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I added 1070 gp 4sp 2cp to everyone's sheet
Anaba
Aegis of Recovery (1500) added @15% discount
Cela
Scroll of Wall of Fire (cr, 700 gp) added @15% discount
Potion Remove Sickness (50 gp) added @15% discount
Scroll of Control Water (cr, 700 gp) added @15% discount
Buchart
Potion of Protection from Evil (50gp) added @15% discount
Potion of Darkvision (cr, 300 gp) added @15% discount
Rolande
Dry Load Powder Horn (500 gp) added @15% discount
Fernleaf
Headband of Vast Intelligence +2 (Knowledge (history)) (4000 gp) - not enough cash now.
Sekkimm - Add your cash and purchases.
Scroll of Erase (cr, 25 gp)
Potion of Reduce Person (cr, 50 gp)

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Trading in all the items, gems and jewelry you each receive
1070 gp 4sp 2cpYou have over 16,000 gp in other items of large size that will need to be sold in Magnimar - there is no market for that here.
We also have about 220 gp each from the gold given to us for travel by Adril.

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Buchart
Potion of Protection from Evil (50gp) added @15% discount
Potion of Darkvision (cr, 300 gp) added @15% discount
Remember that I gave the 52.5 gp from said discount to the priest to help rebuild the temple.
Here you go, kind priest! Bad luck that monstrosity decided to wreck your temple! As an adherent of Cayden Cailean I do what I can to stem the tide of bad luck, or try to remedy it if it can't be stopped!

GM Pablo |

If you can pool 5455 gp the Raise Dead can be purchased.
Current cash
Anaba 125
Buchart 1476
Cela 3856
Fernleaf 1796
Rolande 1797
Sekkimm ??
You review the list of items that needed to be done with Jakardros and Vale
Done:
Contact Turtleback Ferry and advise Magnimar of what has transpired.
Reinforcements - Wagons and men continue to arrive in the fort. Vale has taken control of shoring up the defenses and puts most of them on task. The walls and towers all have men garrisoned.
Area B7 where a vile pool of sewage sits at the base of a nook in the wall. The body of a Ranger was removed and the sewage now flows out of the fort.
The dead have all been removed from the fort and the bodies cremated with the help of elementals (Cela and Sekkimm)
Kaven headless corpse was burned with his Ogre allies
Sekkimm with the help from Lumpy was able to get the gate fixed before he left for Turtleback.
Clean the inside of the fort. It is done as good as possible for now, but there is still much to do on this. The new recruits will get this task completed in a couple days. An unseen servant or several hours of prestidigitation would help as well. This is not the most pressing issue.
Area B5
Lumpy worked all night removing the pile of rubble and used that to shore up the defenses. there is now access to the tunnel beyond which winds up to a ledge that overlooks the fort. The eagles will be very difficult and expensive to replace.
Still to do:
Priority: Fix Skull's Crossing Dam's Floodgates.
Jakardros fill you in on all he knows. "Less than 10 miles to the north and spanning the great breadth of the gorge is Skull's Crossing. The massive wall of stone holds back the waters of the Storval Deep-but only just. Thousands of skulls have been carved into the dam's face, with five larger ones decorating the middle length. I have no idea how the floodgates function or the layout of the interior. The dam is ruled by the Skulltaker Troll Clan, which are not normally allies of the Kreeg Clan. God help us if they are working together and not against each other. I have no idea how many are inside. It's a steep ascent to the dam, but the road will take you there , you can't miss it, its massive. Vale and I are needed here, but you have our thanks and best wishes for your success. I think Shelalu wants to go with you as well. One last thing...Trolls regenerate. They don't like fire or acid."
Area B9
The cascade is the fort's primary source of fresh water and is still coming in polluted by something. They can make due for now by carting water from the nearby river.
Find Commander Lamatar. Start your search in the Shimmerglenns.

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I might be back for that headband after we sell the items we captured. If we make enough, of coarse. Then again, Sekkimm, I have a couple of items I need to have crafted. We should discuss a deal. Wands for items? Surely there's a spell you would like in a wand. We need more gold first. That much is clear. And some downtime. Whew!
"Wands are for novices. I have little interest in such things... we'd probably use the crap out of a wand of haste, though."

GM Pablo |

You take the walk up the muddy trail north. An hour in the rain starts again making the all uphill trek cold and wet. Everyone except Rolande is soaked and muddy. Sekkimm seems to be the only one who enjoys this weather.
You have no encounters on the road which is good news for the fort.
After reaching a ridge you come to an overlook which has a view of the river and enormous dam.
Even through the rain, you can tell something is not right on the dam.
Spanning the great breadth of the gorge is Skull's Crossing. The massive wall of stone holds back the waters of the Storval Deep-but only just. Thousands of skulls have been carved into the dam's face, with five larger ones decorating the middle length. The easternmost of these immense skulls is all but hidden by a steady flow of cascading water pouring through what appears to be a recent break in the dam. For now, the ancient dam seems to be holding its own against the Storval Deep, but unless these rains end soon, the recent flood looks to be but a minor precursor to a fantastic disaster.
The eastern slope s of the gorge are sheer and slick with rain, but to the west, a narrow stone stairway, its edge decorated with hundreds of poles bearing the skulls of as many different creatures, winds up to a cave mouth near the western rim of the dam itself.

GM Pablo |

Adding Maps and Picture
Taking a long look you see a group of four ogres chipping away at the top of the dam (marking the area where they are on the map). A fifth ogre sits nearby on an enormous block.
You know if this damn fails Turtleback Ferry and many other river towns downstream will be washed away and all its inhabitants certainly killed as the Storval Deep empties on its way to the sea.

GM Pablo |

Ogres speak Giant.
You are still far away from the dam. 20-30 minutes to get to where the Ogres are. Well out of spell or weapons range. There is a path leading to a cave before you reach the dam which you will need to pass. The dimensions on the map are 25' squares. The dam is 250' tall.
Even through the rain you hear them pounding with huge picks and hammers. You see the scars where they have chipped off sections of the dam. They are trying to destroy it. And it looks like one big section is already severely damaged.

Cela |

i want to fly ahead and see what is blocking the water also scout for what numbers of baddies we are dealing with. I should be able to shape stone no fancy detail so Fernleaf will have to give up the dream of having his face on the wall.
"Target stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level"

GM Pablo |

Cela does not have stone shape memorized. Even with a single casting of stone shape, it is not enough to repair this ancient structure. The dimensions of this dam are enormous. The giant skulls on the dam seem to have watermarks where the flood gates opened in the past There must be some controls in the interior to open them.
You don't need to fly ahead to see the dam (Also - You only have 1 shape shift left today). You have a commanding view of the entire structure. on top there are five Ogres total. The problem is not with water being blocked it is with the dam being destroyed by the ogres. The wave of water that came to Turtleback Ferry was probably from the large section that collapsed, but the water level is now just a flow.

GM Pablo |

You make your way down the path. As you get closer to the dam you realize that you probably need to go through the cave to reach the top of the dam.
A seven-foot-wide winding stairway of stone climbs the cliff face here, reaching a height of nearly two hundred feet before ending at a cave mouth above. Hundreds of stakes line the edges of the stairway, many of them decorated with skulls-some animal, some humanoid, all marked with a strange skull-shaped rune on the brow.
New map Skulls Crossing Dam Approach

GM Pablo |

Fernleaf hops off Fahari and cautiously checks the path ahead
Stealth: 1d20 + 16 ⇒ (4) + 16 = 20
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
He doesn't see any traps but does notice the stairs themselves are sized for Large creatures, and as such require a DC 7 Climb check for Medium or smaller folk to ascend. A fall results in a plummet of 1d10x10 feet before the victim reaches one of the many narrow ledges
that line the cliff face.

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I'll use the three pearls of power so I can cast all four enlarges from memory instead of the wand, so they'll have 7 minutes of duration instead of one minute. Nobody wants to shrink at the wrong time.
I maybe should have asked this perhaps two thousand posts ago, but am I supposed to be tracking charges on the enlarge wand?