idril Dancing Lights?
Nico's bolt hits above and between the dark sockets which seem to serve as its eyes. Vladimir's blade sends bark chips flying revealing the sickly bare wood beneath - dark mottled colors of badly bruised flesh. One of Malylev's chains grazes the scythe tree, and leaves behind a splintered wound. Skokan tears a small chunk of bark free with a bite. You hear wood creak as the scythe tree turns.. bladed limbs slash wildly at the small fiery creatures... only one winks out of existence. branch vs fire ele1: 1d20 + 10 ⇒ (15) + 10 = 25
Round 2 cont'd Garborn up
As the scythe tree makes a slight rotation, several branches swoop and curl down and inward to slash at the three attackers around it. branch vs Marisol: 1d20 + 10 ⇒ (2) + 10 = 12
damage vs Skokan: 2d4 + 6 ⇒ (4, 2) + 6 = 12
Round 1 cont'd Garborn up
As casting begins, the wicked tree yanks its roots from the ground, and begins to lumber toward you. Garborn init: 1d20 + 0 ⇒ (1) + 0 = 1
Enemy init: 1d20 ⇒ 15 Round 1 Party (except Garborn) up
The scar on the trunk splits to reveal a wide mouth... it speaks with an unnaturally low rumbling voice, and a ponderous cadence.
Sylvan:
"The scent I follow.. carried on the winds.. you carry it too. The scent of a dryad... I crave.. I hunger for a taste. Horse flesh and man will do for now. Come...." DM rolls confirming the 40' distance before spotting is about right...: 1d20 + 15 ⇒ (16) + 15 = 31 Garborn : 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
The sweet stench of decay hangs thick in this woodland clearing. Knotted branches of sickly trees line the perimeter, creating a thick canopy that blocks most of the sunlight and cloaks the hollow in shadow. Withered vegetation struggles to grow in ragged clumps among the multitude of bones strewn across the forest floor. Forty feet from you, stands a dark gnarled tree. A horizontal scar spreads across its trunk. It is well over twenty feet tall, with dark, twisted and exposed roots; a few reddish-brown leaves hang on the gnarled, wickedly curved branches. There is a faint rustling sound, but no movement as you come to the edge of the clearing. Vladimir: This is a scythe tree. They are vulnerable to fire, have incredible reach, and are both intelligent and very perceptive.
Captain Sargaeta hems and haws for a moment, then replies
"To the point.. I will get back to you on that." He rubs Marquel's back affectionately, and says to you..
As Garborn sings beautifully to the piper's accompaniment.. the piper gives the slender fair woman a few sidelong looks. As she appears to enjoy the performance more and more, he seems to relax and lets go.. his piping becomes more dynamic.. and he stands - getting into the music. At the end of the song, the woman slides off the branch and lands softly - as if a fraction what you'd think she'd weigh.
As she speaks, she lightly steps to Garborn and Malylev's companion, and greets them with an offered hand, then gentle strokes.
Spoiler: 1d20 + 15 ⇒ (5) + 15 = 20
1d20 + 8 ⇒ (3) + 8 = 11
The trees part to reveal a peaceful forest glade dappled with sunlight. A small pond lies placidly at the roots of an enormous oak tree with a scattering of leaves floating upon its surface. Birdsong twitters from the branches high above. A goat-legged and horned man sits with his back against the oak.. blowing into a pan flute. Above him - on the lowest branch - sits a fair woman with hair like the most vivid autumn leaves.. wearing what appears to be twisted and curling vines in shades of gold and green - woven into a revealing short dress. Her legs dangle and lightly swing. She smiles as you approach.
Making your way beyond a part of the wood crowded with tangles of weeds, and scrawny scantly-branched tall and straight trees mid-afternoon, you enter another glade of verdant idyllic foliage. You begin to hear something.. music somewhere in the distance. It sounds to be some sort of wind instrument. The volume and clarity of it increases as you continue on your intended course. The melancholy melody floats on the air.
The teacup shatters into six pieces. The halfling attendant picks up the pieces, and hands them to you. Captain Sargaeta smiles.. "The fragments of this cup represent the number of favors I owe you,” says Sargaeta once the shards are gathered.
Marquel raises his glass "Here here..", and bows his head to your group in appreciation.
As you are served, Captain Sargaeta turns back to Marquel, and beams.. "So you are here... Dare I assume the answer is yes?" Marquel nods, and they embrace. Sargaeta calls over his shoulder. "Hopgut play for us!" Another halfling comes in with a violin.. he sets it on his shoulder and begins to play a lilting tune. There is brief idle chat, then Marquel tells Sargaeta how the night played out. Sargaeta's face is awash with gratitude as he speaks to you.
He holds out his tea cup.. turns it over.. it is empty, then hands it you. "Take this, and drop it." He gestures to the floor in front of you. "Right here on the floor." If you do what he asks, whoever takes and drops it roll d10
Daldin nods with some enthusiasm... "This way.. I'll show you a nearby shallow crossing."
Garborn+Maly: From the number of hours before dusk Melianse said it would take to her sister, you estimate your target location to be roughly ten miles away.
survival travel time: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
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