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NARRATOR Skirgaard GS Map / SS MAP/
![]() F7. Bedroom This spare bedroom is empty of all save the wooden frame of a bed. F8. Privy This old privy hasn’t been used for many years. The chamber pot beneath the wooden seat is empty. F9. Servants’ Quarters Whatever furnishings were once in this room have been used as fuel in the old fireplace, which contains a fairly fresh collection of ash. Only a plain wooden bench now remains beneath the western window. A single lit lantern, hooded so that its light does not shine beyond this chamber, has been set upon the hearth. Sabola Perception DC17: 1d20 + 13 ⇒ (3) + 13 = 16
Just before she looks into the room, Vivian momentarily hears what sounds like the whimper of an infant, followed by a shushing sound. Afterward there is only silence. Inside the room there are two man and a baby. The elder of the men wears a deep green chasuble over an elaborate sea green robe and an ornate silver tiara. His face is narrow and pockmarked, with one lazy eye that always seems to be looking behind whomever he is addressing. They seem to be trying to figure out a way to keep the fussy baby calm. Perception: 1d20 + 3 ⇒ (11) + 3 = 14
They don't seem to notice Sabola and Vivian. ****************************
IN PROGRESS
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NARRATOR Skirgaard GS Map / SS MAP/
![]() C15. Armory In rummaging through the mundane gear, Acheh and Cheken manage to find three flasks of oil of keen edge and one of silversheen hidden among some polishing cloths. C16. Guardsroom Stairs descend from the upper floor to this chamber holding two tables and a scattering of chairs. A single brazier smolders in one corner, giving off only minimal light and doing little to cover the reek of curdled milk and unwashed bodies that fills the chamber. C17. Bunkrooms This chamber holds a half-dozen bunks and a single low table surrounded by four chairs. As you enter a swarm of rats come scurrying out. Bit these rats seem shadowy! Initiative:
Acheh and Cheken: 1d20 + 0 ⇒ (18) + 0 = 18 Richard/Sherix: 1d20 + 3 ⇒ (10) + 3 = 13 Tal: 1d20 + 3 ⇒ (8) + 3 = 11 Shadow Rat Swarm: 1d20 + 6 ⇒ (5) + 6 = 11 Initiative Order/HP
Up First: Everyone! Walcort COMPLETED C1. Overgrown Wall
IN PROGRESS
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NARRATOR Skirgaard GS Map / SS MAP/
![]() C. WINTER WOLF WARRENS A natural path runs west along a rock wall to the north, rising to a wide ledge. Four large cave openings yawn in the face of the cliff, overlooking the encampment below. The caves extend into the mountainside and vanish into the darkness. The cave entrances lead to a series of underground tunnels and caverns where Skirgaard’s many winter wolves dwell. All of the tunnels and caves are big enough to accommodate Large creatures; one of the four entrances, as well as the primary tunnel and cavern it leads to, can accommodate Huge creatures. A heavy musk of wild, furred animals pervades the air. Humanoid and animal bones are strewn liberally about—most have been gnawed upon and are clean of flesh and marrow. COMPLETED
IN PROGRESS
TO DO
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NARRATOR Skirgaard GS Map / SS MAP/
![]() Before my time as DM, but Pontia and Vivian are correct. Per the AP: If the PCs saw the visions from Auren Vrood’s head in “Broken Moon,” they recognize this crate as the one holding the Seasage Effigy. There is no sign of the idol itself. @Vivian: You don't recall anything about Raven's Head. Pontia and Vivian begin to wonder if this saddlebag might belong to the Dark Rider they have been following. ![]()
NARRATOR Skirgaard GS Map / SS MAP/
![]() C13. Meeting Room A wide, oaken table sags under the weight of long years of use. Scattered around it are a number of mismatched chairs. A bricked-over doorway stands in the north wall. The stuffy chamber smells strongly of stale sweat and the reek of filthy bodies. C14. Guildsmen’s Quarters A series of small private chambers opens off of this hall, each sparsely furnished with a simple bed, chest, and night table. A larger room with accommodations for two is at the far end of the hall. C15. Armory The walls of this room have been hung with racks for weapons and stands for suits of armor, although most are now empty. There still remain three suits of studded leather armor (one Small), seven short swords, three masterwork daggers, 12 short bows, and a dozen quivers holding 20 arrows apiece. Walcort COMPLETED C1. Overgrown Wall
IN PROGRESS
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NARRATOR Skirgaard GS Map / SS MAP/
![]() The pen is thrown open and chaos reigns! Those that are not confused start to be panicked by their confused companions! Soon they are running about the camp causing disorder. Shouts of 'Attack' ring out while lassos are quickly fashioned to rope the beasts. Some brave souls try to corral the beasts to the pen and are injured for their trouble - some seriously, some not some seriously. Buildings receive minor damage, but nothing significant. By morning all but two are returned to the pen. The two falling victim to over zealous corralling. Giants yell curses into the wilderness! Anything else you are doing during the chaos? ![]()
NARRATOR Skirgaard GS Map / SS MAP/
![]() Sorry! Work has been killing me! F4. Kitchen The broken remains of a wooden outbuilding with a stone chimney and hearth stands here, its roof sagging almost to the ground, next to an old stone-lipped well. F6. Stores This chamber holds only old crates and sacks of food stores, largely disintegrated over the years. DC18 Survival:
You detect clear signs of a struggle in the room, but you can't determine how many combatants there were or who was victorious. DC14 Perception:
You spot a saddlebag hidden among the discarded rubbish in this room. Within is a small wooden crate packed with straw that retains an impression of the object once stored within. Also, there is a small scrap of parchment in the bottom of the saddlebag bears the cryptic scrawl, “Ask Lucas about Raven’s Head.” ****************************
IN PROGRESS
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NARRATOR Skirgaard GS Map / SS MAP/
![]() Sorry! Work has been crazy! The dragon looks disappointed. I guess you are right. Too bad, the thought of Mammoth steaks really makes my mouth water! G. MAMMOTH STOCKADE A giant-sized rail fence cordons off this large plot of land. To the north are four large barn-like structures. A barred gate is built into the fence to the south. Bales of grass and other vegetable matter are stacked on either side of the barns. At least a half-dozen or more woolly mammoths are penned in this yard. COMPLETED
IN PROGRESS
TO DO
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NARRATOR Skirgaard GS Map / SS MAP/
![]() Sorry! Crazy time at work! Blackleak bites the demon, but does not break the skin! Round 3
Up Next: Neltji ![]()
NARRATOR Skirgaard GS Map / SS MAP/
![]() Round 2 Sabola and Vivian finish off the giantess with savage blows! Out of Round Mode Sabola, after cleaning off his knife, will point out that there are a number of weathered symbols carved in the rock of the standing stones along the walls. After he points it out, anyone is free to make the knowledge religion check a few posts up. ![]()
NARRATOR Skirgaard GS Map / SS MAP/
![]() Round 1 Sonny casts guidance on Selene. Round 2
Up Next:Everyone but Sonny ****************************
IN PROGRESS
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NARRATOR Skirgaard GS Map / SS MAP/
![]() Naximarra bows her head at Brother Hawthone's words. Aye! You dwarves have proven yourselves a force to be reckoned with! When Ingrid asks about spells that might help Kurag, she thinks for a few moments. I can cast beast shape I, major image, invisibility, charm person and ventriloquism. Do you think any of these might help? ![]()
NARRATOR Skirgaard GS Map / SS MAP/
![]() Round 1 The giantess screams as the acid dart burns her! Unfortunately, Vivian's blade misses Yib! Selene waits just outside the giant's reach. Yib will swing her greatclub at Sabola! Attack 1: 1d20 + 18 ⇒ (19) + 18 = 37
Up Next: Sonny ![]()
NARRATOR Skirgaard GS Map / SS MAP/
![]() Round 2 Richard wounds Dark Creeper 2. Dark Creeper 2 will attack its attacker! DC 2 Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Dark Creeper 5, seeing 2's success, will attack Richard! DC 2 Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Up Next: Tal and Acheh ![]()
NARRATOR Skirgaard GS Map / SS MAP/
![]() You make it back to camp without issue and Naximarra is waiting for you. Well done Dwarves! I was watching from the sky and that tannery will deal them a serious blow that will be hard to recover from. Besides the Winter Wolf Warrens, Mess Hall and Mammoth Stockade, you might want to add the grist mill to your list of mayhem! COMPLETED
TO DO
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NARRATOR Skirgaard GS Map / SS MAP/
![]() Round 3 Shalissa feels that Zakiyya is some sort of demon! Neltji casts spectral hand. Masozi will use her blowgun against Neltji! Attack: 1d20 + 4 ⇒ (15) + 4 = 19
@Neltji: Fort Save DC14 If fail -1 Con and unconscious: 1d3 ⇒ 1 Hours. Also need a will save from Nelji for Zakiyya's charm above. Up: Next:
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NARRATOR Skirgaard GS Map / SS MAP/
![]() Round 3 Ndombe misses. Zakiyya is unaffected by Neltji's spell. Shalissa scores a solid hit, but does no damage to Zakiyya! Zakiyya will try to charm Neltji! DC22 Alala will try to charm Shalissa. DC16 Round 3
Up Next: Neltji ![]()
NARRATOR Skirgaard GS Map / SS MAP/
![]() Round 1 Sabola takes a huge chunk out of her but the giant still stands! Selene steps into the room. Let me know if you want to go right up to the giant or stop before you are in her reach. Up next: Vivian & Pontia ****************************
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NARRATOR Skirgaard GS Map / SS MAP/
![]() Round 1 Acheh casts daylight and Cheken rips apart a creeper. Tal puts down two of the creepers. @Tal: You are correct. Ignore that last damage. Round 2
Dark Creeper 4 will attack Acheh. DC 3 Attack: 1d20 + 10 ⇒ (8) + 10 = 18 Up Next: Richard & Sherix ![]()
NARRATOR Skirgaard GS Map / SS MAP/
![]() Round 3 Nothus swings but misses. Masozi Reflex Save DC15: 1d20 + 5 ⇒ (2) + 5 = 7
Masozi screams in pain from Neltji's burning hands! @Neltji: Did you want to roll for damage? Zakiyya casts Charm Monster at Neltji! DC22 Alala casts Charm Person at Cevill! DC16 Up Next: Cevill, Ndombe and Shalissa ![]()
NARRATOR Skirgaard GS Map / SS MAP/
![]() Sabola hits the giantess, but Vivian misses completely! Pontia Canario: 1d20 + 7 ⇒ (11) + 7 = 18
Round 1
Up First: Everyone but Sonny ![]()
NARRATOR Skirgaard GS Map / SS MAP/
![]() When Brother Hawthorne detects magic he finds the following hidden under some hides: an all tools vest, an ivory scrimshaw depiction of the frost giant god Thremyr striding into the Steaming Sea (worth 120 gp), a small keg
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