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![]() You have access to regular weapons and armor from the equipment list, including +1 weapons (Potency only, no Striking) Alchemical items, anything level 1. I think most of the coin you have comes from raiding Hallod's lair. The orc base had some stuff, but you'd need to find a seller for all the alchemical stuff in a larger city. You can still sell it to the caravan, but you'll get less for it. ![]()
![]() Sir Lawren Krent looks hurt, as he's being dismissed by the goblin and his own squire! His squire. He stumbles back, hand reaching for something stable on which he can lean against. "You all leave me. Always. Will I always be hounded by my mistakes?" The man weeps as he falls on the floor, his hand reaching for a mug of ale. ![]()
![]() Simon Samarian wrote: Do you mean that going back after the blood ooze is a bad thing? Or that chasing Vilree would be a bad thing? I meant it, if it's me you're referring to, that the game stalled after the general consensus was that everyone said "Yep, vengeance is bad." We're entering the final chapter, so I would suggest you stock up and get ready. The caravan that came in today in-game has more alchemical items for you to spend your coin on, although no magic, I'm afraid. ![]()
![]() Sir Lawren stands up woozily on hearing Gamble's story. "I say! That is downright diabolical! We must... we, uhm... you mist allow us to join you!" he says with effort, his words slurred as he leans against the table. Delma is quiet as she serves the meal, her mind thinking on Sinan and how kind he was on taking her father out. She reflects on her own childhood as she busies herself while Sir Lawren insists that they should have told him earlier about the evil plaguing the town and how he would set things right —all of this being said with drunken bluster. ![]()
![]() I imagine you speak to Tamli and hand over the sheaves of paper you found. She looks at it with interest, but promises to read through it and tell you if anything important can be gleaned there. Cooky meanwhile informs you about two people looking for work, Leofric and Elendyr. "Give them a try if you like. They seem responsible enough," he suggests. Back at the Feedmill, Sir Lawren Krent keeps an eye on Simon, his eye wandering towards Gamble. He looks as if he wants to ask something and at several times stands up from his seat with determination, but stops himself. |----|----| The next day, Tamli approaches you. She tells you about the notes you found. "So, about 3 years ago, here in the notes, it says the Mistress. Well, she apparently, commanded the orcs to capture a human. It doesn't say whom, but it does mention that this person was placed in a covered pit in the woods and exposed to something referred to as the viridian vapor. The last note on this experiment reads, "The human died in agony in less than a day. We burned his body and filled in the pit as instructed by Vilree." Tamli mentions even more information. [b]"Also among the notes are a set of delivery instructions. It includes directions to Spite’s Cradle from some place called "Hallod’s drop-off stump."? ![]()
![]() Krent blinks and puts on a sad smile, releasing Simon's boot. "Right... my apologies." He gives an awkward smile. "You certainly don't look much like Talmore now that I think about it." He turns to Leofric and grabs him by the shoulders. "But the enemy is here, Leofric! I know it. I've seen them at night, moving around the buildings, demons and ghosts plotting to bring this hamlet's doom! You must believe me, old friend!" His eyes are wild and the stench of alcohol is quite strong as he speaks. "They're here! In the guise of ... of..." He stops, releasing Leofric and slumping. "He's here. By the old farmhouse," he whispers mostly to himself. |----|----| Tamli is at the stables with Edra. Both are talking animatedly when you arrive with the horses. Edra smiling happily as she sees the animals. Tamli stands up to receive you as well. "Eh?", Edra says scratching her head. "there's five horses 'ere an' four riders. Where's the fancy one?" ![]()
![]() The woman nods and moves away as you approach the Plaguestone on your way to your destination. Leofric:
The woman appears to be young, perhaps she is a plague survivor like Delma, although she has an elvish appearance. You find Tamli and the ulfen twins back at the renovated home. The place is looking gorgeous, with most of the walls repaired and some plants planted along the way. The well and courtyard are clean and the main entrance leads to what you imagine is a rather large common room. After talking to Tamli and Cooky, they agree to hire you to help out, prior to the approval of the others, those being Gamble, Deerslicer, Kunsheng, Valor and Sinan. "It's their home, technically." Cooky says while shrugging. "They're out now, but you could try coming back here tomorrow." |----|----| On midday the next day, the party arrives to Etran's Folly. Noala immediately heads over to see Delma. "The only one with brains", she mentions. Outside of the inn, Leofric is keeping an eye on a collapsed Sir Lawren Krent, perhaps with Elendyr at his side, as they bide their time before reporting for work. As Gamble and the others lead their mounts into the Feedmill, you see the Sir Krent sitting and leaning lazily against the stables, his eyes growing wider as Simon appears. His whole face turns white as a sheet and he stands up shakily as he approaches the mounted ulfen. "Talmore! TALMORE!" Much to Leofric's surprise and embarrassment, Krent rushes over, pawing at Simon's boot. Krent looks at him with his eyes wide and bloodshot. "Talmore, my old friend. You have to help me. I think his minions have followed us here. I seen ’em. They’re coming!" ![]()
![]() You cross the street past the Feedmill and see a slender woman by the Plaguestone. She is wearing a hooded robe and appears to be caressing or patting the stone. (Perception checks, please, @Elendyr and @Leofric) |---|---| The following morning the group, having been treated by Simon, continues its way back to Etran's Folly, arriving during a very hot midday. (I need Elendyr and Leofric to talk to Tamli so I can have both timelines and groups merge together) ![]()
![]() The trip back to town is sober. There is much on your minds, and as Gamble has mentioned, Etran's Folly has taken so much: Bort and Sinan's life; Tamli and Kunsheng's spirit; the transformation and corruption of the land. Throughout your trip, Noala remains anxious, her hand going to her crossbow as she eyes the forest wearily. "Something is following us," she says. You inform her of the leopard and she relaxes slightly, but there is still much in her mind. The tale of what you found in the heart of the blight greatly disturbs Noala, but she is relieved to hear the orcs will be conducting no more experiments in her woods. "I know you do not want to hear this, but I've been thinking," she begins, "I don't believe that this one laboratory could possibly be responsible for all of the blights I've located." |----|----| Sir Krent is passed out, snoring softly in the corner of the Feedmill, a blanket covering him as he drools on the table, a kindness from Delma. Leofric would have noticed that Delma still doesn't have a cook, not since he became aware of the murder at the Feedmill and there appears to be some rift between Delma and her cook, Amora. Edra, the stablehand appears to have formed a friendship with the caravan teamster and now leader, Tamli Grent. As Leofric heads out to see if work can be found at the house being renovated by the members of Bort's team, he sees in the distance another travelling caravan, a train of perhaps nine or ten wagons coming down from the forest in the north. (Go ahead, John, and introduce your character) ![]()
![]() Deerslicer's suggestion proves to be quite useful, as Kunsheng freezes just enough water to fill a dish. As soon as the leopard tries to drink it, the water melts as waves of heat roll off it to the point of it being suffocating and forcing you all to step outside. A few moments later it steps out, yawns and stretches in the midday sun. It stops short on seeing the dead orcs body and hisses in anger at it. With the cat in tow, you leave the origin of the blight. It's a silent affair as from time to time you're all expecting the blood ooze to pop out of the trees and feast on you. Of course, those kinds of thoughts bring back memories of Sinan's last moments... and his fate. About an hour later you reach the edge of the blight and the forest appears less menacing than before. Noala is shocked to see only four of you return. The cat has scurried off to the woods and kept its distance. From time to time you heard it following you, but now you only hear silence. Noala, seeing your haggard faces closes her eyes and mutters a prayer in Elven. "What exactly happened? What did you find over there?" she says in obvious disbelief, for there had been five of you about two hours when she last saw you. |---|---| Back at the Feedmill Delma wipes her hands on her apron and leave the rag she was using to clean one of the tables against a chair. "Again? He's been like this for weeks now. Take a corner table. I do not want to pick up after him again." She pushes both of the Lastwall knights to the corner and brings beet soup and a slice of ham. As she takes the silver pieces, she shakes her head. "I can only imagine the sort of life you both had if breakfast was paid with silver coins. One silver should cover both of you. As for work, there are some people here rebuilding one of the Dead Homes estates. You could try asking them for a job." ![]()
![]() "Oh, look Talmore! It's Leofric. Helloooo Leofric! Delma? Oh... right! Delma is such a wonderful woman, you'll love her, Talmore." he tells someone to his left who isn't there. "Talmore?" he blanches on not seeing anyone. "Talmore... I'm sorry. I'm so sorry." He begins to cry and sag making Leofric have to suddenly grab him before he falls to the ground. ![]()
![]() Both Simon and Kunsheng see that the animal is severely wounded, but thanks to Deerslicer's intervention it stays still, allowing you to address its wounds. The heat that rolls of from it is suffocating, almost as if you were next to an open fire, thankfully, it keeps the flames on its body at a low simmer and at most you end with hot hands, but no burns. The leopard mews as it's wounds are treated, but it needs water, as while the injury has been dealt with, the dehydration is something you will need to address. Simon:
If anyone were to bring water for the leopard to drink, it would more than likely evaporate before it reaches the animal. It needs something frozen, perhaps water frozen from a ray of frost to allow it to drink or something similar. |---|---| Back in Etran's Folly... Midday near the Feedmill. A man of noble bearing steps out on fumbling footsteps out of the main taproom. He is a handsome man, perhaps in his early thirties, with a dark brown well kempt beard and a thin mustache. He'd be attractive if not for the perpetual stench of alcohol on his person. In one hand he holds a jug of full of mead. He manages a few steps before falling in the dirt near the stables, his body immediately clutching the bottle to protect it from shattering as he strikes the floor with such violence it would make anyone looking cringe. It does actually. A young man is waiting by the stables, worried at what the drunkard is doing to himself. "I've got you, Talmore! Don't worry ol' chap!" the drunkard tells the jug lovingly. ![]()
![]() The creature is in far too much pain to put up a fight unless provoked. It's also in dire need of water as it looks severely dehydrated, perhaps no one paying it any attention in several days. Worse off, the animal is wounded, probably by the orcs when they were handling it. The creature is frightened and will probably run away at its own peril if it's approached unless it's calmed down. (Wild Empathy or Nature check) Waves of heat roll off it as its hide burns with dark red flames, faintly illuminating the cavern. ![]()
![]() GM Screen:
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Recall Knowledge Nature: 1d20 + 9 ⇒ (10) + 9 = 19 Survival: 1d20 + 7 ⇒ (8) + 7 = 15 Stealth: 1d20 + 10 ⇒ (9) + 10 = 19 Deerslicer spots several tracks, coming from the cave and then heading back into it. Stepping inside the cave, a cloud of smoke hovering around the ceiling becomes visible. Curled up in the back of the cave is a cat that looks to be on fire. It turns its eyes towards the cave mouth and sniffs the air, glaring at Deerslicer. It lets out a weak snarl that fades into a plaintive yowl. It's mouth and paws are covered in blood. ![]()
![]() The Sculptor's room is empty. From behind the door you hear the ooze moving. The iron door is thick and has a heavy bar that can be slid to bar it. Looking through the desk, you find the detailed notes and journals, all in Orcish. While you might not be able to read it, you know there is someone in town who might: Tamli. I imagine you take the papers. Peeking outside into the main laboratory area, you see the cauldrons are still boiling. If not put out, they'll spill their contents onto the floor. The alchemical reagents and lab equipment is simply too much and too bulky. You will definitely need a horse and wagon to bring them back. Perhaps Kunsheng could use them, or perhaps they could be sold. If you were to head back outside, the bright sunlight would blind you and remind you of how short your time inside the blight's lair was. At most 15 minutes have passed. Just 15 minutes ago Sinan was alive. The rats are still stuck in their pen. They angrily chitter at you as you approach, but that's not what really catches your eye. As you adjust to the change from dim light to bright light, you find the body of the orc you fought moments ago. He's lying face down in the sludge. He did not die from Gamble's magical assault. All over his back you see vicious claw marks that raked through his studded leather armor and reached the flesh. Worse, he has several burns that have shriveled his skin and his hands are melted away, perhaps in an attempt to defend himself. If turned over his face has been torn off and he's unrecognizable. On the ground lie an eyepiece, a dagger similar to the ones the other orcs were using, an alchemical elixir of some kind and the bad of dust he used on the ooze. There are no signs of the orc's assailant. Yet to the south you see a small cave you never explored in your rush to stop the orcs from raising the alarm. ![]()
![]() As we'll have Dr. Mono bring in his new character once you're all back at Etran's Folly, I'd like to take the opportunity for thanking him for such a great and stupendous character. I loved and worried seeing him tank and I'm also happy to see him help mold Valor into Simon. The blood ooze's next attack was going to be Blood Siphon a Basic DC 21 Fort save that would have made you all take... Blood Siphon Slashing: 3d8 ⇒ (2, 3, 8) = 13 Plus it's regular attack. So I'm glad you got out of there. I'd also like to mention that if you wish to change characters/retire them with the coming of Dr. Mono's new char, this would now be the time. As Blake hoped, the Sculptor is dead, but we'll get to that in character. For now, it's time to level up to level 3, a bittersweet event. ![]()
![]() You run and escape from the blood ooze. As the door slams shut you hear the sickening ripping and tearing of skin and a sound akin to the sucking of liquid as you can all picture Sinan's body ravaged by the ooze, his blood becoming part of the ooze's body. (Encounter Mode Over!) You find yourselves back in the Sculptor's lair. Post-Encounter Report
Kunsheng (-14 hp)
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![]() Simon's weapon strikes the crimson pseudopod, splattering blood on the floor as it its torn and ropey tendrils cling on to Sinan. (Escape DC lowered) The blood ooze, releases Gracie (Free action, Release), sending a large pseudopod after Simon and missing by just a hair's breadth. Sinan isn't so lucky, as the grabbed priest of Sarenrae is struck with such violence that you all hear the cracking of bones, the Qadiran's body hanging limply, as the pseudopod holding him can no longer hold his weight and he collapses on the floor in a bed of congealed blood. (16 Bludgeoning, 6 persistent bleed) The ooze slurps closer to the entrance, and all those nearby see it begin to quiver in ts place, you feel an itching under your skin as blood calls blood to the surface... Pseudopod Simon: 1d20 + 15 ⇒ (3) + 15 = 18
(Release Gracie, Strike x2 - Stride) Initiative Tracker - The bold may act!
Kunsheng (-14 hp)
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![]() A voice barks out, "Someone get Valor out of here! I'll hold this thing while you do!" ...with all the noise, Simon slowly returns to consciousness, his eyelids heavy and body sluggish as he takes in what's going on. From the ground, he sees Sinan and poor Gracie are grabbed tightly by crimson pseudopods of the towering blood ooze. The small bear tries to tear itself free to no avail. (Miss) Kunsheng tosses another red-orange flask at the... thing. It explodes on contact, but the creature seems if slightly singed, still in great shape. (6 Fire Damage) Deerslicer snaps at Gracie, "Gracie, run! Grab Simon your way!" The goblin says this as he head toward the door, sheathing his dogslicer. "Hurry up an' I'll slam the door!" "Get out of there!" Gamble calls into the room. "I'll stay and shut the door behind you!" Knowing things are going south, Simon... Initiative Tracker - The bold may act!
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![]() Basic Fort. Save: 1d20 + 11 ⇒ (1) + 11 = 12 (Crit. Fail! Double Damage and enfeebled 1! @Sinan, please roll for damage)
With everyone busy with his little creation, the orc keeps running away!
Initiative Tracker - The bold may act!
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![]() Will Save: 1d20 + 7 ⇒ (1) + 7 = 8 (Fail. 5 Mental Damage, 4 Persistent Mental Damage) As the orc runs away, he clutches his stomach just as he turns the corner towards the secret door. He gives a dry heaving sound as bile raises to his mouth. Gamble would probably then turn his head back to the larger threat in the room. The blood ooze trembles as undulating blood ripples through its body and a pseudopod reaches out and strikes out at Sinan grabbing him by the waist (27, Grabbed) as a second one curls around Gracie(25, Grabbed). With both grappled, it lazily attacks with a third pseudopod while another hurls itself at Deerslicer, narrowly missing the goblin! (Miss) GM Screen:
Pseudopod Grab Sinan: 1d20 + 13 ⇒ (14) + 13 = 27
Pseudopod Grab Gracie: 1d20 + 13 - 5 ⇒ (17) + 13 - 5 = 25 Pseudopod Sinan Attack: 1d20 + 13 - 10 ⇒ (10) + 13 - 10 = 13 Pseudopod Dmg: 1d12 + 8 ⇒ (9) + 8 = 17 Gracie Bleed Dmg: 1d6 ⇒ 3 Initiative Tracker - The bold may act!
The Sculptor (-27 hp) | Persistent Mental 4 | Sickened 1
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![]() (Heh heh. Meant you'd need to have done a flat check if Sinan didn't stabilized. Will use that flat check for the bleeding) Simon somehow stops bleeding as Gracie bites down on the ooze, her muzzle covered in blood as the creature deflates just slightly before a blood clot immediately forms on the place she bit! (Reaction Clot. No damage) Kunsheng's flask once again strikes the jelly-like thing as fire washes over it! (6 Fire Damage, sorry, Kunsheng, it doesn't stack) Initiative Tracker - The bold may act!
The Sculptor (-22 hp) | Persistent Mental 4 | Sickened 1
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![]() (@Simon In my hurry to post, I only posted the regular hit which is 12 Bludgeoning Damage, with the Nimble Dodge you'd be at Dying 1 instead of Dying 2, so you'd still need to make the check.) As Simon is revitalized by the energy of the Dawnflower, you would all watch the orc rush past all of you, getting away from here as fast as he can! His laughter echoes as you hear the familiar sound of stone against stone of the secret door. (Takes 4 persistent mental damage) Flat check: 1d20 ⇒ 7 (Stride - Interact) Initiative Tracker - The bold may act!
The Sculptor (-22 hp) | Persistent Mental 4 | Sickened 1
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