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![]() Kendrick:
Cool. Kendrick's Eagle drops down and rips into the Chaplain, bringing her rescue attempt to a quick end as she falls, the snow spattered with blood. Enrik snarls and with defiance in his face, he turns on Kath, but kath is able to jerk back to avoid his wild swing. Kath is able to retaliate with his scimitar, darting in under Enrik's guard and slash him under the arm, cutting through his chain shirt. Enrik curses you all as he falls. With all foes downed, Malleck is able to get to YenYen and apply his healing spell. DM Roll:
1d20 + 5 ⇒ (1) + 5 = 6 Combat over. The fallen can be saved, and when questioned on their actions, the Warriors and Chaplain say that Enrik, their new commander, had a grudge against Irrisen and Goblins in gereral, a thing that is taken very seriously in Ulfen lands. They had no reason to question his orders when they saw you come to their camp in the company of Goblins. They offer their apologies, and promise that they have no personal reason to attack you. Enrik openly admits that he defied Freyr Darkwine’s orders
You are able to deliver your captives to the extraction team just outside the heavily walled and densely populated city of Trollheim. The goblins give a last worried look over their shoulders before they’re hustled away. ![]()
![]() With Kaneka providing inspiration and Henry distracting the Warrior, YenYen is able to get in a nasty slash at the Ulfen man, and he crumples to the packed snow. From the roof, the woman draws a Greatsword and slides down the slope of the roof. Once on the ground, she swings her blade at YenYen. 1d20 + 2 ⇒ (19) + 2 = 21 1d20 + 2 ⇒ (13) + 2 = 15 2d6 + 4 ⇒ (4, 2) + 4 = 10
Round 3
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![]() The remaining Warrior steps behind YenYen and attacks with his axe, but misses. Enrik also tries to use the advantage of the flank to hit her, gashing her with his axe before stepping back. DM Rolls:
1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
1d8 + 1 ⇒ (3) + 1 = 4 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 YenYen takes 4 damage. 2 Rounds
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![]() YenYen tries to dodge past Enrik, but the man manages to swing at her as she passes but misses. 1d20 + 5 ⇒ (7) + 5 = 12 YenYen then slashes at Enrik and hits him, while Kaneka steps up and hits him as well. From the roof, the woman casts another spell at Kath, filling him with a distracting feeling of dread. 1d20 + 1 ⇒ (5) + 1 = 6 Kath is Shaken for 1 minute, -2 on all D20 rolls. Round 2
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![]() Kendrick's bolt sails past the Chaplain as his Eidolon strides forward. Enrik winces at YenYen's attack, and hefts his battleaxe, chopping at her in reply, missing her before he steps back. 1d20 + 5 ⇒ (10) + 5 = 15 One of the Warriors draws a throwing axe and hurls it at the Eidolon, saying something in Ulfen, his face showing his alarm at the creature's appearance. The axe tumbles through the air and slams into the Eidolon.1d20 + 3 ⇒ (18) + 3 = 21 1d6 + 1 ⇒ (6) + 1 = 7 damage to the Eidolon. Ulfen:
"What is this thing? Are they allied with the Witches?" he says. The other Warrior draws his own throwing axe and hurls it at Kaneka but it goes over her head.
Round 1
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![]() Enrik's face flushes and his expression grows angry. "Freyr Darkwine is no king," he says. "It is not for him to erase a weregild of
Two burly warriors burst from the stables and a woman appears on the roof, standing from a trapdoor. DM Roll:
Henry 1d20 + 2 ⇒ (2) + 2 = 4
Kaneka 1d20 + 2 ⇒ (18) + 2 = 20 Kath 1d20 + 2 ⇒ (7) + 2 = 9 Kendrick 1d20 + 4 ⇒ (11) + 4 = 15 Malleck 1d20 + 4 ⇒ (6) + 4 = 10 YenYen 1d20 + 6 ⇒ (16) + 6 = 22 Enrik 1d20 + 1 ⇒ (11) + 1 = 12 Warriors 1d20 + 1 ⇒ (10) + 1 = 11 Chaplain 1d20 - 1 ⇒ (17) - 1 = 16 Initiative Round 1
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![]() The hut is empty of all save a few mouse bones. Nothing of value is discovered except for what you found inside the doll. Once you leave the hut's clearing, you are crossing from Irrisen into the Easternmost region of the Land of the Linnorm Kings, a barren yet well-defended area called Hagreach. You have been given the blessing of the Castellan of this area for safe passage and your journey to the Blackraven waystation is uneventful. The woods open to a clearing where a large, grass-covered mound, like a small oblong hill, dominates the area. A stout wooden door is set directly into the side of the mound, while a thin trail of smoke rises from the very top. Immediately to the south is a wooden horse stable, all of its doors closed. As you approach, a young man emerges from the door. "Welcome, Pathfinders!" he says with a friendly smile. "I'm Enrik Ironjaw, the commander of this post. The Castellan informed me of your impending arrival and your mission. Come into the house and take a warm meal and a good drink of mead! You'll, uh, have to secure 'those'..." he gestures to the Goblins, "In the storage shed behind the house." ![]()
![]() The other Pathfinders rush to Kath's aid, but with a spectacular swing he destroys the doll by splitting its ceramic head open with his scimitar. The doll's eyes are pale blue crystals, and searching the stuffing you find a pale blue quartz snowflake. DC 18 Knowledge: Arcana:
The porcelain doll’s eyes are scrying
devices that allow the white witches of Irrisen to observe the entire length of their border through the eerie sentinels’ views. The snowflake is the doll's soul focus. DM Roll: Henry 1d20 ⇒ 19
Kaneka 1d20 + 7 ⇒ (14) + 7 = 21 Kath 1d20 + 4 ⇒ (20) + 4 = 24 Kendrick 1d20 ⇒ 17 Malleck 1d20 + 7 ⇒ (14) + 7 = 21 Runolf 1d20 + 7 ⇒ (11) + 7 = 18 Hilda 1d20 + 10 ⇒ (17) + 10 = 27 YenYen 1d20 + 4 ⇒ (4) + 4 = 8 ![]()
![]() YenYen runs to the bottom of the ladder and begins to climb. Kendrick's Eagle scratches the Doll. The Doll, hand still glowing, takes a swipe at Kath again. 1d20 + 3 ⇒ (12) + 3 = 15 1d20 + 1 ⇒ (18) + 1 = 19 3d8 + 3 ⇒ (2, 6, 8) + 3 = 19 Kath takes 9 damage Round 1
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![]() Botting Kath Kath steps into the hut and the tiny figure of a porcelain doll is waiting for him. Its hand wreathed in purple energy, it tries to touch Kath, but misses. Kath imbues his weapon with magic and strikes at the doll, but it is too small and his attack misses. DM Rolls:
1d20 + 3 ⇒ (2) + 3 = 5
DM Roll:
Henry 1d20 + 2 ⇒ (13) + 2 = 15
Kaneka 1d20 + 2 ⇒ (7) + 2 = 9 Kath 1d20 + 2 ⇒ (20) + 2 = 22 Kendrick 1d20 + 4 ⇒ (5) + 4 = 9 Malleck 1d20 + 4 ⇒ (17) + 4 = 21 YenYen 1d20 + 6 ⇒ (8) + 6 = 14 Doll 1d20 + 6 ⇒ (17) + 6 = 23 Initiative Round 1
Feel free to adjust yourselves on the map. ![]()
![]() Kaneka and Kath climb the ladder to the platform upon which rests the hut. DM Roll:
1d20 + 13 ⇒ (7) + 13 = 20
Kaneka 1d20 + 7 ⇒ (3) + 7 = 10 Kath 1d20 + 4 ⇒ (16) + 4 = 20 At the top, the small figure is nowhere to be seen inside the hut, though a small, doll-sized chair is there. Then Kath hears the patter of tiny feet just inside the doorway. Something is hiding just to the left. ![]()
![]() Upon hearing YenYen speak of the doll, the Goblins begin whimpering. "She will see us! Hide us! Hide us!" they squeal and scatter into the bushes, climb trees, and dive to the ground, trying to hide. The Pathfinders approach the hut and all remains quiet. The small figure, now out of view due to the ten foot height of the hut's entrance. ![]()
![]() I'll get Chronicles sent out tomorrow. It's been good gaming with you all! Hopefully we can do it again some time. I'll be reviewing if I have the time to run another one over the next few days as some of my other PbPs wind down and I will certainly welcome any of you if you are interested in playing. ![]()
![]() Rook is well again after about a minute, though he remains a little skittish. Sigrun: Creative. I like it. I'm going to require some skill checks of some kind however. I'm thinking a Disguise check and a... disable device to get the book arranged in a credible way. Alternatively a Craft: Bookbinding or something like it, which you can pay for as a service most likely. ![]()
![]() With the enemy knocked off its feet and all the Pathfinders in the fight, the end is swift but messy for the Devourer of Reason as blades rise and fall and arrows pierce his form. In the end, even as Shel's Kukri puts an end to his existence, his head continues to laugh, tongue twining around Oswin's ankle before he kicks it away. Your victory leaves you the only ones in possession of Beldrin's vault. The Devourer has on his person a scroll, a wand, a masterwork dagger and a disguise kit, as well as a scroll case, the design of which matches the portal in the Blackros Museum. There is no obvious way to open the case, however, and it seems impervious to harm, and emits no magical aura. The rest of the vault contains non-magical documents that will no doubt be of great interest to the society should they be transported safely back. ![]()
![]() Nobody else has anything to do or say? The party cautiously approaches the hut, but nothing moves. The clearing is eerily quiet. DM Roll:
Henry 1d20 ⇒ 19
Kaneka 1d20 + 7 ⇒ (19) + 7 = 26 Kath 1d20 + 4 ⇒ (2) + 4 = 6 Kendrick 1d20 ⇒ 17 Malleck 1d20 + 7 ⇒ (14) + 7 = 21 YenYen 1d20 + 4 ⇒ (5) + 4 = 9 Kaneka, Malleck: You see something small inside the hut, like a small child. ![]()
![]() Bom clobbers the Ghoul who rebounds off the wall and falls to the ground. Sigrun leaps over the prone Ghoul while Rook draws a swipe from it, causing a nasty gash on the Wolf's flank and Rook immediately stiffens and stops moving! 6 damage to Rook, and he is Paralyzed. DM Rolls:
1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
1d4 + 2 ⇒ (4) + 2 = 6 1d20 + 5 ⇒ (4) + 5 = 9 1d4 + 1 ⇒ (3) + 1 = 4 Round 2
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![]() He cast the spell while he was invisible. Oswin and Shel both land their attacks, slashing the Ghoulish spellcaster, who then steps back to attack Oswin with tooth and claw, but all its attacks scrape harmlessly off the Cleric's shield and armor. 1d20 + 3 ⇒ (15) + 3 = 18
Round 1
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![]() Shel scrambles up the shaft to the landing and affixes the grappling gook. From her position in the doorway she can see inside the room. This room appears for all intents and purposes to be a vault, containing various crates and shelves stocked with countless papers, scrolls, tomes, and other wizardly items. The Pathfinders make their way into the room and marvel at the myriad items on display, but before anyone can touch anything, there is a gurgling chuckle that seems to come out of nowhere, followed by a blast of flame that engulfs most of the party. Oswin is standing at the origin point of the blast, and finds himself speechless as all the air is sucked from his lungs, and he is face-to-face with a hideous, gray-skinned, long-tongued fiend. DM Rolls:
Bom 1d20 + 5 ⇒ (13) + 5 = 18
Kargen 1d20 + 3 ⇒ (5) + 3 = 8 Kobad 1d20 + 4 ⇒ (6) + 4 = 10 Oswin 1d20 + 1 ⇒ (8) + 1 = 9 Sigrun 1d20 + 2 ⇒ (15) + 2 = 17 3d4 ⇒ (3, 3, 1) = 7 Kargen, Kobad, Oswin all take 7 fire damage.
Initiative:
Kargen 1d20 + 5 ⇒ (20) + 5 = 25
Kobad 1d20 + 8 ⇒ (18) + 8 = 26 Oswin 1d20 + 7 ⇒ (19) + 7 = 26 Shel 1d20 + 3 ⇒ (18) + 3 = 21 Sigrun 1d20 + 2 ⇒ (3) + 2 = 5 Bom 1d20 + 2 ⇒ (4) + 2 = 6 Devourer of Reason 1d20 + 3 ⇒ (11) + 3 = 14 Initiative Round 1
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![]() Rimetusk grunts. His expression is dubious, but he doesn't seem to have anything to back up his suspicion. He conveys you all to the other side of the river and watches until you are out of sight. With the Rimeflow miles behind them, they’re ready to turn west to cross over into Hagreach, the easternmost portion of the Lands of the Linnorm Kings, and their final destination of Trollheim. The planned route through a stretch of wooded land is intended to keep them out of sight from the wandering patrols of either nation. Natural trails wind through these woods, allowing passage through the thickets and shrubs. A sudden opening reveals a little house, no larger than a small child’s tree fort, built atop bundled tree branches lashed together like stilts or legs 10ft off the ground. The woodwork on the exterior of the house is exquisite, almost delicate in its craftsmanship. The only entrance to this small, one room structure is an open doorway facing west. All squares with foliage in them are difficult terrain and provide cover and concealment. DC 15 Knowledge: Local:
You recall legends telling of small, chicken-legged houses inhabited by porcelain dolls, created from the souls of stolen children and fashioned in the likenesses of ugly, white-haired crones. These dolls supposedly sit and watch Irrisen’s western border, and many tales say they walk the land at night with murderous intent. ![]()
![]() Oswin's swing misses by a hair, but Bom lands a double hit with sword and shield, squashing the ghastly animated limb like a bug. Searching the room, no other exits are found. On the body on the dais are a slightly faded, yet still valuable set of priestly robes, and an ornate carved staff. But more importantly, you find the third piece of the amulet. Re-assembling it, you find it now will fit the recess in the mosaic in the room below. Climbing back down to the chamber, you place the amulet in its slot. A rumbling begins to build until the mosaic itself begins to part down the middle, revealing a... pile of rubble that spills into the room. The remains of a spiral staircase. The shaft itself seems to be accessible, however, and you can see the lip of a landing one story above. ![]()
![]() Sigrun neatly slices the hand attacking Oswin in two pieces, while Kobad's well-aimed acid splash melts the one on Kobad. It drops to the floor unmoving. Shel slashes the one attacking her and keeps it at bay. Kobad retreats from the one remaining hand, Waldo following him. One left. Oswin and Bom up. ![]()
![]() Shel and Kobad shed their ghastly attackers and Oswin and Bom strike two of them, and though they are clearly damaged they continue to crawl, attacking again. Kobad 1d20 + 5 ⇒ (20) + 5 = 25
Crit confirm 1d20 + 5 ⇒ (9) + 5 = 14 Kobad and Oswin are clawed by the hands! 2d1 + 2 ⇒ (1, 1) + 2 = 4 damage to Kobad.
1d20 ⇒ 8
One clamps itself onto Oswin's windpipe. Round 1
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![]() Making your way into the Southern room you find a staircase, and climb up to the third level. The stench of decay fills the air of this cavernous chamber, a vast hall taking up over half the tower’s area. The withered corpse of a human sits in a marble chair fixed to the floor, which is made of the same material. The body is clad in ragged but sumptuous black and white vestments worked with the design of a mask. In its right hand, the corpse grips a staff of immaculate design. DM Roll:
1d20 + 12 ⇒ (18) + 12 = 30
Kargen 1d20 + 7 ⇒ (20) + 7 = 27 Kobad 1d20 + 2 ⇒ (11) + 2 = 13 Waldo 1d20 + 3 ⇒ (2) + 3 = 5 Oswin 1d20 + 4 ⇒ (2) + 4 = 6 Shel 1d20 + 8 ⇒ (15) + 8 = 23 Sigrun 1d20 + 6 ⇒ (14) + 6 = 20 Rook 1d20 + 6 ⇒ (9) + 6 = 15 Bom 1d20 + 7 ⇒ (5) + 7 = 12 As you stand, looking at the macabre scene, Kobad, Shel, and Oswin feel something land on them from above!
A crawling, severed hand has landed on each of you, scratching and grabbing. The one on Kobad manages to crawl up to his throat and takes a grip around his neck. 2 damage to Kobad and Shel. Kobad is grappled and cannot speak due to being strangled. Initiative:
Kargen 1d20 + 5 ⇒ (1) + 5 = 6
Kobad 1d20 + 8 ⇒ (17) + 8 = 25 Oswin 1d20 + 7 ⇒ (1) + 7 = 8 Shel 1d20 + 3 ⇒ (17) + 3 = 20 Sigrun 1d20 + 2 ⇒ (2) + 2 = 4 Bom 1d20 + 2 ⇒ (17) + 2 = 19 Hands 1d20 ⇒ 7 Initiative Round 1
Doing without map for this one.
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