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lostsole31
2013-09-25, 07:48 PM
The Swallowtail Festival, commemorating the opening of the new cathdral built on the site of the one that burned down some time ago, begins promptly, as scheduled, on the first day of autumn. The square before the church quickly becomes crowded as locals and travelers arrive, and several merchant tents featuring food, clothes, local crafts, and souvenirs are there to meet them.

What are you doing? What brings you away from your tiny cottage in the nearby woods to the Festival ... on a holy day like the first day of autumn, no less?

PSinger
2013-09-25, 10:29 PM
Easy enough. Dušana follows two religions. From her elven side she follows the Green Faith, while her human (strong) side identifies with Desna, the patron of her fellow Varisians.

During the dawn hours of the day, she prepared her spells and conducted an appropriate ceremony by herself to the forces of nature and the power of magic inherent in the earth and seasons.

Since the cathedral is multi-faith and includes Desna, there's no way she'd miss that. Besides, autumn is a time of change and transition from the vibrance to decay. This traveling is identifiable with Her as the goddess of luck and travel, but in time vice in distance.

Many people are finishing their early harvests and are worried about prospects, which means there should be a lot of business for her as a fortune teller.

lostsole31
2013-09-25, 11:04 PM
There might be some charlatans coming in from out of town that do okay as "fortune tellers," but none own a Harrow deck like yourself. The townsfolk tolerate you, even though you are even and fair. They find your strange powers unsettling, but you use that to good effect. For that reason, the outside fortune tellers actually cater to other visitors. Anyone from Sandpoint that wants their fortune told go to you.

You get some incredible business with the carnival-like atmosphere, equaling 5 gp, and 42 sp. This is far beyond what your junior skills in this small town would normally earn.

Welcoming Speeches: The turnout for the opening speeches is quite
respectable, and the four keynote speakers each deliver short but well-received welcomes to the festival. Mayor Deverin’s friendly attitude
and excitement prove contagious as she welcomes visitors to town and jokes about how even Larz Rovanky, the local tanner (and notorious workaholic) managed to tear himself away from the tannery to attend, much to everyone’s but Larz’s amusement. Sheriff Hemlock brings the crowd down a bit with his dour mood, his reminder to be safe around the evening’s bonfire, and his request for a moment of silence to remember those who lost their lives in the fire that claimed the town’s previous church five years ago. Fortunately, Cyrdak Drokkus is more than up to the
challenge of bringing the crowd’s mood back up with his rousing anecdotes
as he delivers a not-completely-irreverent recap of the long process the
town went through to finance and construct the new cathedral. He throws in a bit of self-promotion at the end, as is his wont, inviting everyone to stop by the Sandpoint Theater the following evening to check out his new
production of “The Harpy’s Curse,” revealing that the lead role of Avisera the harpy queen will be played by none other than the famous Magnimarian diva Allishanda! Finally, Father Zantus steps up give a short speech thanking everyone for coming before declaring the Swallowtail Festival underway.

Swallowtail Release: At noon, Father Zantus and his acolytes wheel
a large covered wagon into the square, and after recounting the short parable of how Desna first fell to earth and was nursed back to health by a
blind child who she transformed into an immortal butterfly as a reward for her aid, they pull aside the wagon’s cover, releasing the thousand children of Desna—a furious storm of a thousand swallowtail butterflies that swarm
into the air in a spiraling riot of color to a great cheer from the crowd. Throughout the rest of the day, children futilely chase butterflies, never quite quick enough to catch them.

Lunch: Lunch is provided free, at the expense of Sandpoint’s taverns. Each brings its best dishes—this event is a marketing push by the taverns as much to win new customers as it is to feed a hungry crowd. It soon becomes apparent that the darling of the lunch is, once again, Ameiko Kaijitsu, whose remarkable curry-spiced salmon and early winterdrop mead easily overshadow the other offerings, such as the Hagfish’s lobster chowder or the White Deer’s peppercorn venison.

Consecration: Finally, as the sun begins to set, Father Zantus takes the central podium, uses a thunderstone to attract everyone’s attention, and clears his throat as he prepares to recite the Prayer of First Dreaming.

A sharp retort, like the crack of distant thunder, slices through the excited crowd as the sun’s setting rays paint the western sky. A stray dog that has crawled under a nearby wagon to sleep starts awake, and the buzz of two dozen conversations quickly hushes as all heads turn toward the central podium, where a beaming Father Zantus has taken the stage. He clears his throat, takes a breath to speak, and suddenly a woman’s scream slices through the air. A few moments later, another scream rises, then another. Beyond them, a sudden surge of strange new voices rises—high-pitched, tittering shrieks that sound not quite human. The crowd parts and something low to the ground races by, giggling with disturbing glee as the stray dog gives a pained yelp and then collapses with a gurgle, its throat cut open from ear to ear. As blood pools around its head, the raucous sound of a strange song begins, chanted from shrill, scratchy voices.

lostsole31
2013-09-25, 11:35 PM
You are perspicacious enough to keep your wits about you, but these things are ridiculously fast.

S1T25: The small creature then charges a short, stocky, totally blitzed half-orc, and it wields a crude short sword with notches in its blade and holes on the side to keep it light. It gets to the other side of his victim with a nasty slash to the half-orc's knee for 4 (max) damage.

S1T24: Another little monster with impossibly fast reflexes attacks a woman nearby, charging and leaping at her chest but the attacker's sword is deflected as if by reflex.

S1T20: Another little gremlin charges ... you. Like the half-orc it zips to the other side of you, cutting you badly for 4 damage.

S1T13: The half-orc looks at the creature through his drunken haze and slur-shouts, "Go'lins!"

He winds up and punches the goblin for a whopping 6 damage.

S1T8: The woman, a very rough-looking 5'11" with rust-brown hair and red-brown eyes, wearing a thick cloak, thrusts out her hand with thick pointed fingers, and then the other one. The first finds purchase in the creature's chest for 8 damage, though the other misses. She gave such a resounding strike in a sensitive area that it drops its sword and clutches its side.

S1T7: You are facing off with a goblin. What do you do?

PSinger
2013-09-26, 11:24 PM
Dušana screams and writhes in pain before calling out, "Radish!"

She steps back and casts mage armor on herself.

lostsole31
2013-09-26, 11:47 PM
S1T7: Dušana screams and writhes in pain before calling out, "Radish!"

She steps back and casts mage armor on herself.

That is when you remember that Radish was left behind because his mere touch could poison somebody. Perhaps he heard you in the woods.

End Surprise Round, Begin Round One ...

R1T25: The goblin's eyes that the half-orc whalloped grows big when the former sees a dropped plate of salmon on the ground. It steps back 5' to bend down and pick it up, doing a happy dance as it gulps it down.

R1T20: The goblin attacking sees how tall the witch is, and comically steps over to a bench and takes its whole turn clambering up onto the table.

R1T13: The half-orc shakes his head at the greed and stupidity of the little monster before stepping forth and punching it in the head for 9, dropping it.

R1T8: The golin the woman struck shakes its head to come back to its senses. She takes out a rapier and finds that this time the goblin is ready as it ducks her point. It laughs and mocks her. Recognizing Goblin, you know it is singing some type of simplistic, yet violent taunt, not unlike a nursery rhyme sung by a little psycho.

R1T7: Dušana, the goblin did make it on top of the bench. It need only make a 5' step down its length to be able to attack you. What do you do?

PSinger
2013-09-27, 02:55 AM
Dušana casts charm person on the goblin and in its yammering tongue says, "We have lost the field, go home to your chieftain and proclaim the good news!"

lostsole31
2013-09-27, 03:15 AM
R1T7: Dušana steps back 20' and casts charm person on the goblin and in its yammering tongue says, "We have lost the field, go home to your chieftain and proclaim the good news!"

The goblin dances in glee on the table and gibbers, "We won! We won! Now I take trophies!" he proclaims and then points to the witch, "Starting with your head!"

End Round 1, Begin Round 2 ...

R2T24: The goblin the woman faces steps back 5', lifts up its somewhat open leather breeches, and pees in her direction. He misses, but it is still a foul little act.

R2T20: The goblin Dušana tried to charm makes a fantastic charging leap off the table and towards her. Its short sword gets deflected by her magic.

R2T13: The lout sees Dušana's predicament and charges the goblin himself with all of his own power. He kicks the little monster in the chest and it crumples to the ground.

R2T8: The woman with the is trading sword parries with her goblin.

R2T7: Dušana, what do you do?

PSinger
2013-09-27, 03:18 AM
Dušana readies herself with her scythe for any other attacks, figuring the woman can handle herself. Still, she sticks around the drunken half-orc for some protection.Total Defense Action

lostsole31
2013-09-27, 03:30 AM
R2T7: Dušana readies herself with her scythe for any other attacks, figuring the woman can handle herself. Still, she sticks around the drunken half-orc for some protection.

R2T13: The half-orc really doesn't recognize Dušana so much as a scared villager without an aggressor. He charges, full power, once again at the remaining goblin in your small group. He drops a hammer fist on its head with a crit, totally braining it.

There are lots and lots of these little buggers running about, but this was the first batch of three that came your way.

The half-orc looks at the woman. "Kurgol," he slurs.

The woman replies, "Celiss Nightrom."

Celiss then looks at Dušana. "I heard you chant mage armor. I am very confident that your variation is that of a witch. Half-elf, hm? Dare I guess you to be a bonded witch? What's your name? Never mind. Here are some more goblins ..."

PSinger
2013-09-27, 07:56 PM
"My name is Dušana," she says a little timidly. "Dušana Essert. You're right. I've been accused of being a witch, though I am not sure exactly what that means for myself. And you? Would I be right from that glint of arcane energy on your weapon that you know how to mix melee and magic into an arcane strike?"

lostsole31
2013-09-27, 08:06 PM
"Good eye," says Celiss. "But your-kind is known for that."

Chaos has engulfed Sandpoint. Goblins race everywhere, running amok and slashing indiscriminately. There is a bloom of fire, and Celiss and Kurgol immediately bolt for the source. With the goblins racing about and you being wounded and alone, it is instinct that drives you along with them.

You get to the cart full of fuel that was meant for the bonfire, and are confronted by several cackling and shrieking goblins armed with those junk metal weapons and torches. One of them in back has a whip and is singing one of the songs other goblins are singing.

THE GOBLIN SONG
Goblins chew and goblins bite.
Goblins cut and goblins fight.
Stab the dog and cut the horse,
Goblins eat and take by force!

Goblins race and goblins jump.
Goblins slash and goblins bump.
Burn the skin and mash the head,
Goblins here and you be dead!

Chase the baby, catch the pup.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins! You be food!
R1T19: A goblin closes on Kurgol and slashes his L hand for 3.

R1T17: The drunken half-orc howls in pain and is filled with hatred as he smashes the goblin's face and the little thing drops.

R1T16: Dušana?

PSinger
2013-09-27, 08:24 PM
Dušana tries to be behind her other two new allies-of-misfortune. The goblin that is most likely to run around the side to get her she looks at. She calls on the power of the earth and the heat from the hidden places there to be channeled into the weapon it is holding.
Burning disarm

lostsole31
2013-09-27, 08:45 PM
R1T16: Dušana tries to be behind her other two new allies-of-misfortune. The goblin that is most likely to run around the side to get her she looks at. She calls on the power of the earth and the heat from the hidden places there to be channeled into the weapon it is holding.

The goblin screams in pain as it takes 3 fire and drops his sword. He is still armed with a torch, though.

R1T15-11: A goblin steps up to Kurgol, and with his drunkeness and blind rage the thing is just barely stopped by Kurgol's chain shirt, which seemed a lot stronger against that cut than would normally have seemed possible. Another steps up to Celiss and tries to be too fancy with the old "Parry! Dodge! Spin! Stab!" and ends up dazing itself. The goblin you disarmed gives Kurgol a wide berth to end up on your side. It swings its torch ineffectually, seemingly mesmerized by some of the fire trails it makes when he moves it.

R1T9: Celiss concentrates and casts magic missile at the goblin whip-wielding singer. Three bolts of arcane energy rip into it for 9 force.

R1T5: The warchanter's attention was on Kurgol, but now it is on Celiss. She tries to whip-trip Celiss, but doesn't make it.

End Round 1, Begin Round 2 ...

R2T17: Kurgol doesn't care that he is flanked by Celiss' and your opponent. He is focused on the enemy in front of him. He cracks the thing in the lower kidneys and the goblin drops.

R2T16: Dušana?

PSinger
2013-09-27, 08:48 PM
Dušana attacks her opponent defensively with her scythe and then steps behind Celiss, hoping her goblin focuses on her instead of realizing it is flanking Kurgol.
Attack, FD: [roll0], damage [roll1]

lostsole31
2013-09-27, 09:04 PM
R2T16: Dušana attacks her opponent defensively with her scythe and then steps behind Celiss, hoping her goblin focuses on her instead of realizing it is flanking Kurgol. The scythe slices off the goblin's left lower leg in a spray of blood and drops, dying.

It is battle, she watched the others kill a couple of goblins, and she is amazingly intuitive and can go with the flow. She hunt in the woods, sure. But this is the first time Dušana ever took the life of an intelligent creature, evil or not. :smallfrown:

R2T12: The goblin fighting Celiss shakes its head and is no longer dazed.

R2T9: Poor comfort, as she stabs the creature in the belly for 8 + 1 arcane. Then, truly odd, is that Celiss bites at the goblin with sharp teeth!? :smallconfused:

R2T5: The warchanter steps back so she is 15' from Kurgol and Celiss and casts daze at Kurgol, but he is too engrossed in his fury to be stopped.

End Round 2, Begin Round 3 ...

R3T17: Kurgol reaches across Celiss to squeeze that goblin's head in his palms. Only the warchanter remains.

R1T16: Dušana?

PSinger
2013-09-27, 09:15 PM
Not wanting to get in range of the whip, but wanting to be of help, Dušana gives a glimpse of possible short-term successes to Celiss.
Cast guidance on Celiss.

lostsole31
2013-09-27, 09:25 PM
R3T16: Not wanting to get in range of the whip, but wanting to be of help, Dušana gives a glimpse of possible short-term successes to Celiss.

R3T9: Celiss nods her head to herself and then to the witch. She acrobatically advances on the goblin bitch. She gets 5' fine, but the net 5' she still gives an opening, but nothing the creature makes good use of, yet enough of a distraction that even Celiss' brief insight cannot get past the goblin junk-studded leather.

R3T17: The wrecking-Kurgol charges forth and squashes the warchanter.

It is another reprieve for the heroes, for Kurgol comes out of his rage to catch his breath.

PSinger
2013-09-27, 09:32 PM
This was a bigger group, and the warchanter was tougher. Dušana will look over the equipment of the fallen, mainly the warchanter, and search for magic and quality items.

lostsole31
2013-09-27, 09:38 PM
The goblin warriors have the worst junk-swords and studded leather that can never be resold. However, while assembled of odd parts, the warchanter's studded leather is actually put together well, and her bow and 20 arrows are better than the just-barely-better-than-sticks that the warriors carry. Instead of junk-swords, she carries an actual (non-masterwork) short sword of sturdy quality and a well-wrapped (non-masterwork) whip. Her pouch is also bursting with a whopping 20 gp and a vial you detect as magic. So knowledgeable are you on this magic that you easily recognize it as a potion of cure light wounds.

Celiss is fine, but you look far more wounded than Kurgol. It seems that the wounds he received looked worse when he got them than they actually seem after the battle.

PSinger
2013-09-27, 09:43 PM
This isn't combat; this is battle. She doesn't mess around and drinks.
Being a fey foundling, that's a +2 to the result. [roll0]The potion closes her wounds and refreshes her.

She takes a look around to see where Kurgol or Celiss might go next. Again, she doesn't want to be left exposed, and these two new persons seem like they can punch a hole through any goblin offense. She'll also look around to see if there might be anyplace she can recommend as well. She might at least be thought of as insightful, if not weak.

lostsole31
2013-09-27, 10:03 PM
The scene is a dark comedy. It is an attack on decent folk, but the goblins are so wild and inept that their antics tend to backfire. One goblin leaps off of a roof in an attempt to land on a victim, but it misses and breaks its neck. Another goblin throws a lit torch at a fleeing mother holding her baby, only to have the torch miss and light his armor on fire.

You've had a few seconds to catch your breath. Here and there the sounds of battle, clanging swords, calls of support by the town guard, and shrieking and singing goblins echo through the streets, but at the festival itself, most of the citizens have fled. One or two goblins remain behind to scavenge food, and many more lie dead (along with a few unfortunate citizens). It is obvious that the fight has moved on, especially when the sound of a scream and a frantic barking comes from the north.

On the three of you go again, with you being caught up by adrenaline now. In front of the White Deer, a goblin commando armed with a horsechopper (Goblin for halberd), has just killed a hunting dog. There is a frightened citizen in good clothing, calling for help from his hiding place behind a rain barrel. You see part of the fight, but then the dog is killed and several goblins throw their hands up and cheer at the outcome. The commando is mounted on a goblin dog (http://www.d20pfsrd.com/bestiary/monster-listings/animals/dog/goblin-dog).

The goblins are so engrossed in victory that the heroes can attack by surprise, though the four goblins are in the way of the bigger one.

Dus, what do you do?

PSinger
2013-09-27, 10:11 PM
That's a lot of bad guys (again), and a really tough one and his mount. Dušana begins to pray for help.Turn cure light wounds into summon nature's ally I.

lostsole31
2013-09-27, 10:22 PM
S1T18: That's a lot of bad guys (again), and a really tough one and his mount. Dušana begins to pray for help.

S1T17: Kurgol draws on a rage again and charges a goblin, obliterating it.

S1T15: Celiss likewise charges and does 6 + 1 arcane damage.

End Surprise Round, Begin Round One ...

R1T18: Dušana?

PSinger
2013-09-27, 10:33 PM
Appearing within the goblin commando's square is an over-sized mosquito-like creature with batwings that then attempts to attack the leader and to suck away his blood. Dušana then moves up behind Kurgol and uses her scythe for total defense to bat any goblin that comes her way.
Begin round with 1 full round cast of summon nature's ally I completed.
* Stirge, which appears in the same square as the commando (Tiny), hovering just above him.
* MTA, high-ground bonus [roll0], Attach CMB [roll1]

Total Defense.

lostsole31
2013-09-27, 10:50 PM
R1T18: Appearing within the goblin commando's square is an over-sized mosquito-like creature with batwings that easily sinks its proboscis into his neck from above and begins to drink his blood, causing 1 CON bleed damage. Dušana then moves up behind Kurgol and uses her scythe for total defense to bat any goblin that comes her way.

R1T17: "Ha!" Kurgol yells. "Well done ... for a witch!" :smallwink:

He steps forward and splatters another goblin.

R1T15-14: Clang of metal between goblin and Celiss, but she gets a riposte on him that drops him.

R1T13: The commando is enraged and takes his horsechopper to the stirge on him for 6, though the thing stays on.

R1T7: Seeing what the witch is doing to his mighty leader, the last goblin skirts around to attack Dušana, who does a fine job of blocking.

End Round 1, Begin Round 2 ...

R2T18: Dušana?

PSinger
2013-09-27, 10:54 PM
The stirge disappears as quickly as it had appeared, but the few seconds it was there made for a useful distraction. Dušana has no intention of changing pattern into an overt attack and keeps this goblin occupied with spinning and blocking of her scythe vs. its sword.

lostsole31
2013-09-27, 11:10 PM
R2T18: The stirge disappears as quickly as it had appeared, but the few seconds it was there made for a useful distraction. Dušana has no intention of changing pattern into an overt attack and keeps this goblin occupied with spinning and blocking of her scythe vs. its sword.

R2T7: "You ain' getting away from me!!" Kurgol shouts at the leader. He charges him and with a great double-clasped punch to his knee disables him on his dog.

R2T14: Celiss steps over to flank with Dušana and stabs the goblin in the groin for 7 + 1 arcane damage, and the little creature shrieks in terror and pain. Once again, Celiss gnashes her sharp teeth at the creature.

R2T13: The commando swings his horsechopper at Kurgol wildly, but fails to connect. He slumps forward on his goblin dog. The goblin dog barks more than bites at Kurgol.

R2T7: The goblin now attacks Celiss, but she employs a geometric-based defense that is far beyond its capability to touch her.

End Round 2, Begin Round 3 ...

R3T18: Dušana?

PSinger
2013-09-27, 11:14 PM
Now is the time to strike, Dušana thinks to herself. With Celiss on the other side, Dušana now shifts to the offensive and attacks.
Attack, with flank [roll0], damage [roll1]

lostsole31
2013-09-27, 11:24 PM
R3T18: Now is the time to strike, Dušana thinks to herself. With Celiss on the other side, Dušana now shifts to the offensive and attacks. With a brilliant stroke, the witch cuts from its should well into its chest and the goblin drops, leaving only the goblin dog and possibly the slumped leader.

R3T17: Kurgol tries to grapple the dog but can't quite get a hold.

R3T14: Celiss casts magic missile, doing 13 force to the goblin dog and disabling it.

R3T13: The dog bites at Kurgol, nearly getting through his chain shirt, but the barbarian has a trained boxer's footwork to get him out of trouble. The effort and its wounds causes it to drop with his master on its back.

Combat over ...

PSinger
2013-09-28, 01:39 AM
The combat in our area over, the adrenaline begins to cook off of Dušana. She stands in awe of the raging brawler and the rapier-wielding wizard with the sharp teeth. "Never in my life have I seen such powerful shows of physical and magical might. I am in your debt, Kurgol, Celiss. If you were not there at the festival ... and near me at that ... I no doubt would be one of the fallen here."

Shortly thereafter, the witch will scavenge the bodies for anything worthwhile. Just like a hedge mage - you never know when you'll find something useful.

lostsole31
2013-09-28, 02:24 AM
"Twarn't nothing," says Kurgol.

Celiss looks Dušana over. "Mage armor as a witch, as was charm person. But, I'm unfamiliar with your nature magic. Druid, I estimate, and the burning disarm was used to good effect. It would make sense to have such complimentary skills for life in a cottage. Your skills were useful, but only in keeping yourself barely alive. You have no real skill in combat, so next time something happens like this .... you run."

The nobleman comes out from hiding, and then falling to his knees in grief for his dog, gratitude for the heroes, and general confusion. He thanks the heroes profusely, and as he does his eyes finally look to Dušana. "You, you were amazing ... never mind your friend. You made such use of your physical friends to shield you, and were smart enough to know how to position yourself with the last goblin. You made an incredibly resourceful trick with such an otherwise lowly summon. But most of all, your beauty ruled the battlefield. What is your name? Of course, what are all three of your names?"

"I'm Celiss Nightrom. This is Kurgol. This here is Dušana."

He glances around nervously for more goblins. "I'll be in town for a few more days; I'm staying at the Rusty Dragon to the south, and when you get a chance, I'd love to talk to you more and perhaps reward you properly for saving my life."

While obviously talking to the three of you, he still has trouble taking his eyes off of Ms. Essert. He looks to his hunting dog and sighs before taking his leave.

From the goblin commando, you scrounge up Small studded leather, a Small masterwork horsechopper, a small wooden shield (Small), Small shortbow, and 20 small arrows.

By this time, the battle has been decided. Surviving goblins flee north in droves, in some cases preferring to leap to their certain death off cliffs rather than be captured. Several of the little menaces are in fact caught alive, but they prove useless when interrogated; none of these goblins know much more than that they were given orders to kill everyone in town and burn down the place. None of the captured goblins can even remember their leader’s name, apart from the fact that he was one of “you longshanks." Their leader was on a secret mission to the town’s graveyard—that much most goblins can say, but none of them know what that mission was. It was secret, after all!

PSinger
2013-09-28, 02:36 AM
Dušana offers Aldern her hand to kiss, and she blushes when he does so. Most people stay clear of her except when they want her services. There have been those in town, the misogynists and cat-callers, that have tried to get the better of her, but a well-placed charm usually holds them off. Even if they resist, the casting of magic is a fine deterrent for those that would attempt to ravage her.

But right now, she's thinking of a few scenarios and settings in which she just might not mind being "ravaged" by Aldern. She tries not to reciprocate his looks, and seems coquettish, but as she leaves she is definitely checking him out, barely biting the lower part of her lip.

She finally turns her attention to Celiss. "Believe me, I have every intention of running. I have never killed anyone before, and I feel funny. I think I might follow Kurgol's example and get drunk tonight. But first, I have never seen either of you about ... though I don't come into town that often. Perhaps I could be your guide while you are in town? There is no one I know of in my circle-of-one that is any kind of magician, and I'd love to talk shop to you if you are willing to give me some tutelage while I act as a humble guide."

lostsole31
2013-09-28, 02:48 AM
Of course he has his hand out in case yours is proffered to him to kiss! :smallredface:

Kurgol says, "Sure, I could use a way about town, even if it's just to help me when I'm sober ... which means when I'm out of it."

Celiss watches the exchange between the two star-crossed lovers, looking on with a stoic face yet amused inside. After he leaves and Dušana makes her request, Celiss cracks the slightest smile. "Well, if you can make such an impression with all of the well-to-do here in Sandpoint, I guess it couldn't hurt. I'm from Cheliax, a far cry from where I was raised and did most of my early adventuring and study."

PSinger
2013-09-28, 10:32 AM
"I think we should find Mayor Deverin or Sheriff Hemlock and show him this one that we downed, and then the war chanter. There are a few goblin hunters that come into town every know and then, and maybe there's some intelligence to be gained."

Dušana leads the other two, trying to find the mayor or the sheriff (if they'll see the group). In the meanwhile, "Kurgol, I've never seen your equal in strength. Are all half-orcs that strong? What about that weaponless fighting? I've heard stories of monks, but you seem more like a fantastic brawler?"

lostsole31
2013-09-28, 11:01 AM
"Har-har!" Kurgol slur-laughs. "I'm as strong as my kin come, but they are no less ferocious!!"

On the last word, he shouts it out to the sky, raising both fists in a bent arm pose as if lifting something. "I'm from Kaer Maga, though originally of Shoanti stock. And id'd'd be my plesher to take you as my guide."

The sheriff comes to you before you to him, mainly because he checks among the dead. Celiss has a severe attitude and a professional demeanor about such things and shows the war chanter and the commando in the specific places you fought them. He gets your names and Celiss gives a report of the three battles the three of you fought.

The sheriff notes the small horsechopper Dušana is holding onto. He frowns. "This is still made of cast-off metal as with the dogslicers, their short swords. But these two ... their gear is of good quality. And the horsechopper here worries me, because it is of very good quaity. That means that either someone is arming them, or given its make they possess a very capable weaponsmith.

"May we keep their arms and armor? The town will compensate you, especially for the intelligence value of the larger blade. Given what living goblins have told us, the grave of the priest that died in the fire five years ago ... Ezakien Tobyn ... well his remains were stolen. Please try to keep this quiet. The mayor and Father Zantus have been informed, but we hope to avoid further distress to the people of Sandpoint.

"Ms. Nightrom, put a leash on your drunken friend. And you, Dušana ... just try to stay out of trouble; but I am proud of you. Most of the townsfolk might begin to respect you more after today."

PSinger
2013-09-28, 11:08 AM
Dušana beams with Sheriff Hemlock's compliment. In coming days, she will be as personable as she's ever been .... until someone deflates that, which won't take much given how sensitive and self-aware she is.

lostsole31
2013-09-28, 12:50 PM
Father Zantus finds the heroes and heals Kurgol of his wounds, nods thankfully to Celiss, but still is put off by the pagan.

As Sandpoint recovers from the attack and buries its (thankfully few) dead, the citizens do their best to get on with their lives. The cathedral is consecrated the next day during a much more subdued and indoor ceremony, but by the end of the week, the goblin attack is remembered mostly with chuckles. Now that the terror of the raid is over, memories of goblins accidentally lighting themselves on fire, getting stepped on by horses, or drowning in rain barrels that were only half full in the first place render memories of the raid in an almost comical light. But one thing the locals haven’t forgotten is their new heroes. The newcomers Celiss Nightrom, Kurgol, and Sandpoint's own Dušana Essert! :cool:

Their names soon become household knowledge. Everywhere you they go in town, locals welcome them. A simple walk down Main Street might result in local baker Alma Avertin charging out into the street and press a fresh-baked loaf of bread into the arms of the skinny Dušana with worried comments that she must be starving. A visit to the Hagfish brings an immediate round of cheers, applause, and a round of drinks on the house (and likely a challenge to drink from Norah’s tank). A trip to the Sandpoint Theater might have Cyrdak Drokkus trying to talk Dušana into auditioning for his new play. A stop at Savah’s Armory is greeted with an instantaneous offer of 20% off anything in stock. Certainly not everyone in Sandpoint wants to be the heroes' new best friend, but they certainly start to feel more than welcome.

Kurgol does indeed try to take the drink from Nora's tank. He pays 1 silver for the chance to drink the horribly foul-smelling and thick scum from the hagfish's tank. He almost vomits it out, but manages to keep it going and suck it down! Kurgol is awarded with the pouch of silver that all those who have tried before him since the last winner tried had been reset. In 10 years, only 28 have won and each get their name carved onto the beam above the aquarium, and Kurgol is 29. He gets 74 silver coins.Speaking of which, I will divide the party's "compensation" for the weapons and armor of the fallen that are given over to the sheriff.

Each of the three heroes stay at different places. Dušana, Celiss asks if she can stay with you at your cottage. She has magics to help keep your place clean, and is willing to discuss more arcane theory with you.

Bad news ... horrible news, in fact ... reaches the girls' ears as they go into town the next day. Throughout the past two days, despite his temperament and "classic half-orc good looks" Kurgol has been seen as quite "available" ... his muscles inspiring awe where his face cannot. Little trinkets were left where he slept and many young women were seen looking after him after he walked by. His bravery and success at the Hagfish gained him much notoriety among the lowly.

Well, last night he was seduced by a story of dire rats in her father's basement. Ven Vinder, Shayliss' father, came down to find them as Kurgol was jumping out of a cot she had set up there. If Kurgol was faster, he might have gotten out with no issue, but Ven was faster and slugged Kurgol. That was it, Kurgol lost his temper and instead of fighting with normal fists, he began to use deadly blows while Shayliss hid in the corner. Ven Vinder isn't any skilled adventurer but he knows his way around a fistfight, but he had no chance against the drunken, raging, unarmed monster. He was killed, and Kurgol ran out. Ven had called for the sheriff when the fight first started, and Kurgol bolted out of town.

With one of the heroes showing his true color as nothing but a murderer, Celiss and Dušana suffer a drop in reputation, especially since Ven was a well-liked man. Sheriff Hemlock sends a message to Magnimar with a description of Kurgol. Knowing how powerful and dangerous the half-orc is, he dare not send out guards to try and hunt him down and bring him to justice.

Celiss tries to make everything right with Shayliss (who before this there had already been rumors) and her sister Katrine (rumored to be "shacked up" with one of the men that works at the lumber mill, and her overly protective father was up in arms about it). She gives the family 200 gp, and then matches that 200 gp to a fund given to the church to help with the families of those that fell in the Sandpoint Raid. Such generosity is met with well, and she repairs the damaged prestige to the two women adventurers. However, Celiss makes no attempt to hunt down Kurgol. "I have no skill in woodcraft, and from what you've told me, you have no skill in tracking. And if we find him, I fear that just the two of us could do little to stop him."

PSinger
2013-09-28, 01:11 PM
Dušana has no intention of becoming an exotic attraction in a play, no thank you, Mr. Drokkus. Still, there is a feeling inside that she is finally becoming accepted. It seems that most people find her half-elven looks, white hair, and purple eyes strange but beautiful, but a play would make her look like an attractive side show attraction.

She is horrified by the events surrounding Kurgol. And yet, despite helping in the goblining, his actions are not totally misunderstood. He is constantly drunk, physically powerful, and quick to anger. Out of instinct he could kill and then flee when what he'd done dawned on him. It's too late now, though. He murdered, evil or not, with a terrible motivation. Dušana writes him off and will be very wary if she sees him again ... including trying to enlist aid in capturing him if possible.

400 gp? Wow. Speaking of which, she'll want to brew some potions in her cauldron in downtime. Since she seems to have the cash, she'll ask Celiss for some funds to provide potions for both.

lostsole31
2013-09-29, 12:09 AM
Celiss is very impressed that despite your basic level spellcasting ability, you can brew potions. She notes your skill with your cauldron. She is also impressed with your ability to stretch a gold piece in making potions, especially since it is coming out of her purse. It is a regular "sewing circle" of gossip in telling what you do know about Sandpoint to help Celiss know more. Meanwhile, you brew while she scribes, and both of you also talk shop about magic.

The first time she meets Radish, you are very careful to make sure Celiss is not touched, but Celiss tells you that poisons cannot affect her. Sure enough, the passive toad does nothing when Celiss touches her, and the wizard is unharmed.

Two days go by, and you are able to brew two CLW potions for the equivalent of 47 gp and 5 sp, but much of this is more an effect of materials you gather in the woods. Meanwhile, after shopping in town, Celiss scribes burning hands and expeditious retreat for 25 gp of materials, and gives them to you. "I might ask for them back, but you need a littlle more punch in a pinch, and an escape if all else fails. And just in case you were thinking it, I have enough defenses that you should keep both potions you brewed."

I assume you perform your readings each day? Celiss doesn't go in for this fortune telling B.S., so she never asks for a reading.

PSinger
2013-09-29, 12:14 AM
No one has ever given her anything so amazing and powerful. This was a sign that Celiss has definitely accepted her for any future endeavor. She is sure to thank Celiss, but not to do so overly much. It seems the wizard is stern and she doesn't want to press it.
Suit: [roll0]. Card [roll1]

EDIT
The Eclipse (lawful evil, Wisdom) represents self-doubt and
loss of purpose. This card afflicts those with faith in the divine,
as their talents can wane under this stress. It can also indicate a
loss of way along a path. If misaligned, it can augur an unheralded
ability coming to the fore or a concealed location revealed.

lostsole31
2013-09-29, 12:30 AM
Wisdom, how fitting for someone who needs to make sure they aren't totally lost. :smallamused:
Aldern Foxglove comes a-riding one morning to Dušana's cottage to speak to the women. Before he returns to his house in Magnimar in a few more days, he was hoping to go on a boar hunt in nearby Tickwood, and invites both ladies along (but his attention obviously goes to you). He knows that you respect nature, but he's not sure if you eat meat or not; he promises that the boar will not be killed just for sport but will be eaten at a big dinner prepared by none other than Ameiko, whom the ladies simply must meet.

Celiss smirks, understanding what it means to be a third wheel. "I have some studies for today, Mr. Foxglove, but perhaps you could entertain Ms. Essert ... get her out of the cottage and away from the cauldron?"

PSinger
2013-09-29, 01:46 AM
Dušana purses her lips, trying not to blush but failing as she looks away ... some. "I would love to, but as long as you promise that such a hunt leads to a meal. Don't worry, brave lord Foxglove, the boar here are no bigger than a dog. That way, we won't worry about anyone getting seriously injured, and nothing will go to waste."

She can't contain her giddiness, and laughs freely with him.

lostsole31
2013-09-29, 02:51 AM
Aldern claps his hands in delight. Aldern gladly buys Dušana her own mount from Goblin Squash Stables, then eagerly leads her and his three manservants west over Tanner’s Bridge and along the southern banks of the Turandarok River.

It’s a two mile ride to the Tickwood Ford, just north of the upthrust limestone escarpment known as the Devil’s Platter. Despite its ominous name, Tickwood is actually a relatively safe woodland, one well known to be the home of wild boars, deer, and perhaps one or two firepelt cougars—no goblin tribes dwell within its boundaries.

The ride to Tickwood takes about a half hour. Aldern is a charming conversationalist, well-read and with a seemingly endless cache of stories about the high life in Magnimar. He's more interested in Dušana, though. Despite being a part-time resident of Sandpoint, he travels in circles far above your own.

Who are you? Where are you from? How long you they been fighting goblins? Do you have any harrowing tales of their adventures? His attention seems like friendly flirting. His attention is friendly at first, but growing increasingly ardent the more he knows you. No one has ever paid as much attention to you as this man.

The boars of Tickwood aren’t all that fierce—no more than a riding dog, and the catch is made a little easier with your help. Aldern invites you back to the Rusty Dragon that evening, where he hands the boar over to Ameiko to cook for a big dinner.

Anything to note for you?

PSinger
2013-09-29, 03:35 AM
Happy to talk about herself and have a man listen, she gives away the goods, even if it comes back to bite her later ...

"My name is Dušana Essert; my Varisian name means 'spirit,' and my sylvan name means 'axle,' probably because I am sort of a bridge between human, elven, and fey interests that keep life in this area rolling smoothly? Hahaha. Anyway, I know my father was a Varisian diviner who moved to Sandpoint in his prime, and my mother was an elven sorceress of some type that died in childbirth with me. He divined from his Harrow deck that he should take me to a group to a faerie ring that his intuition led him to, and to leave me there. Considering my white hair and purple eyes - features definitely not seen by any of my people on either side - it was taken as an auspicious, or even inauspicious sign - but it meant something.

"I am a fey foundling, and was raised from only a few months after birth by the good fey of the forest that hide near Sandpoint. They taught me the lore of the land and about the Green Faith, though I also have a draw towards my people's worship of Desna. I have been able to draw some meager power from the land itself. Though I don't quite have the solid sense of nature as other druids, I can see things that no one else can see. I can see my friends the fey when they are invisible, and I can see other creatures that oft do not wish to be seen or noticed as human. My magic also comes from the power of the land.

"I have an intuition about what are called 'ley lines' and am able to draw upon them. This may be similar to seeing the unseen. My arcane abilities are minimal, a little offense and defense, though I am able to mix a variety of druid and witch brews in my cauldron. I feel a pull towards divination, though I am in no way what anyone would call an actual diviner. Nevertheless, I am very good at reading Harrow cards and am a skilled fortune teller."

When he asks about fighting goblins, she replies, "Oh, I've been fighting goblins for ... let's see if I can think back that far ... oh, yes, several days." *laugh* :smallsmile: ... "No, I've only come into town for supplies and for fortune telling. In fact, most people come to my cottage when they want simple potions, and they usually bring goods and consumables as much as they might bring money ... and those things are much more useful."

She looks a little more rueful as she rides. "The fact is, Lord Foxglove, I have never killed anyone before. Animals, yes, but only when I needed meat; and even then sparingly since I don't need much. But when I cut nearly clean through that goblin ... however evil he was ... well, I've had some dreams about it that are disturbing."

"Harrowing tales, hmmm? No, not so much. The fey took care of me in that I was raised in the woods and was taught kindness, but I was not taught weakness. So, it was a sort of 'tough love.' I had to find ways to survive on my own once I learned to hunt, forage, and build a shelter. It was only when times were really hard that my forest-friends would come to lend a hand. I'm not an adventurer, so that's as harrowing as I've gotten. Living in the Tickwood here, I was actually lucky to be entirely distanced from the Unpleasantness of five years ago."

Dušana enjoys the hunt, and gives the noble any tips or pointers for hunting he might need later. With this hunt and the death of his dog in the attack, it is obvious he loves to hunt. She is quite taken by Ameiko as a person. The woman's exotic beauty, grace, and skill is once again touching higher circles.

If Aldern is any kind of gentleman, he'll escort her home. She asks his manservants to stay back a distance once they get near her area. Now, if he seems to be gentlemanly and simply wants to drop her on the step, fine. If he wants a kiss, she'll kiss him and it will be passionate.

However ... if she can lead him to a ring of toadstools she knows of nearby, she will. It is her turn to take the lead if she does, and unless he objects she will slip off her bodice and let fall fall her clothes, and then ... if he's willing and she truly hopes he is .... she'll make love to him with great vigor. Animals do as they do without ridiculous mores such as marriage, but her sapient nature allows it to be more creative and wonderful.

Of course, she should've used that day's Wisdom bonus somewhere, because she just made love to a man ... on the ground .... under a (What kind of moon? Please say full.) full moon ... in a faerie ring of toadstools. Can anyone say, "fertility rites?" What happens, happens, but she is so infatuated with this man she truly believes that in just one day she has learned to love him.

She'll respect his ability to leave if it is still night, and it is autumn and probably cold. But she is willing to make a fire for them to spend the rest of the night together. Nonetheless, it is autumn and perhaps he should go. She'll give him a ribbon or other devotional to take with him on his trip to Magnimar.

lostsole31
2013-09-29, 08:47 PM
"Such exotic birth ... Varisian and Elven. Proof of your insight and spirituality."
"Fascinating. Stories exist of babies given up - or even stolen - by creatures of the older world and the forest. I always thought them to be just that. Stories. No doubt your life holds a great destiny in store. To see what cannot be seen or sensed, to be one with the land, and insight into the future. I am good at reading people, being one with parties, and insight into the future of politics. I don't know that I am much more than that."
"Oh, but to watch you when you saved me, rescued me. It was like a dance, and your white hair was as clouds soft atop while your scythe stormed below. But now, you are a blooded goblin-slayer. With all of your gifts, how can fortune and fate - two things you know well - not find you?"
"I understand," he says softly. "I nearly killed a man in a duel, but a priest was on hand and saved him in the nick of time. It was something I had to come to terms with ... what if I actually had killed a man?

"I am so sorry I was such a coward, but in truth the very nature of goblins are terrifying to me because of stories my governess would read me when I was young. You must think me and utter dolt. I promise you, Dušana Essert, if every you are near and are in need of my sword - be it ever so unpracticed - I shall leak my life's blood to the ground to repay you. Even then, had you not saved me, I blush to admit that I was so taken by you when I first saw you that I would brave a hundred goblins to get one more chance to see your beauty."
You and Aldern enjoy the feast with Ameiko, and take to each other fairly well, and already she is like a sister.

After the feast, in taking you home, he is restless. He is out of sorts as to leave you with a kiss, but you solve that issue as you lead him to your private bower in the forest. Since you like to drink in the sights and senses of your forest, you usually move about casually with your spirit sight. The fey know your mind, and brownies and grigs come out to fluff up the turf and grass in the ring, and a dryad even makes sure the vegetation is especially verdant and soft.

You kiss him madly as you both struggle to get the rest of your clothes (and mainly his) off, which masks the sound of a pixie consecrating the ground for fertility as the full moon looks down through a thin veil of mist. It is the most amazing experience you have ever enjoyed. Pain at first, and there are some issues that are resolved at first; he is incredibly understanding. He doesn't say, but you know, that he is a man of the world; but you don't say, and he knows, that you are a virgin. He is gentle and strong, measured and wild, compassionate and bestial.

When both of you are entirely spent, and he can barely stay conscious, he calls for his horse that already had camping equipment for "any occasion he might need." :smallbiggrin: The two of you spend the night in a wonderful afterglow aside the small fire you make, and drift off into a thick, wonderful sleep. Sometimes, you are plagued by strange dreams and portents, but your half-remembered dreams the next day will be of bliss.

You give him a string of beads, decoration for your hair that you wear near your ear. It has no intrinsic cost, not really. But it was left as a gift for you by some unknown fey in your bower when you were a teenager, and now it is a love token for this man. I imagine that between the both of you there will be the "I wish you didn't have to go/ that I could stay" bit, but he has business in Magnimar and he must go. He claims he will write sheets and sheets to you, every day, and is sure to give you directions for letters.

"I shall return, Dušana Essert, and if I the stars see that it might be so, and that my family might approve, perhaps one day you might be known as Lady Dušana Foxglove."

He will give you a fine necklace, give you a heroic bending down kiss-from his-horse, and ride off.

PSinger
2013-09-29, 09:17 PM
SWWOOOOONNNN!!!

I can barely think straight (or possibly even walk straight) in walking to the cottage. I will bounce around all giddy, but pull out my Harrow deck right away. I'd like to do a full out Harrow reading: "Will Aldern Foxglove and I be wed?"

PSinger
2013-09-29, 10:02 PM
The first draw is definitely about love, so Charisma. There is a possibility of CON for home, but I think that is more post-marriage.

Dušana pulls the nine crowns from the deck, and shuffles them.[roll0]She pulled The Empty Throne.
The Empty Throne (lawful good, Charisma) has a sense of loss that is palpable. The ghost signifies that those who are gone will always be with us. They taught us important lessons, if only we choose to listen. This card can bring information from a far-off or ancient source. While an excellent card for her in general, Dušana is very confused by this card. "Was there someone I held a crush for that I don't remember? Does this deal with my father; he didn't teach me any life lessons. I know some of the fey are no longer here, but the vast majority will long outlive me. Perhaps it means that I will need to learn more before I am ready. More questions than answers; but I knew that.

"Oh, it makes sense that this is harder for me to read myself than somebody else. It so makes me want to bias the result.

"Oh! I and Alvern need to learn more about each other before we rush headlong into marriage! Too many weddings have been too quick before, and those 'ghosts of the past' are doomed marriages."

Now it's time for the actual spread. She puts the card and the other back in the Harrow and shuffles them all. She the lays the spread. She lays down the positive, unclear, and negative cards in order of past, present, and future.

Here we go ...

PSinger
2013-09-29, 10:29 PM
[roll0], [roll1]
[roll2], [roll3]
[roll4], [roll5]

[roll6], [roll7]
[roll8], [roll9]
[roll10], [roll11]

[roll12], [roll13]
[roll14], [roll15]
[roll16], [roll17]

PSinger
2013-09-29, 10:38 PM
Negative Future (CE) is a repeat.

[roll0], [roll1]

[roll2], [roll3]
[roll4], [roll5]
[roll6], [roll7]
[roll8], [roll9]

PSinger
2013-09-29, 11:05 PM
Positive Past (LG) = The Cyclone (O)
The Cyclone (chaotic evil, Strength) Dusana’s intelligence, not connection to nature, has done more to define her and her ability to tear through problems.

Unclear Past (LN) = The Brass Dwarf (T)
The Brass Dwarf (lawful neutral, Constitution) shows an azer who represents invulnerability to a current danger. Although others might fall, he remains hale and strong. The Brass Dwarf can also mean a failure or dark fate for one, which in turn might save all others around him from a greater danger.

Negative Past (LE) = The Marriage (P)
The Marriage (lawful neutral, Charisma) shows that a union might bring forth new power from both parties, or it might be a ruinous joining
of that which should never have been united. Once wedded, the two cannot be parted. This is the card of permanent change. Either way, actions have already taken place that are immutable and likely unpleasant.

Total Past Analysis: “What we did in my bower cannot be undone, but we are both intelligent and forebearing so whatever is to come is something I can handle.”

Negative Present (NE) = The Betrayal (T)
The Betrayal (neutral evil, Charisma) is selfishness incarnate. Envy twists the spirit and leads ultimately to devastation. It can also indicate a person whose loveliness hides an evil heart. Beware Aldern, for he may actually be terrible underneath, even if that is just being self-centered and not truly loing. Perhaps that envy may also come from herself, so she has to be very careful to give him space or being the terror.

Total Present Analysis: “This is truly terrifying. I am worried that he will betray me in Magnimar as he is far from me.

Positive Future (CG) = The Wanderer (P)
The Wanderer (neutral good, Intelligence) is a collector. Perhaps it is Aldern’s ability to see past the person that the rest of Sandpoint has “discarded” and to make good use of her.

Unclear Future (CN) = The Liar (P)
The Liar (chaotic evil, Charisma) is love at its most treacherous. This is not the love that moves mountains, this is the love that rips the heart in two and causes lovers to leap to their deaths. This lamia can mean obsession, unrequited passion, or doomed love.
Oh, no!

Negative Future (CE) = (P)
The Uprising (chaotic neutral, Strength) represents being caught in the clutches of something much more powerful than you. It is an overwhelming strength that often crushes what comes in contact with it. The crown held high signifies an overthrowing of a leader of some sort. In the spread, it indicates a force much stronger than Dusana.

Total Future Analysis: Aldern will use me to make me believe he loves me. Again, he will “use” me.
Totaled Reading: "With my wits and will I have overcome issues before. Aldern will not be a good husband, and will definitely lead me to heartbreak and ultimate doom."

Dušana has a tremendous cry, running off to her bower to be alone. She will cherish the time they had together, but she knows that the cards have spoken time and again that she is doomed. Since her first drawn card was a Crown, she'll have CHA-based bonus.

lostsole31
2013-09-30, 01:46 AM
Celiss is annoyed as can be. Though she is a little over a decade younger than Dušana, she is human and would have gone through this phase ... if she hadn't been dedicated in a monastery studying unarmed combat and magic. Still, she lets Dušana have her illusions about her "magic" cards.

Little time to lament, however. Alergast and Amele Barrett are a typical Sandpoint family, with two children (little Aeren and baby Verah) and a loyal dog named Petal. They were present at the Swallowtail Festival, where Aeren saw a goblin light a cat on fire and then caper around the burning remains - the poor boy hasn't really been the same since. Every night, his howls of terror send Petal into a barking fit, and when his parents investigate, Aeren claims a goblin came out of his closet. Alergast checked the closet dutifully but found nothing, and ever since the kid's complaints about the "closet goblin" have grown more and more tiresome to his parents. Yesterday, Alergast threatened to make Aeren sleep in the woodshed if he couldn't learn to "be a man" and sleep through an entire night without telling stories.

All of this is told by a tearful Amele Barrett; she approaches Dušana's cottage in a panic, clutching baby Verah to her chest with one hand and clinging to the back of Aeren's shirt with the other. Celiss calls for Dušana, to make sure she understands what's happening.

Amele goes on to say that, last night, Alergast didn't go to soothe Aeren when he had his night terrors. But then, a few moments later, they heard poor Petal cry out in pain and Aeren's screams turned shrill. This time, Aeren wasn't having nightmares. Amele pauses, takes a breath, and then shows you Aeren's arms. They're covered with fresh little bites ... about the size a goblin might make. :smalleek:

When Alergast burst into the room, he found a goblin crouched on his son's chest. Petal was dead, a knife deep in his ear, and the goblin was frantically trying to chew off Aeren's arm. Alergast attacked the goblin and chased it back into the closet, where it clambered into a hole it had cleverly hidden under an old fur. Alergast flew into a rage, and as he started tearing apart the closet in an attempt to get to the goblin, Amele panicked and fled the house with her children to seek your aid.
Celiss says simply, "We'll look into it. Dušana, arm, arm and out! We have a family to save and a goblin to kill, if Alergast hasn't done so already."

When you get to the Barrett house, you find it disturbingly silent. Upon reaching Aeren's room, you find Alergast Barrett on his belly, having crawled into the closet. He doesn't move, and Celiss has you cast stabilize on him, just to be sure. Neither of you are healers.

You pull back Alergast from the closet, and find him quite dead, the flesh of his face and upper torso eaten away. An instant later, an insane goblin shrieks in rage at its stolen dinner and leaps out of the hole to attack. Dušana is ready for trouble, but Celiss is a little taken aback.

S1T13: The goblin takes a quick look at the both of you, but for Celiss he seems to have a deep hatred and lunges at her with a crude knife that looks like a shiv, hitting her in the left thigh with all of might, but only doing 1 mod. It's as if he struck into here and yet the blow was absorbed minus a very little bit.Of course, you ran Celiss, so you should remember her DR 5/ good or magic.
S1T7: Dušana, what do you do?

PSinger
2013-09-30, 01:59 AM
Dušana is shocked, steps back, and casts mage armor on herself.

lostsole31
2013-09-30, 02:06 AM
S1T7: Dušana is shocked, steps back, and casts mage armor on herself.

End Surprise Round, Begin Round One ...

R1T20: It doesn't take long for Celiss to regain her bearings and to get into a defensive technique. She begins casting a spell, not heeding the goblin's failed attempt to exploit an opening. She touches her finger tips and a gout of flame erupts forth to burn it for 14 fire. Clothes and other things in the closet begin to burn. You can take a FRA to extinguish things.

The goblin has fallen.

PSinger
2013-09-30, 02:08 AM
Use Aeren's bedsheets or whatever I can find to put out the fire.

lostsole31
2013-09-30, 02:15 AM
As you put the fire out, Celiss draws the goblin out into the room and breaks its neck to be sure. Celiss calls down to Amele and says, "The goblin is dead."

Amele thanks you both profusely until she discovers her husband's fate, whereupon she has a complete breakdown. Fortunately, the commotion summons Sheriff Hemlock, who takes his customary grim expression.

"Thank you both," he says to the two of you. "I'll arrange for the family to stay at the cathedral for the next two days while Alergast is buried."

Amele's sister from Magnimar soon arrives in Sandpoint to take the distraught family back south to live with her. You are present when she collects the broken family, and she shoots you both a cold glare and mutters, "Too bad you heroes weren't a little more thorough in your 'heroing.'"

PSinger
2013-09-30, 02:23 AM
Dušana doesn't know what to say. She knows there was nothing she could've done to prevent this murder, but as one of the town's two new "heroines" she feels failure much more keenly.

She goes back to her bower, and cries even harder. One goblin wasn't hard to kill, and the raid failed miserably. But what if there were more? Much, much more?

And in her own self-absorbed sorrow, another emotion creeps in when she thinks of the creature in the closet that ate a father's face and tried to eat a young boy's arm off .... fear.

lostsole31
2013-10-01, 12:48 AM
The following day, Sheriff Hemlock seeks out the two of you. He asks you both to join himself, Mayor Deverin, and a person he names as Shalelu at the town hall, explaining he's got some news that might interest them. Celiss, eager to prove herself to the upper echelon of the local law, has you come with her.

The meeting takes place in a comfortable office on the second floor of the town hall. Hemlock introduces both of you to the mayor (Kendra Deverin) and she gratefully thanks both of you for the help you provided Sandpoint during the raid.

Hemlock introduces Shalelu to the PCs as an “unofficial member of Sandpoint’s town guard” (an introduction that causes the elven woman to smirk) and the PCs to Shalelu as “Sandpoint’s newest crop of heroes.” Hemlock explains that Shalelu has been a thorn in the side of the local goblin tribes for years, and that few in the region know more about them than her. He goes on to recap her report that Sandpoint hasn’t been the only place in the region that’s had goblin troubles. In short, there’s been an increase in goblin-related raids along the Lost Coast Road, particularly in the dale between Nettlewood and Mosswood. Only a day ago, a farm south of Mosswood was burnt to the ground by a group of goblins. Shalelu was thankfully nearby, and while the farm couldn’t be saved, she did rescue the family and drive off the goblins; the family is staying at a nearby farm for now, but the goblin problem is obviously not going away.

At this point, Hemlock cedes the floor to Shalelu, asking her to tell you what she told him.
“Belor’s told me of your work against the goblins—well done. I’ve dedicated the last several years of my life to keeping them from causing too much trouble around these parts, but they’re tenacious and fecund little runts. Like weeds that bite.

“Anyway, there’s five major goblin tribes in the region, and, traditionally, they’re pretty good at keeping each other in line with intertribal squabbles and the like. Yet from what I’ve been able to piece together, members of all five tribes were involved in the raid on Sandpoint. A fair amount of the Mosswood tribe goblins I dealt with yesterday were already pretty beat up, and there was a lot of chatter about the ‘longshanks’ who killed so many of them. Now that I’ve met you, it seems obvious from their descriptions who they were talking about. Seems like you’ve made an impression.

“In any event, the fact that the five tribes are working together disturbs me. Goblin tribes don’t get along unless they’ve got something big planned, and big plans require big bosses. I’m afraid that someone’s moved in on the goblins and organized them. And judging by these recent raids, what they’re organizing seems like bad news for all of us.”
After Shalelu’s speech, Sheriff Hemlock announces that he’s taking a few of his men south to Magnimar to see about securing additional soldiers to station at Sandpoint for a few weeks, at least until the extent of the goblin threat can be determined. While he’s out of town, he’s asked Shalelu to sniff around Shank’s Wood, Devil’s Platter, and other places where goblins live to see if she can discover anything else about what’s going on. He would also like the heroines to maintain a public presence in Sandpoint over the next few days, if they don’t mind. “The locals seem to have taken to you,” he says, “And seeing you around town will do a lot for keeping worries down over the next few days. Even you, Ms. Essert, are finally gaining acceptance for your strange gifts."

Celiss is more than professional and accepting of the responsibility, and will need your help, not to mention for the people to see you more and the people of your own town to see you in a position of responsibility entrusted by the mayor, the sheriff, and the locals who know Shalelu came in earlier than expected (which spells ill when it comes to goblins).
Once the meeting is over, Shalelu asks to join you both for dinner at whatever inn you happen to be staying ...

PSinger
2013-10-01, 01:03 AM
Yup. Dušana's definitely up for this task. Though, she is a little piqued at Sheriff Hemlock's parting statement. Condescending, much? :smallconfused:

"Shalelu, the town itself has traditionally not accepted me unless they wanted a potion or a fortune read. I do not fully understand my arcane powers, but I am branded a witch. If that's what they call me, that's what I am. I have gotten my father's Varisian birthright for fortune telling though. Also, I am a menhir savant ... similar to a druid, but less of a connection with animals so much as the magic inherent in the land.

"But he asked us to be a presence, especially while you're gone. I have enough for myself for the Rusty Dragon for some time, though I don't intend to reside there. Celiss, will that do?"

lostsole31
2013-10-01, 01:11 AM
"I'm not sure I understand," says Shalelu. "Do you have a place outside town? Since Hemlock is still here, I am sure we can enjoy the peace of nature rather than the dirt of town. Sure, I have a room at the Rusty Dragon for free, but staying at someone's house in the wilderness (not so much farms) feels much better.

"Also, I am interested in these gifts you have, to know how best they may be employed - just as I am interested in what you have to offer, Celiss."

PSinger
2013-10-01, 01:18 AM
"Than staying at my cottage until we split is the best," Dušana remarks. "I feel more comfortable, and I have a queasy feeling that the goblins just might have an inside source. Our beloved, late Father Ezakien Tobyn's grave was disturbed and his remains stolen. It happened during the goblin raid. I suspect that the raid might have included being a cover for this blasphemy.

"Goblins don't care about such things, do they? but humans might. We should go to the cottage to hear more just so there are no eavesdroppers that can determine what we know."

lostsole31
2013-10-01, 01:55 AM
The news is disturbing to Shalelu, who thinks about it for a moment. Despite impressing even you with her stunning intellect, even Celiss managed to have overlooked this connection.

Shalelu nods, "Good for intel, good for me. I'll hunt, you forage, and we'll let you goodberry if we fail."

With those chores divvied, and Celiss trying to make an eating place outside the cottage - it just won't fit three - a feast is actually brought forth. Venison, yes, but Dušana's knowledge of her own home gathers a lot of fruit, nuts, berries, and roots. She makes a good venison stew; nothing a trained cook might make, but decent ... and no help to Shalelu who, it seems, can't cook. At all. She admits she burns her meat on the trail more often than not. :smallamused:

Shalelu's got a fair amount of goblin lore she can impart to the PCs. First, she mentions “Ten Fun Facts about Goblins!" :smallsmile:

Horse Hate: Goblins excel at riding animals, but they don’t quite get horses. In fact, their hatred of all things horse is matched only by their fear of horses, who tend to step on goblins who get too close.
Dog Hate: Although goblins raise horrible rat-faced creatures called (creatively enough) goblin dogs to use as mounts (and ride wolves or worgs if they can get them—goblins are quick to explain that wolves are NOT dogs), their hatred of plain old dogs nearly matches their hatred of horses. The feeling is mutual. If your dog’s barking at the woodpile for no reason, chances are he smells a frightened goblin hiding in there somewhere.
Goblins Raid Junkyards: Garbage pits, gutters, sewers… anywhere there’s garbage, you can bet goblins are nearby. Goblins are weirdly adept at crafting weapons and armor from refuse, and are fond of killing people with what they throw away.
Goblins Love to Sing: Unfortunately, as catchy as their lyrics can be, goblin songs tend to be a bit too creepy and disturbing to catch on in polite society.
They’re Sneaky: An excited or angry goblin is a noisy, chattering, toothy menace, but even then, he can drop into an unsettling silence in a heartbeat. This, matched with their diminutive size, makes them unnervingly adept at hiding in places you’d never expect: stacks of firewood, rain barrels, under logs, under chicken coops, in ovens…
They’re A Little Crazy: The fact that goblins think of things like ovens as good hiding places reveals much about their inability to think plans through to the most likely outcome. That, and they tend to be easily distracted, particularly by shiny things and animals smaller than them that might make good eating.
They’re Voracious: Given enough supplies, a goblin generally takes nearly a dozen meals a day. Most goblin tribes don’t have enough supplies to accommodate such ravenous appetites, which is why the little menaces are so prone to going on raids.
They Like Fire: Burning things is one of the great goblin pastimes, although they’re generally pretty careful about lighting fires in their own lairs, especially since goblins tend to live in large tangled thistle patches and sleep in beds of dried leaves and grass. But give a goblin a torch and someone else’s home and you’ve got trouble.
They Get Stuck Easily: Goblins have wiry frames but wide heads. They live in cramped warrens. Sometimes too cramped.
Goblins Believe Writing Steals Your Soul: The walls of goblin lairs and the ruins of towns goblins have raided are littered with pictures of their exploits. They never use writing, though. That’s not lucky. Writing steals words out of your head. You can’t get them back.


Goblin Tribes: As she mentioned earlier, there are five major goblin tribes in the region. The closest to Sandpoint are the Birdcruncher goblins that live in caves along the western edge of the Devil’s Platter, although traditionally these goblins are the least aggressive of the five. To the south are the Licktoad goblins of the Brinestump Marsh, pests that are excellent swimmers. East are the Seven Tooth goblins of Shank’s Wood, goblins who’ve secured a place for themselves by raiding Sandpoint’s junkyard and rebuilding the stolen refuse into armor and weapons. Further east are the Mosswood goblins, likely the largest tribe but one traditionally held back by feuding families within their own ranks. And finally, there are the Thistletop goblins, who live on the Nettlewood coast atop a small island that some say holds a passing resemblance to a decapitated head.
Goblin Heroes: Shalelu notes that goblins generally live short, violent lives. It’s unusual for a single goblin to achieve any real measure of notoriety, but when one does, it’s well-earned. Currently, five goblins enjoy the status of “hero.” Big Gugmut is an unusually muscular and tall goblin from Mosswood who, it is said, had a hobgoblin for a mother and a wild boar for a father. Koruvus was a champion of the Seven Tooth tribe, who was as well known for his short temper as he was for his prized possession—a magic longsword sized for a human that the goblin stubbornly kept as his own (despite the fact that it was too large for him to properly wield). Koruvus vanished several months ago after he supposedly discovered a “secret hideout” in a cave along the cliffs, but the Seven Tooth goblins remain convinced that he’s out there still, a ghost or worse, waiting to murder any goblin who tries to discover his hideout. Vorka is a notorious goblin cannibal who lives in the Brinestump marsh, a “hero” mostly to goblins other than the Licktoad tribe. Ripnugget is the current leader of the Thistletop goblins and controls what the five tribes agree is the best lair. And then there’s Bruthazmus, an infamous bugbear ranger who lives in northern Nettlewood and often visits the five tribes to trade things he’s stolen from caravans for alcohol, news, or magic arrows. Shalelu notes that Bruthazmus has a particular hatred of elves, and that they have fought on several occasions. To date, neither of them has managed to get the upper hand on the other, but Shalelu bitterly vows that she won’t be the first to fall in their private war.

After that, you discuss your abilities to her (because you so easily did so already to Celiss, and Shalelu might help you understand how to deal with them.

The thing is, Celiss is a little reticent to go into too much detail. The main points:
She was trained in a monastery that dealt with unarmed combat and studied magic.
Her style's approach to martial arts is extremely cerebral and geometric, not intuitive.
She has the ability to shrug off a little bit of damage from weapons, but she doesn't say how.
She mentions that her primary focus in magic deals with "temporal studies," that is, magics that deal with the manipulation of time.
She has some sorcerer-like abilities that likewise help her in social and defensive situations. She mentions that she is sure it comes from a diabolic bloodline ...:smalleek:...but her magical focus is still the magic she has studied.
Her martial arts have atrophied some from when she first learned them, so primarily fights with a rapier.

Shalelu is happy to bed down outside the cottage, and the two of you enjoy much nature-based chatter. Celiss' intellect is vast, and for someone who has book-learning it even exceeds your own, and nearly so or the same for Shalelu. However, for more simple lore Celiss is completely at a loss and simply listens.

PSinger
2013-10-01, 12:21 PM
Dušana is happy to have somebody as a guest who is as knowledgeable on the natural world, and as enjoyable to chat with, as Shalelu. She'll ask Shalelu if she can't set up that Celiss and she will take Shalelu's room while the latter is scouting. It makes it easier to respond to anything in town, to be more accessible, and gets her out of the house.

lostsole31
2013-10-06, 03:17 AM
It is time for Shalelu to part ways the next morning. Celiss has the desire to scour the hills for goblins, but you reign her in to remind her that the town has yourselves for confidence and defense.

As you stroll through town, you are approached by a timid elderly halfling female who introduces herself as Bethana Corwin, a maid that works for Ameiko Kaijitsu at the Rusty Dragon. She is obviously upset and asks to speak to the PCs in private. You know a good spot that might be shy of listening ears.

In short, her employer has gone missing. Bethana woke earlier this morning to find that Ameiko hadn’t started breakfast for the first time Bethana could remember. Worried, she knocked on Ameiko’s door but didn’t get a response. Against her better judgment, Bethana entered Ameiko’s room to find it empty and the bed un-slept in. Worse, she found a crumpled piece of parchment near the bed—a note from Ameiko’s older brother Tsuto.

Although it was written in Kaijitsu’s native tongue (likely to keep prying eyes from reading it, Bethana muses), Ameiko had been teaching Bethana the language over the last few years. The halfling hashelpfully translated the note’s message on the opposite side.

Hello, sis!

I hope this letter finds you well, and with some free time on your hands, because we’ve got something of a problem. It’s to do with father. Seems that he might have had something to do with Sandpoint’s recent troubles with the goblins, and I didn’t want to bring the matter to the authorities because we both know he’d just weasel his way out of it. You’ve got some pull here in town, though. If you can meet me at the Glassworks at midnight tonight, maybe we can figure out how to make sure he faces the punishment he deserves. Knock twice and then three times more and then once more at the delivery entrance and I’ll let you in.

In any case, I don’t have to impress upon you the delicate nature of this request. If news got out, you know these local rubes would assume that you and I were in on the whole thing too, don’t you? They’ve got no honor at all around these parts. I still don’t understand how you can stand to stay here.

Anyway, don’t tell anyone about this. There are other complications as well, ones I’d rather talk to you in person about tonight. Don’t be late.

Tsuto
Dušana, as a half-elf and a resident you know some of the following, but Bethana fills in the rest...

Bethana explains that Tsuto was something of a scandal when he was born 21 years ago, since he’s a half-elf. Bethana sagely notes, with big eyes, that neither of Ameiko’s parents are elves. It was obvious that old Lonjiku wasn’t the boy’s father, and his rage at the discovery of his wife’s indiscretion was the talk of the town for months. Lonjiku’s wife Atsuii never revealed who the father was, and it’s a testament to Lonjiku’s stubbornness that they remained married. Tsuto was handed over to the Turandarok Academy to be raised outside of the Kaijitsu family, ignored by his father and forbidden visits from his mother. His older sister Ameiko visited him in secret a few times a month to keep him company, bring him some food, and promise him that someday things would get all sorted out. That all changed six years ago, when they had a terrible argument in which Tsuto struck Ameiko. Bethana doesn’t know what the argument was about, but whatever it was is what sent Ameiko away from Sandpoint for a year, during which time she made a living as an adventurer. She returned to Sandpoint five years ago to attend her mother’s funeral. Tsuto was quite public in his opinions that his father had pushed Atsuii off the cliff to her death, and during the funeral there was a confrontation. Lonjiku nearly broke Tsuto’s jaw with his cane, after which Tsuto cursed him and left Sandpoint. Ameiko tried to reestablish contact with him ever since, but was never able to track him down.

Bethana’s worried that Tsuto’s up to no good. Since Sheriff Hemlock’s out of town, the PCs are the only ones she can turn to. She begs them to head over to the Glassworks and find out what happened to Ameiko as soon as possible.

"We will," assures Celiss, "but first we have to get some things."

Celiss guides you towards your cottage. "This was for a meeting at midnight and Ameiko never made it home. Something's obviously wrong, and I know you see it, too. The thing is, do you want to make sure your druid prayers and witchery is ready for investigation and anything else?"

PSinger
2013-10-06, 05:42 PM
Dušana takes two hours. The first is to switch charm person (redundant w/ Celiss) to sleep for 1st-level, and arcane mark and detect magic to dancing lights and daze for cantrips.

As a druid, she only swaps out spark for quicken stride.

lostsole31
2013-10-07, 11:54 PM
When the PCs arrive at the Glassworks, they find the building curiously silent. Neighbors have noticed the lack of traffic into and from the building, but since the furnace chimney still plumes with smoke, most assume that the building was simply closed to allow Lonjiku and his workers some privacy while they worked on a big project. A quick investigation of the building perimeter reveals that curtains have been drawn over the windows and all the doors are locked.

Celiss says, "I'm not sure what to look for or how, but the rumble of the Glassworks' furnace is plainly audible."

She muses, "Still, it is strange that it isn't open for business."

Already, there are a couple of gawkers from the village who stand at a distance. Celiss comes up to them to calm them. "Hello, we just wanted to check in on Lonjiku to see if he really is planning something big, but it seems the place is closed down."

Celiss' presence is more than enough to calm the locals, especially given the odd fact that Celiss is right. Several locals suggest the two of you head up to Kaijitsu Manor to talk to Lonjiku or his servants rather than breaking into the place, but a trip up Schooner Gulch Road to the manor reveals that none of the servants there have seen Lonjiku since yesterday evening. They assume he’s working down in the Glassworks and point to the smoke pouring out of its chimney as proof.

"That's it," she says, "I am making it our official function as deputy's to search the place. I have reasonable suspicion that there is wrongdoing as we speak, so we can tell some of the locals that watch us smash the doors open why ... and if someone would please tell the mayor where we are."

PSinger
2013-10-09, 12:37 AM
Dušana gives a worried look to Celiss. "Celiss, don't you think we're wasting time? Every minute is a minute against her. I'm quite sure something bad has happened ... is happening."

lostsole31
2013-10-16, 02:04 AM
The door is locked, and it takes Celiss five kicks to smash it off of its hinges with brawn backed by her ability to wrap arcane energy around her physical attacks. Celiss has an idea of attack for approaching internal rooms. With her knowledge of engineering its a good idea to let her go. Because of the rumbling noise of the furnace, she won't bother listening at doors.

The first room you enter is the reception area. Customers seeking custom glass jobs or looking for business opportunities to export glass meet with a representative here to arrange business. A 2W doors and 1N door.

The N door: Files. Several cabinets and shelves containing files and contracts with dozens of exporters and businesses from Magnimar, Korvosa, and other local towns fill this room. Thick glass window to N only.

Back to reception. First W door looks into a hallway. Second W door is a smaller office for more private meetings with important customers.

Y-ish hallway at the 1st W-D. Split to N is door. Main trunk to SW is double doors. Celiss takes the smaller door first, wanting to cut around a perimeter to take out any peripheral guards. This is the Loading Room, and Celiss quickly explains some of what you see. A wheelbarrow sits against a wall here, and shelves on the walls contain additional reagents to create different colors of glass (manganese for clear glass, cobalt for blue, and tin for white glass; untreated glass is green, while too much of any reagent makes black glass). A safe on the floor hangs open.

"Well, that's the first sign of big trouble right there."

There are a set of double doors to the E, which go to the outside. A door angled to north goes downstairs. "Wait on that. Let's investigate ground floor first."

Double doors to SW. "Having looked down from above, the heat obscured everything, but this should be about where the furnaces begin...."

PSinger
2013-10-16, 05:58 PM
It was one thing to defend herself instinctively in the goblin raid, and even to turn the tide against the goblin commando. This was different, though, and Dušana felt a rush of fear mixed with excitement. This time, she was going into "enemy territory."

She grips her scythe, nods to Celiss, and readies to command Radish as necessary.

lostsole31
2013-10-20, 02:59 AM
The door is opened, and the noises of several goblins and seeing several of them capering about means they haven't noticed you yet. There are about 8 goblins in all.

S1T16: Dušana, what do you do?

PSinger
2013-11-01, 10:37 PM
She delays. She is frightened and she's waiting for Celiss.

lostsole31
2013-11-07, 12:52 AM
S1T14: Celiss casts on Dušana to give her at least some battle prowess. She holds her position.

S1T13: Dušana, despite not being much of a warrior your self-sufficiency in your woodland home has left you quite strong. With this spell, however, your muscles bulge and barely contain the brawn. This is physical power like you've never known. What do you do?

PSinger
2013-11-14, 12:06 AM
Coursing with a reality of physical power she had never known, Dušana bursts forth to cut down the first goblin. In her excitement, however, she commits a little too fully for her lack of combat training.
Charge [roll0], damage [roll1]
-2 AC

lostsole31
2013-11-14, 01:32 AM
S1T13: Coursing with a reality of physical power she had never known, Dušana bursts forth to cut down the first goblin. In her excitement, however, she commits a little too fully for her lack of combat training. She hacks a goblin's left arm off cleanly right at the middle for 11, and the creature is disabled, shrieking terribly in pain.

S1T12: Protecting his mistress, Radish bounds in and bites a goblin in the left lower shin for 8 (max). The goblin likewise curses in pain and anguish.

End Surprise Round, Begin Round One ...

The goblins quickly recover from the heroic blitzkrieg.

R1T19: Despite the loss of his left arm, the goblin's shock keeps him from recognizing his peril and he slices at Dušana with his dogslicer. Only because of her excellent charge did she just over commit so that the jagged weapon cuts her R hand for 2. He smiles cruelly, but just long enough for his bloody stump to drop him to the ground.

R1T18: A goblin steps over his fallen to attack Dušana with a tong of molten glass and swings and misses her.

R1T17: A goblin approaches the big toad and attacks it for 2.

R1T16: The goblin in front of Radish skins him for 1.

R1T15: A goblin approaches Dušana and cuts across her forearm for 4 and the pain is enough for her to drop her scythe. The goblins all give a cheer. Dušana gives a cry of anguish and pain.

R1T14.1: A goblin steps forward burns Radish for 4 fire.

R1T14: Celiss casts haste on herself, Dušana, and Radish and moves in to help the witch out (she draws her rapier).

R1T13: Dušana, you have been disarmed of your scythe and these little buggers are too quick for you to be able to pick it up without opening yourself up to attack. You are facing two goblins; one holds a dogslicer, the other holds tongs of molten glass. Your wounds are significant. On the other hand, you now possess phenomenal strength and speed.

What do you do?

PSinger
2013-11-22, 02:22 AM
Du takes out her sickle and warily attacks the goblin with the dogslicer while being aware of the other.
MA: Draw sickle.
SA: FD, Attack [roll0], Damage [roll1]
Modified AC.

EDIT: Wham!

lostsole31
2013-11-23, 11:54 PM
R1T13: Du takes out her sickle and warily attacks the goblin with the dogslicer while being aware of the other. She hits the little beast along the head in a curve for 9. The monster tries to screech and howl but the pain brings about a higher-pitched moan and dazed whimper.

R1T12: Radish attacks one of his opponents but misses.

R1T11: A goblin charges Celiss, leaping to hit her in the neck with a fine cut, but her thick skin keeps the jagged sword from cutting through.

R1T7: Another goblin charges Celiss but misses.

End Round 1, Begin Round 2 ...

R2T18: The flanking goblin behind Dusana attacks with his hot glass, but she clinks it away with her sickle.

R2T17: Radish gets hit for 4.

R2T16: A goblin misses Radish.

R2T15: Celiss' magic and Dušana's defensive fighting is just giving the latter enoug speed to bring sickle back and forth between attackers to stop them.

R2T14.1: Radish gets hit by another goblin for 2 fire from hot tongs.

R2T14: Celiss goes to cast a spell without even trying to do so defensively. Two dogslicers clang are deflected with her rapier as another misses. It is a burning hands spell that encompasses her two charging attackers and another goblin. The first of her opponents is disabled instantly (11). A higher heat flashes towards his companion, but that one rolls just enough to only take 8 fire.

R2T13: Dušana, you are being flanked by a goblin with tongs holding hot glass and another badly wounded with a dogslicer. What do you do?

PSinger
2013-11-24, 10:59 PM
Dušana continues to fight her attackers with some care. She focuses on the one she wounded, switching to the other if that one drops. Then, she tries to step just out of reach of one, to the side of the other, to force out their flank.
FAA: FD, Attack the badly wounded one.
* Attack [roll0], damage [roll1]
* Attack [roll2], damage [roll3]

FA: 5' step at an angle to bring myself next to the facing goblin, which brings me away from the flanker (if alive). This also means that the goblin will have to go around in an arc to flank. Doesn't honestly matter at this level, but it is the tactic that counts.

lostsole31
2013-11-25, 06:34 PM
R2T13: Dušana continues to fight her attackers with some care. She focuses on the one she wounded, switching to the other if that one drops. Then, she tries to step just out of reach of one, to the side of the other, to force out their flank. The goblins are getting a feel for her untrained back-and-forth tactics.

R2T12: Radish likewise attacks defensively, attacking the badly wounded opponent, and misses both times.

R2T10: The disabled, burnt goblin is in shock, probably not realizing his mortal peril, swinging with minimal and wildly at Celiss before dropping.

R2T7: The other opponent that Celiss burnt scowls in fury as he regains his balance, but Celiss' phenomenal dueling parries frustrates him further.

End Round 2, Begin Round 3 ...

R3T18: Dušana blocks the hot tongs.

R3T17: A goblin misses Radish.

R3T16: ... as does another.

R3T15: One of the goblins slowly starts to reposition itself to get flanking on Du, but she scoops under then up, throwing his attack off.

R3T14.1: Yet another molten glass-carrying goblin swings clumsily at Radish.

R3T14: Celiss steps 5' so as to be able to reach her opponent and and the one attacking Dušana with the hot glass. Her first attack against her opponent is a wild miss, and her attempt to recover and attack again nearly has her throwing her rapier.

R3T13: Dušana?

PSinger
2013-11-25, 06:45 PM
Dušana attacks the wounded goblin first, and if he falls then the other.
Continue to FD.
Attack [roll0], damage [roll1]
Attack [roll2], damage [roll3]

PSinger
2013-11-25, 06:48 PM
Fumble confirmation check was the second. If I didn't fumble spectacularly:
Dušana attacks the wounded goblin first, and if he falls then the other.
Attack [roll0], damage [roll1]

lostsole31
2013-11-27, 01:07 AM
R3T13: Dušana attacks the bloodier goblin first, but she is not quite used to time spells as is Celiss. Until now, she's enjoyed the speed, but not showing any restraint this last attack has her spinning wildly so that she is spinning and dizzy.[...and dazed.]

R3T12: Continuing to fight warily, Radish attacks the goblin with the tongs, and yet holds back to much for wariness of the heat.

R3T7: Celiss' opponent giggles in delight as she foolishly put herself into flanking position with another of his friends fighting the white-haired woman on the other side.

End Round 3, Begin Round 4 ...

R4T18: The goblin with the hot tongs can't resist a good target and forgoes the dazed woman to help flank with his friend, but for all his skill can't seem to get the unwieldy, improvised weapon to hit her.

R4T17: One of Radish's opponents swings so hard he smacks his dogslicer against the floor, bending it.

R4T16: Another goblin misses Radish.

R4T15: With her defenses down, the goblin with the nasty head wound seeks to pay Dušana back in kind, slicing her along the side for 2.

R4T14.1: Molten glass tong swings at Radish and misses.

R4T14: Celiss' tactic worked perfectly in drawing one of Dušana's opponents to focus on her. She voltes with the rapier to crit the goblin in the chest for 12 + 4 arcane, her rapier going clean through its heart and out again. With Dušana so badly wounded, she no longer holds back, and snaps with jaw and a claw at the other but misses.

R4T13: Dušana recovers from being dizzy.

R4T12: Radish nips the same tongwielder in the hand for 3.

R4T7: Clank/clank goblin to Celiss.

End Round 4, Begin Round 5 ...

R5T17: The goblin with the bent sword attacks wildly.

R5T16: And another misses.

R5T15: No longer dizzy, Dušana is able to muster a few better parries against her opponent.

R5T14.1: Radish keeps out of the way of the hot glass.

R5T14: Celiss's rapier is deflected by her opponent's leather. Her bite, however, munches on its right hip for 4, breaking bones. The goblin withers from the pain and wilts to the grown, unconscious. Out of a bloodlust, she slashes into the little monster for another 4. Blood trickling from her mouth and off-hand, she takes a 5' step towards Dušana's goblin.

R5T13: Dušana? What do you do?

PSinger
2013-11-27, 06:22 PM
Dušana has fought bravely, and defended herself bravely and well, but she drops her increased defense and steps 5' away from the goblin to cast a healing spell on herself for [roll0].

EDIT: Though moderate effect for the spell, it provides significant healing for the menhir savant.

lostsole31
2013-12-11, 01:31 AM
R5T13: Dušana has fought bravely, and defended herself bravely and well, but she drops her increased defense and steps 5' away from the goblin to cast a healing spell on herself for 5.

R5T12: Radish tries to bite the goblin with the tongs and misses with the first, but the high speed second hits it in the neck for 6.

End Round 5, Begin Round 6 ...

R6T17-14.1: The goblin with the bent sword is having trouble with it. The goblin in front of him hits him across the head for 2. Du's last opponent steps forward and attacks and he easily clicks his dogslicer away at the tip. The goblin Radish just hit gurgles and steps back, dropping the tongs, but keeping his feet. He reaches down, and surprises the giant toad when the goblin throws broken glass at him, critting him for 4.

R6T14: Celiss moves up to the goblin fighting to the side/front of Radish but that one manages to block with its shield and scrape her rapier away.

R6T13: What do Du do?

PSinger
2013-12-11, 01:36 AM
Reinvigorated but still wary, Dušana attack upwards from a ground level with her sickle. With the incredible speed, she recovers and cuts across low.
FD
Attack [roll0], damage [roll1]
Attack [roll2], damage [roll3]

lostsole31
2013-12-11, 01:59 AM
R6T13: Reinvigorated but still wary, Dušana attack upwards from a ground level with her sickle. The goblin manages to bend back easily enough, but her movements are too quick for him with the incredible speed, she recovers and cuts across low and deep into its hip for 9. She hooks out to get her sickle free and the goblin gets tossed aside in an unconscious and bloody heap as she does so.

R6T12: Radish snaps twice at the goblin in front of him.

End Round 6, Begin Round 7 ...

One of the goblins yells something which Du understands: “Wait! It’s those longshanks what stopped the raid! Run for your lives!”

They each begin to turn and run. Celiss crits her unharmed opponent through his arm, into the side of his chest, and into his heart to kill him immediately. Radish misses his opponent, but Du, you do max (10) to the goblin standing a little over from you (the one throwing glass), cutting his R arm off from its shoulder and it drops.

That leaves one very badly wounded goblin that manages to get away.

The goblin has a long way across the glassworks main floor to get away. Celiss tries to charge, but has trouble on the glass. You - with your insane speed - manage to charge it down and do 10 to it and it drops.

All goblins down. Combat ends ...

Dušana, what do you do?

PSinger
2013-12-12, 07:09 PM
"Radish," Du nearly cries as she returns with the blood-soaked sickle. "Dear Radish. Celiss, I have to use a potion for him. I'll still have one left."

She carefully uses a strop to guide her toad's mouth open while not touching his poison skin. She pours the potion into his mouth, healing him of [roll0].

She puts her sickle away, picks up her scythe, and is ready to follow Celiss' lead once more, but looking around this area as well.

lostsole31
2013-12-29, 01:54 PM
With the battle over and checking out the massive glassworking room (approximately 155' NW-SE), you finally get a sense of the foundry itself. A long furnace burns along the southeast wall of this equally long room. Marble tables sit throughout the chamber, used to work raw glass into usable shapes, with nearby wooden tables cluttered with various tools of the trade. The building’s furnace rumbles loudly. The main furnace burns at the NE end, a large chamber that utilizes alchemically treated wood that burns with a hot blue light. The workers use this room to melt glass. As the furnace’s stone pipes run to the SW, they reach smaller and progressively cooler furnaces used to keep glassworking projects at the proper temperature; glass shatters if it’s allowed to cool too quickly.

You see a gruesome display of goblin boredom. The bodies of eight murdered staffers lie in various stages of dismemberment; the goblins have been burning legs and arms in the furnace with glee, and pouring melted glass on the remains in an attempt to duplicate someone else's masterpiece, that someone having far more finesse than a goblin. This would be his father’s body, propped up in a chair in the central alcove and encased in thick runny sheets of hardened glass.

On the NW end of the room, there are a set of double doors and a single door, facing each other. In addition, to the right of the door of where you came in, you notice that there is a tool cabinet that is poorly pushed against(-ish) a spot that leads downward.

PSinger
2014-03-03, 03:11 PM
Dušana stumbles step by step over to the bodies in tears. She knew many of these people. Most of them shunned her, but they were still fellow citizens of Sandpoint and she loved them no less. To be carved by goblins. She drops to her knees and sobs for a minute or two before her eyes invariably cannot move away from her mist-view of one of the town's patriarchs.

"The son," she hisses, coming from grief to anger. "Celiss, I have little magic left and I am wounded, but I shall not leave yet to follow you to vengeance."

lostsole31
2014-08-27, 12:39 PM
The cabinet is moved to the side and you go carefully downstairs.

Loading Room: A wheelbarrow sits against a wall here, and shelves on the walls contain additional reagents to create different colors of glass (manganese for clear glass, cobalt for blue, and tin for white glass; untreated glass is green, while too much of any reagent makes black glass). A safe on the floor hangs open and is empty.

There is a door to the west.

PSinger
2014-08-30, 07:42 AM
Dušana readies her scythe to defend, and waits for Celiss to open the door.

lostsole31
2014-09-03, 12:27 AM
The door is opened, and it is a 5pwy leading 15' before it splits to the south 10' to a door, and to the NW in a larger section of the hall that faces a door to the west and a set of double doors to the NW. However, because it was forgotten, in the room with the vault, there is a door.

Celiss checks the latter first, to make sure that clear areas are to your rear. It is a 10' x 15' preparation room where the primary agents (sand, soda, ash, and lime) are prepared before use in the main furnace room.

Celiss wants to check the hall doors in clockwise order. The southern door is checked clear. She has to smash it down with her fists, but once she does you find it is the reception room, the place where customers seeking glass jobs or looking for business opportunities to export glass meet with a representative to arrange business. There is a door to the W that leads outside, and two S-face windows. A search of this room reveals nothing special. There is also a door next to the entrance. This is simply a smaller office for more private meetings with important customers. A door to the W leads to a tiny 5x10 hall leading to N-door, which in turn opens to the pway mentioned above.

The W door leads to a large meeting room where the staff meets to discuss work schedules or large projects. So, to the double doors.

This is a long hall that extends 70' before turning to the N. 30' up on the left is a door, as well as a door at the far end before the turn.

The first door leads to a large dining room where the staff used to relax, eat, and play cards in their off hours. The room is a wreck - when the goblin's came through, they made a wreck of it. This room leads to several smaller rooms: washroom, kitchen, pantry, and storeroom. All have been practically demolished, and a broken dogslicer is in the northern corner of the pantry.

An exit on the north end of the dining room leads to a 20pwyNW before turning NE. There is also another door next to that one. Here are the servant's quarters. Lonjiku's staff of skilled laborers lives on site; the eight workers sleep here. The beds are all in various states of disarray and blood is spattered over the walls and sheets. No bodies are apparent, but the number of beds equal the number of murdered bodies found in the foundry.

Passing along this smaller hallway are a cleaning closet that holds cleaning supplies like brooms, and a storeroom where finished glassware products are stored. Another storeroom holding tools, clothing for servants, firewood, and other miscellaneous supplies is along this route.

Finally, exiting the smaller hallway to come into the larger one, that last door is checked. This is the display room containing a shop where customers can browse the various glassware products produced here. Bottles, windowpanes, and glasswork are the primary contents.

The outer hallway leads to a set of double doors to the north. Getting to the door are a set of double doors in a slight final-nook of a hallway; these lead to the glassworks. The first double doors head outside to a path that leads to the beach below. The two of you head down. Down there is an underground storage nook used to store sand and other materials. Two wheelbarrows sit against the wall. Just east of the stairs that lead down here to the beach, a brick wall has been dismantled to reveal an older passageway leading south.

Celiss casts light on your scythe since you can't see in the dark. "They hid this for a reason. The next part will probably be tricky."

Radish suffers from heavy wounds. You are wounded as well, but less so. Celiss is fine. Do you make any preparations?

PSinger
2014-09-03, 11:48 AM
She pours a CLW potion into Radish's mouth for [roll0].

"That's all I can do. I have one more potion. This is where it is on my belt if you have to use it in my stead."

lostsole31
2014-09-04, 04:21 AM
[Picture sent]

The first room is storage, used to store glassware, windows, and other furnished goods.

The next room is locked. Your keen half-elven senses, which it is now becoming apparent to you both exceeds Celiss' infernal perspicacity, pick up nothing on the other side of the door. Though she vented some fury above, and though your fantastic strength from the spell has abated, she does mention that you are still quite strong and heavy the big heavy slashing scythe. It takes some hacking, but it is practically like a big, clumsy axe of sorts that finally chops down the door.

Though this is normally a secondary storage room, it seems to have recently been turned into an impromptu cell. Ameiko lies on her side on the floor in here, bound at the wrists and ankles with rope and blindfolded and gagged with strips of leather. She is conscious but badly wounded, and she is in no shape to help you. She is too weak to speak.

PSinger
2014-09-04, 04:38 AM
Without any thought of the battle to come, Dušana removes the gags and bandages, and administers her last potion to Ameiko for [roll0]. Tears well up as she thinks that this came about somehow because of Ameiko's own brother, who murdered her father.

lostsole31
2014-09-04, 05:08 AM
Though still badly wounded, she is now more stable than before, and no longer too weak to speak.

"I cannot believe my brother's treachery," she says, choking back sobs. "And it is worse than this dishonor to my family. Tsuto revealed to me that he and several other mercenaries were led by someone named 'Nualia,' and he hinted that she's got big plans for Sandpoint's future. He warned me that I shouldn't be in town when those plans came through, and he offered me a chance to join his group at a place called Thistletop. I recoiled at the suggestion and I slapped him in shock that he'd sunk so low. He responded by unleashing his goblins on me. They nearly killed me and left me here.

"Good witch, for surely you might be, I am ever grateful for my rescue, but I must hurry to warn my father."

Though not particularly charismatic, Celiss at least seems to have had some training in tact. Having lived on the outskirts and engaged as you normally are in internal spiritual pursuits, being good at conversation was never quite your strong point. But even Celiss can't remove the melancholy when she says, "It is with deepest regrets that I must inform you that your father was killed by your brother. He sits encased in glass in the main glassworks above."

At first there is shock in her eyes, a tear falls, but then she reels it in and becomes stoic and nods.

"Do you know where Tsuto or any other goblins might be?"

"Exactly? No. But I heard a door slam and there was some of that awful goblin chattering some time ago, and I heard my brother barking orders, but I couldn't hear what they were. They might still be down here ....

PSinger
2014-09-04, 05:18 AM
Dušana looks at how badly wounded she is, and then regards Radish's own heavy wounds. "Ameiko, you should leave this place and head to Sandpoint. Warn the mayor or the constable if you can. Because you are so badly wounded, as is he, I will send Radish with you just in case. This will keep you both out of harm's way."

She turns to Radish, pointing to Ameiko, and in Druidic she orders, "Radish, defend."

lostsole31
2014-09-04, 05:38 AM
With even greater respect and gratitude she limps out, wary enough not to touch the giant toad which she knows is poisonous. Radish dutifully and vigilantly bounds out behind her, ready to protect her to the death to please his mistress.

And it is time to move on once Ameiko has safely left.

At the next door, you listen for nothing and the door seems unlocked. There passed out drunk on the floor with an empty bottle of sack slightly rolled out of his hand is Tsuto. He is so drunk in sleep he never heard you as you came in, and neither one of you was really trying to move for stealth.

What do you do?

PSinger
2014-09-04, 05:48 AM
"We have to take him alive for questioning, just in case you were thinking of tearing out his throat while he slept. Part of me wouldn't mind for his murderous crimes, but with this disturbing news of some threat to Sandpoint from this 'Nualia,' we have to know the nature of that threat."

She considers the situation. "I am in no condition for a fight against someone who knows how. I have a feeling that to be able to lead goblins and work for some type of raid on the town, that he would exceed me, even drunk. I will stand at the door and defend myself, but attempt to hold it so he can't escape if he tries to run."

She closes the door, and then stands in front of it so the way is doubly barred.

lostsole31
2014-09-04, 06:02 AM
Celiss stands over Tsuto without saying anything. Several seconds later, he wakes up with a start. Her eyes bore into his bleary, sodden orbs.

PSinger
2014-09-06, 02:57 PM
The witch doesn't even wait for Tsuto to get up to attack her friend. She takes out dust from her pouch and with a few arcane words blows it towards the villain, trusting that her new ally would be immune to such a thing.
Sleep, DC 15 negates.

lostsole31
2014-09-06, 06:46 PM
The soulless traitor's eyes roll back and he drifts back to sleep, as if he merely came out of his slumber momentarily.

Celiss seems surprised and looks back at you with surprise and wonder. "Congratulations. I merely woke him up, but it seems that a resident heroine of Sandpoint laid low the local bandit lord with one of the most underrated magical spells. I never bothered to learn it because I always felt it might be a waste of focus for any given day, useful only on the truly inexperienced, but it seems you just might change my mind. Okay, perhaps not sleep .... but maybe I should look into deep slumber. That was outstanding, Dušana, really.

"We need to tie him up quickly, though. It was an excellent spell excellently employed, but you are still inexperienced enough that it will only last a minute or so."

Celiss goes about tying Tsuto up with the same materials he used on his own sister. He wakes up only a minute after the spell was applied, but the two of you have enough control of him to finish up the last of the knots, including the gag. It's unknown if has any magic, though he appears to have no magical pouch or religious paraphernalia. He does, however, have a journal.
Composite shortbow made for a strong warrior, but not quite matching your own wood-hardy strength (STR +1)
* He must have used his arrows previously, for he has none.
Masterwork Thieves' Tools
Masterwork flute
Silver earrings (25 gp for the pair)
6 pouches of gold dust (50 gp each)
8 pouches of silver dust (5 gp each)
* The pouches don't seem to be in concert with any arcane materials, so it is likely they are used for another purpose, since it is monetarily inefficient.
Small vial of fluid. It is unknown if it is magical, though you are sure it is at least alchemical in nature.
Currency: 10 platinum
This small, leather-bound book contains two dozen parchment pages, most of which Tsuto has filled with maps or erotic pictures of a woman (and apparently the same women in each picture, though Tsuto is no artist). Having grown up in Sandpoint, you recognize the picture as the likeness of the presumed-dead adopted daughter of Father Tobyn. Each map depicts battle plans. The first set shows the attack plans for a group of 30 goblins - one of these maps is circled, and you recognize it as the attack the goblins made on the town. Of more pressing concern are the next several pages, which illustrate an assault on Sandpoint by a force of what appears to be two hundred goblins. None of these are circled, and while many scratched out as if they've been rejected, the implications are ominous nonetheless.

All of the depictions of the woman show her with a demonic hand, although one on the last pages of the book show her with demonic hands, bat wings, horns, a forked tail, and fangs.

Three short passages in the journal may be of interest to you.
The raid went about as planned. Few Thistletop goblins perished, and we were able to secure Tobyn’s casket with ease while the rubes were distracted by the rest. I can’t wait until the real raid. This town deserves a burning, that’s for sure.
Ripnugget seems to favor the overwhelming land approach, but I don’t think it’s the best plan. We should get the quasit’s aid. Send her freaks up from below via the smuggling tunnel in my father’s Glassworks, and then invade from the river and from the Glassworks in smaller but more focused strikes. The rest except Bruthazmus agree, and I’m pretty sure the bugbear’s just being contrary to annoy me. My love’s too distracted with the lower chambers to make a decision. Says that once Malfeshnekor’s released and under her command, we won’t need to worry about being subtle. I hope she’s right.
My love seems bent on going through with it—nothing I can say convinces her of her beauty. She remains obsessed with removing what she calls her ‘celestial taint’ and replacing it with her Mother’s grace. Burning her father’s remains at the Thistletop shrine seems to have started the transformation, but I can’t say her new hand is pleasing to me. Hopefully when she offers Sandpoint to Lamashtu’s fires, her new body won’t be as hideous. Maybe I’ll luck out. Succubi are demons too, aren’t they?
"We'll need to take him back to the Hall for lockup, but since we are the interim constables, it will be up to us to question him. But for now, to jail him and then see the mayor."

PSinger
2014-09-09, 07:59 AM
We'll use those wheelbarrows to roll him back into town proper.

Once we get him locked up. "One of my hedge spells is a charm that might loosen his lips in our favor. We need to know everything we can. Unfortunately, I am too exhausted. I would need a good night of sleep before preparing and casting that spell. I might as well prepare a spell or two to figure out if the vial is magical, and what it might be if it is."

lostsole31
2014-09-09, 09:14 AM
"Don't worry about that," quips Celiss. "I come from a line of devils whose purview is not destruction, but manipulating mortals. Of course, I don't do this for ill gain, but there are times I do enjoy the power I'm given which complements my arcane studies. For example, my words can tempt men to do other than they would otherwise wish."

Celiss' diabolic heritage is successful in overcoming the drunken mind of Tsuto. Over the course of interrogation, he is a font of information, revealing the entirety of Nualia's plans, her current location, and even Thistletop's layout and defenses. When asked about his journal, he confirms that Nualia plans to offer Sandpoint as a burning sacrifice to Lamashtu in return for a transformation from the angelic to the demonic, a ritual she's already begun by burning Father Tobyn's remains. He doesn't know much about the creature she calls "Malfeshnikor," only that it's some monster that she believes is imprisoned somewhere below Thistletop and that releasing and recruiting it will make their coming raid on Sandpoint a guaranteed success.

You aren't familiar with this Lamashtu, as you focus more on natural forces and powers. A peerless scholar, three areas of study of which Celiss is most focused in are the arcane, cosmological, and divine forces, creatures, events, and deities. Lamashtu is a goddess of madness, monsters, and nightmares, and is in fact known as the "Mother of Monsters." Worshipped by depraved cults, it seems that even a very large number of demons hold her in highest regard.
Gnolls claim that when Lamashtu first saw a hyena, she took it as her consort and thus the first gnoll was born. A thousand such stories abound about all manner of creatures, each citing the Mother of Monsters as the beast’s progenitor. Lamashtu’s worshipers seek out deformity both in themselves and others. Scarring rituals and mutilation are common among the faithful. Although typically venerated by monstrous races, such as gnolls, goblins, and medusas, some human cults practice her dark litanies in secret, promoting tainted births and destroying works of beauty. Some use magic to become more hideous or beastlike in appearance, while her monstrous followers do the opposite to spy on city dwellers. Lamashtu’s crude depictions usually paint her as a jackal-headed woman, with long feathered wings, taloned feet, and a great swollen belly. Such images frequently include a multitude of monsters gathering to her call, with the favored rising above the rest. Ritual garb includes a jackal mask made of leather or precious metal, a cloak of black feathers, and a pair of swords or knives decorated to resemble the Demon Queen’s own weapons. Places of worship are often as simple as a flat rock but might include a ring of stones, pillars, trees, or wooden blocks; some might have a deep hole in the ground or access to some sort of chasm representing an entrance to the goddess’s underworld realm. Her holy “text” is the Skull of Mashag, a magical skull that recites the goddess’ doctrine.

Lamashtu is one of countless demon lords—quite possibly the most powerful among them. One of her monikers reflects this level of power—the Demon Queen. Yet Lamashtu does not seek to rule the Abyss or bend the other demon lords to her will. She maintains wars with some (such as her archnemesis Pazuzu) and is rumored to be the lover of others (decadent Socothbenoth often brags of the children he has sired with her), yet her true interests lie beyond the petty squabbles of the demon host.

Lamashtu’s favor appears as violent dreams, sudden deformities, or unexplained pregnancies resulting in the painful (often fatal) birth of a deformed child. She shows her disfavor in the form of painful welts or nightmares.
In the meantime, Ameiko doesn't even want to see her brother. There is nothing of his that she wants, save the bow and the metal dusts. She informs you that the powdered gold and silver were stolen from her father's vault and they are used in more expensive types of glassware, but she is happy to pay you their worth. As for the bow, for his treachery she prays to the gods for forgiveness for her brother's dishonor to his family. The bow is too stout for her to break, so Celiss snaps it over her knee.

Celiss says, "Du, you and your animal need to rest. But tomorrow, I suggest we take a look at the other tunnels that seemed to veer off a ways. Tsuto didn't mention them and he was so forthcoming with everything else. I want to make sure it isn't a secret 'back door' for the goblins to use that maybe Nualia didn't tell Tsuto, and probably for this very contingency."

PSinger
2014-09-09, 10:14 PM
Dušana is shaken at the thought of a goblin onslaught on the town. What makes it worse is that it's not for conquest, but the intent is to raze Sandpoint for some unnatural sacrifice to otherworldly evil. "I am afraid Celiss. I am. I have been able to take on a few goblins, a violence I've never had to exercise and one I've never known within me, but they stirred a primal anger within me. But I only fared as well as I did because you were there to protect me. Sure, the goblin raid on the town was ill-fated, but a force a couple hundred strong with unknown magical power from this Nualia and any others .... we need Sheriff Hemlock to not only return with those soldiers, but requisition more as soon as possible. Tsuto did not say, perhaps because he doesn't know, anything about a timeline."

She looks at her diabolic companion, "We need to inform the mayor as soon as possible."

lostsole31
2014-09-09, 11:56 PM
Given what has happened and the fact that you are the de facto deputy sheriffs until Sheriff Hemlock returns, getting an appointment with the mayor is no problem. She is absolutely heartbroken at the tragedy that has befallen one of the pillars of the community. "We had the greatest number of disagreements, but he was always insightful. Poor Ameiko. And to think, we are open to attack due to a traitor. The sheriff would know what to do. I will inform the citizens. I would rather they be prepared than not to tell them for worries of panic. I will not ask you to do anything further outside of town, but to wait for the Sheriff and the soldiers. I will send a rider to intercept that he might send for more. However, if you think of any action you might take that might help, I leave it to your discretion."

There is little to do today, given the resources you have expended, but to rest at your grove and to prepare for whatever the coming day may bring. The trauma and anger of the day have awakened within you a keener focus as a witch. The will to overcome whatever horrors may be wreaked upon the land, not just the town, You are confident you will heal your wounds overnight, and you take time to pray in the grove to have the strength to further heal Radish. The ley lines in your grove flow strongly through you, and you fully heal his wound.

Ding! You are now second level. :smallcool:

The next day ... you realize that the spirits of the wood and Desna's blessings have given you more power with which to glean from your bonded scythe, and your connection to the ley lines have strengthened.

PSinger
2014-09-10, 08:01 PM
Du wants to take a couple of days to prepare for the next encounter. Healing was at a premium, so she wants to make some healing scrolls and potions using some of the money gained to purchase some supplies. She will also cast identify on the magic vial while at the same time attempting to determine its alchemical properties.
She went up a level, so she should be able to do another alchemy check. Do this first to keep her skills sharp. [roll0]
If that doesn't work, 'cheat' with identify. Spellcraft [roll1]

lostsole31
2014-09-10, 08:12 PM
The spell is entirely unnecessary. Your growing talents as an alchemist, as well as your burgeoning skill as a healer, easily identifies the concoction as a potion of cure light wouinds. Celiss gives you the nod to take it.

Masterwork Thieves' Tools
Masterwork flute
Silver earrings (25 gp for the pair)
6 pouches of gold dust (50 gp each)
8 pouches of silver dust (5 gp each)
Currency: 10 platinum
The locksmith will take the tools for 50 gp.
The flute is sold for 100 gp.
Celiss takes the silver earrings, about the general worth of the potion.
Ameiko gave 300 gp for the gold dust, and 40 gp for the silver dust.
That means 490 gp and 10 pp = 245 gp and 5 pp each.

Celiss is willing to teach you some of her most basic spells, assuming your style of arcane witchery can learn it. [I'll PM a list of witch//wizard spells.]

PSinger
2014-09-11, 05:11 PM
Dušana will take 4 days to make 4 potions of cure light wounds.
Craft: Alchemy [roll0]
Craft: Alchemy [roll1]
Craft: Alchemy [roll2]
Craft: Alchemy [roll3]
Knows any witch spell and need only preparation/ communing .... for the win!

EDIT: The last attempt is wasted. She figures that her patron has helped her enough and Du does not seek to make another, though the loss of materials doth suck.

With her skill at hedge magic, all costs are reduced by 5% so ... 100 x 95% = 95 gp.

lostsole31
2014-09-14, 11:20 AM
Celiss will likewise make use of those four days in scribing scrolls. You learn that she is exceptionally focused in spell theory. Of particular note, she seems to have a fascination, almost an obsession, with the manipulation of time.

On the 5th day ... are you ready to head out?

PSinger
2014-09-14, 02:07 PM
Dušana performs a harrowing for the day.
Suit: [roll0]
Card: [roll1]
She opens up her mind to the spirits of the unseen, and then prays to Desna and the Green Faith to prepare her spells. She nods to Celiss once she is finished and says. "I am ready, but I worry about The Eclipse, which is truly anathema to me. I must brace myself against self-doubt and loss of purpose in my connection with the divine.."

lostsole31
2014-09-14, 03:32 PM
The three of you head back to the Glassworks to the tunnel that seems to lead underground out of the area of the underground of the glassworks. The long tunnel heading north from this room winds through the bedrock Sandpoint. The tunnel remains stable and serviceable as it winds on a lazy northeasterly route for just over 1,750 feet before reaching a dead end. With your half-elven senses it doesn't make too much of a search to detect a secret door that opens into a 30-foot-diameter cave on the side of the cliff overlooking the Varisian Bay. The cave mouth slopes down to a narrow beach; the crude collection of goblin beds or remants of their meals are strewn about.

Along the tunnels southern half, two side tunnels branch off. Taking one of these tunnels leads to a collapse after 400 feet. You go the other way. The one to the west seems to have once been bricked over at the point where it diverges from the main tunnel. This westerly passageway winds for 50 feet before turning north for another 100 feet.

"RRaaww!" comes a curdling shout of wrath as a creature comes around the corner and ambushes Celiss with a ranseur to her left knee, but her heritage mutes it to 3 NL.

R1T17: Dušana, this hairless humanoid lurches on back-bent, dog-like legs, its hideous mouth flanked by tiny arms with three-fingered hands, and yet expertly holding a ranseur. What do you do?

PSinger
2014-09-14, 04:06 PM
"What the-" Du exclaims in shock, surprise, and horror. She steels herself quickly, however, figuring that answers will have to come later. She casts mage armor on herself.

lostsole31
2014-09-14, 04:16 PM
R1T17: "What the-" Du exclaims in shock, surprise, and horror. She steels herself quickly, however, figuring that answers will have to come later. She casts mage armor on herself.

R1T12: Celiss draws her rapier and arcane energy flows into it. Exchange of parries.

R1T11: Radish stands ready to protect his mistress.

R1T7: Lacking surprise, Celiss easily keeps the sinspawn at bay as it backs up to get space for its weapon.

End Round 1, Begin Round 2 ...

Du?

PSinger
2014-09-14, 04:22 PM
Du, up to this point has fought nothing but goblins (well, there was that one worg). Their capabilities were well known, but this horror was something beyond her. Instead of looking to conserve her spells, she casts ill omen on this thing.

lostsole31
2014-09-14, 04:34 PM
R2T17: Du, up to this point has fought nothing but goblins (well, there was that one worg). Their capabilities were well known, but this horror was something beyond her. Instead of looking to conserve her spells, she casts ill omen on this thing.

R2T12: Celiss steps forth to meet it, rapier for 6, but Celiss breaks a tooth on its rapier, but claws for 3. There is no room for Radish to go.

R2T7: The creature steps forward 5', this time looking to snag the spellcaster and bite Celiss. The misfortune works and he misses both of you.

End Round 2, Begin Round 3 ...

R3T17: Du?

PSinger
2014-09-14, 04:40 PM
A ranseur has a wooden haft, so Du casts her only really offensive spell remaining, knowing that Celiss is immune. She casts sleep just forward enough not to catch herself.

lostsole31
2014-09-14, 04:49 PM
R3T17: A ranseur has a wooden haft, so Du casts her only really offensive spell remaining, knowing that Celiss is immune. She casts sleep just forward enough not to catch herself. The monster appears to be unaffected.

R3T12: With a flawless thrust, Celiss pierces what is likely the area of the things heart. It quivers and gurgles before dropping.

Combat Ends ...

"An ill omen ... interesting choice. It might come in handy later. But for now, it might have been a waste. I have never seen its like before, but it is definitely some type of aberration."

Celiss finishes a brief study of the corpse. "You've used your magic. I know what that means. I will help you as I can, but it seems that you will now be more warrior than mystic."

PSinger
2014-09-17, 02:08 PM
"I just hope my powers of insight serve me to guide my defenses and my strikes."

lostsole31
2014-09-17, 02:40 PM
[Yesterday's table RP ....]

5pwy heading north, and one heading east. Celiss takes E. Pwy seems to come into a chamber with rubble. 20’ x 10. The original purpose of this chamber is unclear, but large mounds of rubble lie strewn on its floor. The wall to the west where you enter, and a door to the north. An investigation of the rubble reveals that most of it seems to have consisted of broken urns and other pottery containers that once held food stores, long since crumbled to dust.

Door to north; no noise. 15’ 5pwy til it turns W. 30’ pwy until it turns N. 10’ up, there’s a 5pwy heading E; 25’ up it opens up to a chamber. “There’s a door that continues up N past that chamber,” says Celiss.

Moving up, the E 5pwy continues beyond Du’s sight, and nearly at Celiss’ darkvision before it turns SE. Decision is made to go to the chamber to the north. A red marble statue of a strikingly beautiful but, at the same time, monstrously enraged human woman stands in the middle of this room, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is inscribed with a seven-pointed star. Her right hand holds a glittering metal and ivory ranseur. Celiss, who has claimed that one of her fortes is history, studies the statue (as do you for anything askew).

“I don’t have any idea. None,” Celiss says. “I don’t even recognize the manner of dress. Du, I think we have stumbled on ancient place that has gone unnoticed by historians – but not smugglers, for I think is or was a smuggler’s place – for this place, and this statue seems ancient, and yet preserved by magic. And this ranseur, it is of of exquisite quality. This must be worth more than a standard quality form of its type just for its artwork.”

As she studies, that is when she realizes that the ranseur separates from the statue. She looks to Du. “The aberration we met with the ranseur, it’s weapon is serviceable, but this should do well for us.”

There are stairs that head above to the E, and the door that was seen to the N. “We should try to clear out this level of these catacombs."

lostsole31
2014-09-17, 03:35 PM
You take that door, and end up on a wooden platform (15 x 15). The wooden platform has stairs on the E and W sides heading downward, and there is a N wooden exit that goes only 10' before turning E. Considering Celiss's advice, you move to the forward exit.

25' down is a room and you carefully head down. 20 x 15. This entrance from W; door to S; door to E. This room contains several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel. Upon inspection, you note that they are far too decayed or rusted to be of any use today. This means that these catacombs have been around for a very long time.

No noise at south door. Oddly shaped (q.v.). The crumbling remnants of several chairs and a long table clutter the floor of this room. To the south stand three stone doors, each bearing a strange symbol that resembles a seven-pointed star. This area once served as a study, but tiime (and it seems some purposeful destruction) have taken its toll here. A search of the rubble uncovers the fragments of countless books and scrolls with bits of spiky writing all over them.

The three doors to the south were once prison cells. Within each is a single skeleton of a badly deformed humanoid; one has three arms, another has an enormous misshapen skull, and the third has a ribcage that goes all the way to its pelvis - a pelvis with stunted legbones strewn below its strangely flat girth. The cells are locked and there is no key. "Even with my bull's strength on my fists or your scythe, we could not break through these bars without taking a long time, and the spell would wear out after nearly an hour anyway."

Searching the room together, Celiss casts detect magic and it seems there is a single intact scroll in a torn-up book under a broken chair. She looks it over, still concentrating on her spell. "Faint evocation magic, but the magic script is nothing I've ever seen. I don't even recognize the writings in this room, let alone have any ability to study them for translation. Sadly, I focused on lore, and less on cryptography and translation. Not to worry ..."

She casts read magic, and easily recognizes that it is a scroll of flaming sphere, but it is penned for 5th level, not 3rd. "I'm sorry, Du. You could have used this for it is a great spell for druids, but you need to study more before you cast this; it might blow up in your hands or simply fail when you need it most."

There are stairs which go down. "Time to go back and see what else there was."

You find that the statue room's natural exit meets up with the complex entrance, so you head north. It only 20', you get to a spot that sort of squeezes into a prison room. Once in, you see that this large chamber was obviously once a prison, as testified by the nearly two dozen cells that line the room’s perimeter. A rickety wooden platform overlooks the room, with two flights of stairs descending to the prison floor ten feet below. A five-foot-wide wooden walkway runs from the northern edge of the platform to a passageway to the east. This is where you were before.

You enter. And that is when you get jumped by two sinspawn. It is a complete ambush, as they were very well hidden. One misses Celiss, but the other one slices you with a ranseur on its charge for 4.

End Surprise Round, Begin Round 1 ...

R1T22: It is obvious that these things have incredible reflexes to move this quickly. It steps in to cut at you with a ranseur at reach which you scoop away, and bite at Celiss.

R1T18: Arcane energy surrounds Celiss's fists and her first strike is a feint to set up the next one that whallop for 12. "Remember you're not a focused combatant, even as well as you have acquitted yourself before. Fight defensively."

R1T16: Sinspawn's ranseur clacks off of Celiss' hide, and it misses its bite against you.

R1T10: Du, what do you do? Also, Radish is on deck if you want to run his attacks.

PSinger
2014-09-17, 06:07 PM
She defensively attacks with her scythe.
[roll0], damage [roll1]
+2 dodge AC

She directs Radish to a flanking position
[roll2], damage [roll3]

lostsole31
2014-09-19, 03:28 PM
R1T10: Du swings broadly and wildly with her scythe while Radish steps in to snap from the other side.

End Round 1, Begin Round 2 ...

R1T22: Sinspawn misses Celiss after stepping back.

R1T18: Arcane energy surround her fists but blocked by ranseur as she blocked his when stepping forward.

R1T16: Despite the wide swings that otherwise might keep it at bay, the sinspawn steps back and just manages to score a strike with the rapier for 7.

R1T10: Du/ Radish?

PSinger
2014-09-19, 03:38 PM
These heavy strikes have done considerable harm to Du. She steps back out of range of the polearm, grabs a healing potion, and downs it for [roll0], readying her scythe again.

No longer flanking, Radish still attacks. [roll1], damage [roll2]

lostsole31
2014-09-19, 03:48 PM
R2T10: These heavy strikes have done considerable harm to Du. She steps back out of range of the polearm, grabs a healing potion, and downs it. The potion fully heals that last attack. She readies her scythe again.

No longer flanking, Radish hops in to attack but fails.

End Round 2, Begin Round 3 ...

R1T22: Celiss' opponent steps back and attacks.

R1T18: The same arcane energy wreaths Celiss' hands as she steps in and one fist connects for 8.

R1T16: Du's opponent steps forward 5' to attack her and misses.

R1T10: Du/ Radish?

PSinger
2014-09-19, 03:52 PM
Du readies for Radish to hop forward for his attack, then she steps in to flank and attack defensively.
[roll0], damage [roll1]

Radish attacks.
[roll2], damage [roll3]

lostsole31
2014-09-19, 04:05 PM
R3T10: Finally, success for team Du. She times her attack to coincide with Radish's, and they both step/hop forward to attack. Du misses wildly again, but this time Radish chomps on the monster for 5.

End Round 3, Begin Round 4 ...

R4T22: Celiss' opponent continues to try to amble around the battlefield with reach but she easily blocks it.

R4T18: Celiss goes for the double strike, hitting once for 8. The sinspawn is looking pretty bad now.

R4T16: Du's opponent shrieks in rage and simply tosses down his ranseur, baring his claws and teeth. He gives a full salvo to Radish, hitting with everything for 10. Though just an animal, there are darker natures in an animal's psyche, and the monster's attacks cause Radish's instincts to combat itself. Radish is now sickened.

R4T10: Du/ Radish?

PSinger
2014-09-19, 04:08 PM
Timed attacks, defensive for Du, though she is concerned for whatever has happened to Radish.
Du: [roll0], damage [roll1]
Radish [roll2], damage [roll3]

lostsole31
2014-09-19, 04:24 PM
R4T10: As before, but Radish just misses because he's sickened. It's now become apparent that the sinspawn is somewhat agile, but its frenzied nature causes erratic maneuvers to help it move out of the way of many attacks.

End Round 4, Begin Round 5 ...

EDIT: The sinspawn that attacked Radish took 6 WIS.

R5T22: Sinspawn attacks Celiss after stepping back. It attacks so badly, that it gets its gangly limbs wrapped around its own weapon.

R5T18: Celiss moves in to attack with full vigor after this error and blasts its innards with her first punch for 25, and following up before realizing the creature is dead for another 11.

R5T16: After feeling ill effects the now insane sinspawn makes a max (7) bite on Radish.

R5T10: Du/ Radish?

PSinger
2014-09-19, 04:30 PM
"Radish, back!" Du commands her wounded toad, and he hops away with a withdrawal. She attacks fully now.
[roll0], damage [roll1]

lostsole31
2014-09-19, 04:41 PM
R5T10: "Radish, back!" Du commands her wounded toad, and he hops away with a withdrawal. She attacks fully now, but she just can't get a break as she misses broadly again.

End Round 5, Begin Round 6 ...

R6T18: Celiss charges the sinspawn with a hissing scream for 9. "Du, back out with total defense!"

R6T16: Knowing only anguish, and absolutely insane now, the sinspawn lashes out at Celiss now. Surprisingly, because of the charge, one of its claws grazes beneath her scales, but does no damage.

R6T10: Du?

PSinger
2014-09-19, 04:42 PM
Dušana carefully withdraws with her scythe ...

lostsole31
2014-09-19, 04:47 PM
R6T10: Dušana carefully withdraws with her scythe ... (removing her battle)

Celiss recovers from the charge and double fists the sinspawn for 15, and it is reeling. It bites and slashes at her, but she docks and blocks to counter with a single dedicated attack that lands for 12, dropping the thing. She breaks its neck .... combat over.

PSinger
2014-09-22, 08:17 AM
Whatever is going on with Radish, Dušana tries to calm him.

Handle Animal [roll0]

lostsole31
2014-09-22, 09:31 AM
Though in tune with the land, not animals, still her nature bond with Radish is truly incredible and all creeping darker instincts flow out of the giant toad.

You note that Radish is badly wouinded (14:31). You suffer from some as well, but not nearly like this. What do you do?

PSinger
2014-09-23, 01:54 PM
"I will need to meditate in this underground for healing instead of offense, but I shall do that in the natural caverns to our south."

For now, Du will cast CLW on Radish for [roll0]. Is it too late to pop that up one point by using my menhir savant ability to cast the spell at 3rd-level?

lostsole31
2014-09-25, 04:25 PM
Nope, sounds good.

PSinger
2014-09-26, 05:02 PM
Spells to bring Radish up to near-full, then herself.
[roll0]
[roll1]
[roll2]
Oh, yeah, she'll menhir it. With the first one, Radish is brought to 30 so she'll stop. The second one will fully heal me. Hold the third .... a druid spell.

lostsole31
2014-10-05, 11:15 AM
"How are you doing on magic, otherwise?" Celiss asks more analytically than concerned. "These things can barely hurt me, though I must admit the last one got the drop on me and actually nicked me. That doesn't help you any, though, and any fight in which there are more enemies than I can engage you don't seem experienced enough to handle. I do want to say, however, that you are getting stronger."

PSinger
2014-10-05, 11:22 AM
Dušana reflects for a minute. "It is true that my scythe feels more like a weapon in my hand than just a means of clearing overgrown meadows. And I can already tell that my patrons - the ones that help me view portents - are giving me more. It helps my confidence in their trust. But you're right. I could continue, but I have used all but one of the spells given by my patrons. And the power I feel from the lines, well, I can use burning disarm, but underground entangle was a poor choice. I think we should head back for now so I can recuperate."

lostsole31
2014-10-08, 02:10 AM
Decidedly the best course of action the two head back to town. Celiss gives Mayor Kendra Deverin an account of what has happened. It is not yet known if these strange and ancient catacombs have some part to play in the coming goblin attack. However, because of the intel you've provided so far and the fact that an approaching army will need soldiers - which hopefully Sheriff Hemlock is having success procuring from Magnimar - this new development concerns the mayor.. The catacombs were walled up and now broken. Ancient creatures of pure wrath are there, and who knows how long it will be before they realize there is a way out. Worse, who knows if there is something else? If possible, would they be willing to take a look into it? He knows that it's just the two of you, but that is all the town has right now.

The two of you go and enjoy a dinner and a drink at the White Deer and head back to your grove now that it's dark. When you get there, you realize there is an extremely well-pitched small tent facing a fire in a recently built pit not but 20' outside your door. Worse, there is someone singing a bad ditty. The fireplace is now a scar on the grass of your "yard."

You find a half-orc there. He is unattractive, with crazy scars all over his chest, arms, and face that make him look like some sort of bear. He is short (5'5") and incredibly well-muscled. His back has some a rune that you recognize as a Shoanti symbol for Vonark, the Many-Armed, and it is a sign of vitality. Unfortunately, you have no training with Shoanti culture so your language skill is little good in understanding his background.

Oh, yeah, and he's urinating on your flower bed. He turns his head back to look at you.

"This is awkward," he says in a gruff voice, managing to show an ill grin.

PSinger
2014-10-09, 02:24 AM
Dušana stands dumbfounded for several seconds before, out of the side of her mouth, she asks, "Would now be a good time for that burning disarm spell?"

lostsole31
2014-10-09, 01:29 PM
"This grove is this lady's home, and you must see it's somebody's!" Celiss challenges, and then notices his runes. "Wait a minute. You're a Shoanti from the Shadde-Quah. Don't you hate outsiders and stick to your own lands? Cave bear totem, obviously, but I don't know the rune. Who are you? Make your explanation fast, and then I demand you put out your fire and do your savage best to clean it to a point as close to how you found it."

He wears four axes, all light weapons; one is an axe with a backward spike, and the other four are tomahawks. He brazenly turns around, not quite finishing his business, and faces the two ladies with his weapon still wielded and letting loose. He finishes, shakes, and tucks in his leather breeches. He does this with a leering smile, until his weapon is sheathed, at which point his face returns a challenging nature. "Maybe the little lady can speak for herself, devil's dam! You have no business here; 'here,' of course, meaning Golarion. But if you wish to challenge me to a friendly bout ... nothing deadly, just a good brawl ... perhaps we can set up some type of bet, eh?"

He does this very threateningly, but he has absolutely no idea that Celiss started out as a monk; and other than her obvious fiendish appearance, he doesn't know her abilities, either. She smirks and says, "Perhaps. If I win, you act as her bodyguard for the next two days. If you win, my friend here will make two potions for you. All to get you ready for you to move. Regardless, you sleep two hundred yards away. If you don't want the bet, do as I have said or there will be no brawl. I will simply destroy you."

He tones down a little, putting his hands up to calm Celiss, "No need for death threats, that would be unfortunate for you; but I know you demons have tricky magics and there is no way a poor little ol' axe-man like me could compare. No weapons, no magic, no supernatural abilities of any kind. Agreed?"

Celiss looks to Dušana. "Agreed? I will pay for any potion-making materials."

lostsole31
2014-10-10, 02:41 PM
The two agree, and a section is set up for the bout. They start 10' apart.

Staredown ... Celiss, obviously, with her diabolical features, can be frightening. She is nothing compared to the half-orc. This is the first time that Dušana, who is not normally in tune with others' feelings, recognizes that Celiss is not only shaken, but significantly so. Celiss, honorable as she is, does take off her ring and she gives it to you.

Round One ...

R1T23: Celiss has discussed some of her beliefs regarding the theory of the manipulation in small parts - such as with her haste spell - and plans she has for future temporal experimentation. There is no doubt, though, that the half-orc's real speed surpasses Celiss' own. With a blur, a roar, and a charge he crosses the distance. Celiss just manages to duck back in time so his fist deflects off her body.
R1T4: Celiss counters with a double-punch combo, with one landing for 6; it would have been a little more solid, but she is a little hesitant with her opponent.

End Round 1, Begin Round 2 ...

lostsole31
2014-10-10, 04:11 PM
R2T23: The barbarian recovers from the charge, and just like the Carmendine monk the fights with two of his fists, though in his case it's not quite in the same manner as Celiss. Both land, but the first one only does 9 mod NL, while the secondd one - which looks like solid contact - does only 4 mod NL. Still, the power the superhumanly strong rager put into his fists was considerable.
R2T4: Celiss carefully looks at the wild man's defenses, and those blows really hurt. She makes one focused strike to his solar plexus which does 7 NL and stuns him, making him extremely vulnerable.

R3T4: Celiss then follows up with another flurry for 2 NL and 3 NL. They are extremely weak strikes; she doesn't know how long he is going to be stunned so she still keeps him a little at reach. When she sees he is only now regaining his senses and that she seems to have the upper hand, he no longer quite terrifies her.

R4T23: His rage and fury returned, Kurgol gives a one-two but is dodged and blocked.
R4T4: Celiss makes another focused strike, but this time with a knee to the groin, and only barely lands the blow and for a minimum of 4 NL, not enough to stun the half-orc. This is of some concern to her, though, for this focus expended her ki and she has no more such energy to channel into an unarmed attack.

R5T23: One wild swing is merely a setup for a brilliant body blow to Celiss with his off-hand for 21 mod NL.
R5T4: Celiss has to take a few breaths before she manages to score a blow on a flurry for 6 NL. In all reality, it seems that they've dealt the same punishment to each other, but Celiss knows that if he is that powerful she can't trade blow-for-blow.

R6T23: He swings wildly twice, but then sneezes and he is dazed.
R6T4: Celiss takes advantage of this opening and her first punch does a whopping crit 19 NL, and her second punch does 8 NL.
R7T4: Celiss continues her onslaught, but both shots are min hits for a total of 8 NL.

R8T23: The man is so enraged now that he just goes in for CQB, grabbing her with a perfect hold she cannot escape for 11 mod NL.
R8T4: Celiss, a great stiker but no grappler, instantly knows her peril. She doesn't even try to waste time struggling against a man so much more powerful than she. Luckily, though, her entire body is a weapon so having one of her arms wrapped up doesn't matter. This man, in his own way, just made himself even easier to hit, and she whallops him with two blows for 19 NL.

R9T23: That was enough to hurt him so that he loses his grasp.
R9T4: Celiss only lands one blow, but 10 NL is still a great hit. The raging man is definitely on the ropes.

R10T23: This man has an endurance or iron and refuses to stop. He rolls in again and grabs Celiss for 12 mod NL.
R10T4: It worked brilliantly before, so Celiss thrashes about with every limb available and scores one max-hit for 11 NL. Despite such a powerful crack from her elbow to his chin, he is staggered but doesn't go down.

R11T23: The half-orc desperately squeezes for 6 mod NL. Things slowly begin to go dark for Celiss.
R11T4: It's now a dire tussle, but she finally elbows him twice in the intercostals with two rapid strikes for a total of 15 NL, finally knocking him out.

Combat Ends ...

With his rage ended, the Shoanti falls even deeper into his KO'd torpor.

Celiss, with her wings, has to extricate herself from his grasp. She stands on her feet, quite woozy, trying to clear her head. She looks at you and looks at the unconscious man and remarks, "I've never had so difficult a time in an unarmed bout. This guy is a brawling monster."

PSinger
2014-10-10, 05:43 PM
Dušana is in awe the entire fight, but especially the end. "I almost thought he had you, but I knew you would win. Still, it was like watching two titans fighting. Sooo ... are you thinking what I'm thinking? I mean, let's make the most of the next two days since he'll be my bodyguard. Though, looking at him, I don't know that he can be trusted."

lostsole31
2014-10-13, 10:09 AM
The two of you tie the barbarian brawler up as best you can, and it seems you'll have to switch out posting watches. You're exhausted from the day, but leaving him alone - even tied up - might be too dangerous. The half-orc has already proven himself superrhumanly strong. Also, his items are removed from him.

PSinger
2014-10-13, 12:18 PM
Dušana is definitely worried. A savage half-orc? That doesn't sound like a recipe for someone that can be trusted to keep his word. Especially when he's supposed to be my "bodyguard" after losing the bout.

lostsole31
2014-10-14, 01:54 AM
Celiss wants you to try practice detecting magical auras. You determine the following:
Magical bracers ... weak abjuration aura ... but you don't know what.
Magical ring ... weak abjuration ... unknown.
Magic belt ... moderate aura of transmutation ... unknown.

Kurgol has five potions. All five carry conjuration [healing] auras; 3 of one kind, and the other two are each different. Even though you have a workshop and alchemy is your thing, you only get the one potion that is CMW. The others are made with some unknown hedge recipe.

Celiss lays them apart and concentrates, being sure to study them carefully. She claims that the determination of spells and items are a particular specialty of hers. She had to focus on this skill because understanding arcane theory at its most finite is important in beginning to plumb the mysteries of temporal forces. His items are bracers of armor +1, a ring of protection +1, and besides the CMW potion, the other one is a lesser restoration. The three of the same potions are unknown.

Surprisingly, the most powerful item - the belt - is a mystery to her. Most magical belts invoke transmutation energies. Still, this wasn't a true enemy and there is no "to the victor go the spoils," especially if he is to be a bodyguard. That's a bad way to really focus that guardianship; then again, Celiss is worried about how wild and dishonorable he may be.

"The three potions heal light wounds," says a voice behind the girls. "The belt is powerful, a belt of my totem, the cave bear. I am usually alone so it helps me to survive many hardships; I would long ago have fallen in battle if not for that belt."

The three of you look behind you to see the half-orc standing there, grinning a toothy grin. You begin to think his strength really is prodigious until you notice that his bonds weren't broken out of brute strength, but he managed to slip out of them. "Oh, and thanks for that vote of confidence. Being a 'barbarian' doesn't mean I don't stick to an agreement. I haven't been in that fine of a fight for a long time. I woulda' loved to have watched it. We had each other on the ropes. A blowout wouldn't have been exciting. Where did you learn how to fight like that? That's Carmendine training, it is. You use geometry to figure out the means of best defense, analysis and theoreticals to prepare for a day's work, and study weak points on the body to stun. Definitely monastic, not just a brawler like me. Intellect like that, I imagine you're a wizard or the like as well."

Celliss seems to be practically agape at this. "How do you know all this?"

The half-orc smilesl smiles and says, "We fought. I took a beating to know what to expect, and no I know. A person never reveals themselves more fully than when they are in combat."

Celiss blinks her eyes and follows up and says, "No, I mean ... how do you know about the Carmendine style? It is very secretive."

"I've been around and I've fought a lot. I've studied a lot of this and that, even though I'm not a true 'martial artist' as many would call it. My name's Kurgol, and I've been a hunter, slave, and pit fighter. Now, are you really going to tell me why you set up such a preposterous win scenario as to be her bodyguard in this hick town? I'm sure it isn't to protect her from the roving gangs on the dangerous streets of Sandpoint. I am to my agreement, but be fair to tell me what that means."

Right about now, Kurgol's intelligence and insight are downright uncanny for a barbarian.

PSinger
2014-10-14, 12:53 PM
Roleplay .... roleplay ... roleplay ...

The druid-witch brings Kurgol up to speed on all that has transpired, and will transpire: the theft of Father Tobin's grave and its desecration by his thought-dead daughter; the probing attack by the golins; the adventure at the Glassworks; Tsuto's journal and the plans for a major goblin invasion; and these new catacombs that are obviously very ancient .... and likely not explored by timid little goblins.

lostsole31
2014-10-15, 07:31 PM
"I love goblins!!" Kurgol shouts.

There is a brief moment of stunned silence as this half-orc now seems to reveal himself as an enemy. What do you do?

PSinger
2014-10-17, 07:38 AM
With a look of complete shock, Du grips the wooden handle on her scythe loudly enough that the creaking sound can be heard and she steps back carefully and guarded, readying a total defense.

"You need to qualify that statement ..."

lostsole31
2014-10-17, 08:02 AM
"Yeah. I used to play with goblins when I was kid. We had a lot of fun."

Celiss asks, "What do you mean by 'fun?'"

She is likewise getting ready for battle.

"We used to grab goblins by the neck and do a sing-songy:


'Mama had a goblin for a baby and its head popped off!'


"Then, we popped their head off if we could like human kids do with dandelions."

:thog:

PSinger
2014-10-18, 03:37 PM
Dušana, despite her best efforts, turns her heads down to the ground and shakes it and starts to laugh ... and then she laughs again, but more freely.

lostsole31
2014-10-20, 09:40 AM
Celiss, on the other hand, doesn't laugh. She simply groans and rolls her eyes.

Well, fast forward to the next foray ...

Back in the Catacombs. So, you take a long passageway with stairs heading upwards. as before. You head up and water ripples quietly in a circular pool lined with skulls here. Smears of what looks like blood mars the pool's rim in places.

You and Radish are surprised by a sudden shape zooming down from above.

"Varouille!!" shouts Celiss. "Protect your ears if you can. Its scream paralyzes!"

She throws her hands overhead as if to direct rather than protect. Still, it doesn't matter because the magical effect takes up a 30' cube, easily filling up the entire room. It is a three-dimensional energy grid that channels pure axiomatirc power. The thing in question is shredded and falls to the ground. Kurgol is injured for a whopping 21 axiomatic energy, You are not protected, either, though you accept some of the philosphies that attempt to fix itself in your mind, and you only take 7 axiomatic energy. Radish, an animal with no care about ethical stances, likewise only takes 7 axiomatic.

PSinger
2014-10-22, 08:20 AM
What's the spell effect? Spellcraft [roll0]

You didn't mention casting, so was it an SLA? If so, I understand I'll take a penalty.

lostsole31
2014-10-23, 08:25 AM
The power, style, and origin of the magic is so bizarre and unnatural that it is outside of Dušana's expertise, not to mention exposure.

PSinger
2014-10-25, 03:50 AM
Shaking her head, the menhir savant woozily says, "What power was that?! It injured me, and burned into my mind as if everything had turned to stone. And what is this 'varouille?'"

Dušana will look at the remains.

lostsole31
2014-10-27, 04:02 PM
You and Radish are surprised by a sudden shape zooming down from above.

"Varouille!!" shouts Celiss. "Protect your ears if you can. It's scream paralyze!"

She throws her hands overhead as if to direct rather than protect. Still, it doesn't matter because the magical effect takes up a 30' cube, easily filling up the entire room. It is a three-dimensional energy grid that channels pure axiomatirc power. The thing in question is shredded and falls to the ground. Kurgol is injured for a whopping 21 axiomatic energy, You are not protected, either, though you accept some of the philosphies that attempt to fix itself in your mind, and you only take 7 axiomatic energy. Radish, an animal with no care about ethical stances, likewise only takes 7 axiomatic.

R1T20: Radish croaks in pain, as the harshness of law tries to imprint itself on the neutral instincts of the animal.

R1T11: Kurgol appears dazed.

R1T10: What do Du do?

PSinger
2014-10-27, 04:10 PM
Not understanding the nature of the threat that Celiss dispatched quickly with this powerful spell, she nevertheless takes out a healing potion and takes a 5' step to Kurgol. If she can, she will pour it down his gullet if he lets her. "What ... what was that? What did you do?"

lostsole31
2014-10-28, 09:58 PM
"That was a vargouille," says Celiss, and yet she is on guard. "It is a horrible creature that paralyzes with a shriek and then its kiss slowly turns you into something like itself. It comes from the worlds of entropy and evil in the Great Beyond. The spell hurt you somewhat because your ties to nature require you to be more open to unreliable thinking, but Kurgol is truly affected because all he knows is wild action and savagery."

Kurgol comes out of his stupor, shouts in a rage, and charges Celiss. She was already readied for this response and she casts charm person and says, "Settle down. We can pull out of here if you want, but that flying head you see there could have done far, far worse."

It is obvious that he is charmed, though that may be an issue later. He comes out of his rage, and nods. "Sorry. Animal impulse. But, ow ... that really hurt."

PSinger
2014-10-30, 03:14 PM
"You're right. I would just be wasting healing potions. Let's get back so the three of us can recover."

Given that Du, Radish, and Kurgol were all hurt, there is the faintest hint of accusation in her statement.

lostsole31
2014-11-03, 02:27 PM
You get back to the grove, and re-align your druid spells. Assuming your boost your healing spells with the power of ley lines, you heal Kurgol of 9. Attending to yourself, you fully heal. You whisper into your scythe for an hour for secrets of health. Since your ley line power only defines spellcasting and does not specify druidic spellcasting, you give Kurgol 6. While he is not fully healed, with some rest he should be good in the morning.

Anything? or, go right to the next morning?

PSinger
2014-11-03, 02:47 PM
Definitely the next morning. I will ask Celiss to assist me in tending to Kurgol. I am so tapped out of both magics right now, I am probably not doing well.

lostsole31
2014-11-03, 04:10 PM
In the Harrow for the day, the suit is the Crown (CHA). The actual card is The Tyrant (LE) which indicates a ruler who is a blight upon those ruled. The dragon might indicate a monarch, overseer, or the head of a household. Whoever this person is, he does harm to those over whom he holds sway, whether he realizes it or not. Misaligned, it shows a tyrant revealed or dethroned.

How do you wish to interpret this, and what suggestions do you make?

PSinger
2014-11-06, 03:58 AM
"There could be more to these Catacombs of ... what shall we call them? I guess, because of the sinspawn we can call them Catacombs of Wrath. And I'm sure there are. But we don't know that it's part of what we're doing and it may be a sidetrack. It seems a fine adventure, but evil below has been there for some time. It's the evil above, the goblins, that bother me. And I'm sure they are not on our lazy timeline. I'm for Thistletop to deal with the threat there. We can go exploring 'for sport' later. Honestly, I have no desire to start messing with any more demons until I can get a handle on how I might better use my powers."

lostsole31
2014-11-10, 11:21 AM
"Beating goblins sounds better'n' messin' with demons," says Kurgol. "I agree with her, though whatever you desire is your command, Celiss."

You can't tell if that was sarcasm, or if Celiss simply hasn't released the charm. If the latter, was it out of forgetfulness or design? Hmmm ...

Celiss nods. "Not that we should ignore that danger, but you're right. Our current concern is what seems to be the possibility of an army of goblins getting ready to overrun Sandpoint."

PSinger
2014-11-12, 12:59 PM
Okay, Du is the junior in all of this, so it's up to Celiss to lead the way.

lostsole31
2014-12-03, 04:58 PM
As if to perfectly interrupt ... a croaking from Radish is followed by a knock at Dušana's door. When you open it up, you see Shalelu Andosana there. If you remember, Shalelu is a local elven hunter who is known as something of an unofficial scout for the city, as well as a famed goblin-hunter.

"The mayor asked me to check in with you, Ms. Essert," she says to you. "I've been given a report from her, and Ameiko is my best friend. She doesn't have the means, but if you intend to cause havoc with the enemy before they might attack, count me in. I want to avenge Ameiko's father against the goblins. Besides, I hear an old enemy of mine - a bugbear by the name of Bruthazmus - has joined forces with the goblins."

http://i1357.photobucket.com/albums/q755/lostsole31/Shalelu_zpsf95acec2.jpg

PSinger
2014-12-04, 05:55 PM
"I, for one, am very happy to have you along. Your knowledge of the area and the enemy will be invaluable. We saw the name 'Bruthazmus' in Tsuto's journal."
Before I go on, what does Du know about bugbears?

lostsole31
2014-12-04, 06:16 PM
You have no idea. Sure, you've heard of bugbears, but as a real creature they are ... as are so many creatures to rural humans ... seen as a bogeyman with various features attributed to them. You are too detached from society to have knowledge of the various races of humanoids.

However, after perusal of Tsuto's journal, you probably fielded this question to Celiss. A bugbear is the strongest of goblinkind. Tall, powerful, stealthy, and cunning. However, their natures are much more brutish and they make poor leaders. Hobgoblins, though not as powerful, are usually the most capable of goblinkind since they are focused and organized. Though in a one-on-one fight the former is likely to beat the latter, in mixed goblinoid company hobgoblins are likely to lead, and bugbears seem to be fine with that.

Regardless, Bruthazmus is likely the same ... tall, powerful, stealthy, and cunning. And since Shalelu is a well-known goblin-hunter, he is likely to be much more capable than his brethren. For her to name him as something of a recurring nemesis makes him impressive ..... and quite dangerous, to be sure.

PSinger
2014-12-07, 05:06 PM
"Well," Du says ruefully. "I guess we were bound to meet tougher goblins. But I've nearly died just from the 'normal' ones. I'm worried, but I'm committed. Let's go, I guess."

lostsole31
2014-12-08, 07:04 PM
Following the Lost Coast Road, Shalelu says that it should only take 2 hours to reach the area of Thistletop.

Kurgol says, "Ambush up ahead."

Sure enough, everyone sees a few goblins on each side of the road with a shortbow with faces poking behind bushes or trees waiting to shoot them.

"Allow me to take the front," says Celiss, "but continue on ahead."

The party simply saunters as if nothing was noticed, but once Celiss gets within 30', her countenance suddenly becomes terrifying to behold as she looks at one side of the road. All three goblins on that side give shrill, frightened screams and drop their bows.

lostsole31
2014-12-08, 07:34 PM
R1T23-18: All three of the panicking goblins go shrieking into the forest.

R1T17: "We can't let them get away!" calls Shalelu. She takes deadly aim and lets loose with an arrow at each of the goblins. Each arrow hits for 15, 13, and 11. Two of the goblins drop, and the other is badly wounded so as to now stumble.

R1T15-12: Enraged, three other goblins on the side of the road have cover behind a tree but fire on her, with all three arrows just glancing aside of her beautiful studded leather.

R1T11: Kurgol moves an incredible 40' towards the disabled goblin in the woods, taking out a masterwork tomahawk and throws it into the goblin's back for 6, dropping it. All of the goblins on the northern side of the road have already been dispatched.

R1T10: Celiss holds out her hand, and without a word this glowing energy grid of pure mathematic perfection surrounds the southern goblins. One manages to resist well for 1, another takes 3, but a third takes a full 8 (max). She then closes on the one, rapier in hand, to the goblin that was barely affected. "It seems that while malicious," she calls to the party, "they are not as truly given to mindless chaos as I had originally thought."

R1T9: Du, your turn.

Shalelu on deck, goblins in the hole ...

PSinger
2014-12-10, 01:27 AM
They got this, and I'm neither wasting magic nor exposing myself or Radish to injury needless. This battle was over before it began. Delay.

lostsole31
2014-12-10, 06:23 PM
R2T17: Shalelu comes back onto the road, now within range of the other goblins. She casts a quick spell and a spurt of acid shoots out to just hit the barely wounded goblin for 4 acid, causing it to scream in pain.

R2T15-12: That goblin does what best it can, its dogslicer slamming against her scaled skin, while the other likewise begins to step around and misses her. The third goblin steps out of the forest and takes off down the Lost Coast Road.

R2T11: Kurgol races out of the forest to catch up with it.

R2T10: The lone goblin turns Celiss' rapier aside.

R3T17: Shalelu fires a volley of arrows into the air, and all three strike the goblin down with deadly effect.

R3T13: The last isn't paying attention to how alone he is and gives as fine a slice as his late brother did, but the blade slams against the cambion's hard skin.

R3T11: Kurgol moves like a racing animal down the road to stand aside Celiss.

R3T10: This last one must have been the leader, for his attack and parries are excellent.

R4T17: Shalelu again casts that spell to hit it for 4 acid. The creature screams curses in Goblin, but sees that it has nowhere to run.

R4T13: This time he switches targets to the half-orc, but Kurgol deftly gets out of the way.

R4T11: But it then sweeps at an angle while ducking to easily deflect Kurgol's own attempt to strike him.

R4T10: As Celiss attacks, the goblin manages to deflect her own rapier down to just miss piercing her own foot.

R5T17: Another 6 acid from Shalelu drops the goblin, finally.

Combat is over ... and efforts to to make sure all goblins are dead are conducted, then hidden off the side of the road.

PSinger
2014-12-12, 12:43 PM
Check the bodies, including detect magic ...

lostsole31
2014-12-12, 01:48 PM
Nothing but goblin armor and weaponry, which is cheap and will slow you down.

The group finishes its two-hour journey to a place where the tangles of Nettlewood are in the way. Shalelu looks around and then points to the north, for Thistletop is just off the coast. She manages to find a route through the woods, and with Kurgol's assistance, they pick up a goblin trail. The trail runs for only an hour, and there's no way to avoid a goblinberry patch. Everyone makes it through okay, except Radish suffers some. Because of his size and shape, he just couldn't avoid the areas Du tried to lead him around. (1 STR damage)

The briars and thistles that grow so rampantly in the Nettlewood grow even more dense and tangled here, close to the shore. Although not quite dense enough to block the sound of waves crashing on the unseen shores to the west, the undergrowth is certainly thick enough to block sight and access to the coast. Few trees grow this close to the edge of the sea, but the briars themselves often reach heights to rival them here, the patch is nearly twenty feet high.

Shalelu automatically notices that certain briars can be lifted aside to reveal four-foot-high tunnels leading into the briars. You could throw one open as an MA but risk getting thorned; otherwise, a FRA can open a door carefully and safely. When opened, a four-foot-high tunnel winds through the dense briars and nettles. The floor is hard-packed earth, with patches of wiry plants growing stubbornly here and there. Everyone in the party will have to stoop, except for Radish. Although the ceilings and walls of these tunnels consist of tangled, thorny vines, brushing against them won't hurt you; it's if someone gets pushed into a wall that someone might get pierced. There are two ways to go, east and west.

PSinger
2014-12-13, 03:42 PM
We hear waves to the west, and Thistletop is on the shore, so west it is ...

lostsole31
2014-12-13, 05:08 PM
You move along, with Shalelu checking for booby traps. The due west leaads to nettles and nothing more, though waves can be heard on a shoreline. However, the waves also can be heard north as well. Half-backtrack and you head up a northern route which then splits E-W. 20' goes to a very thin passage while the W goes around the corner. Using the same reasoning, you head around the corner to find a bramble door. It's easy enough to hear a few goblins on the other side of the door. Celiss gets in position to raise the bramble door quickly, with Kurgol to rush in, followed by Radish, and Shalelu to shoot in until a good idea of the inside is made.

She quickly sets the bramble door to the side, utterly surprising the three goblins who seem to be lookouts through a lightly brambled "window" overlooking the sea.

S1T19: Shalelu instantly shoots an arrow at each of the goblins, each hitting its mark for 10, 8, and 14. The first two are badly wounded, and the last falls.

S1T14: Radish bounds in to bite one, crunching deeply into its neck, and it falls.

S1T8: Celiss steps forward and stabs the last, magic coursing down the blade, killing it. Combat over.

The goblin bodies are thrown through the bramble lookout point to the beach a few stories below.

PSinger
2014-12-19, 02:06 AM
Du watches the bodies get tossed over. Her fears are abated in realizing that these companions are as powerful and capable as they are. The one fear niggling at her as the last goblin body goes over the side, is at what cost

lostsole31
2014-12-23, 07:58 PM
Though there is a very thin passage through nettles to a trail beyond, there are a lot of goblins making noise over on the other side, so the party backtracks. Three thistle tunnels open into a large cave-like chamber. Above, the thorny canopy grows thin enough that tiny slivers of the sky above can be seen, while below, the ground consists of trampled dirt. To the west, the distant sound of sloshing waves echoes up from a hole.

"Sea cave," murmurs Shalelu.

"The bottom is out of my range of darkvision," says Celiss, an observation seconded by Kurgol.

"This might be worth investigating later, but let's leave it alone for now," warns Shalelu.

Continuing around winding trails, Shalelu comes around a bend when there is suddenly a chorus of loud barks from up ahead.

"Damn," spirt Kurgol. "Guard dogs. Well, we're committed now."

Celiss casts haste on the party. Kurgol surprises by briefly concentrating; there is a shimmering in front of him before that shimmering disappears. Shalelu casts a spell on her quiver.
By now you recognize haste without any problem. You have no idea what to think about Kurgol's ability. Shalelu casts a common ranger spell, abundant ammunition, which allows her to have an unlimited number of arrows during the spell's duration.
What does Du do?

PSinger
2014-12-28, 08:03 PM
Du casts mage armor on herself and gets ready to charge in ...

lostsole31
2015-01-27, 02:44 AM
R1T22: Celiss moves up within 10' of the dogs and casts color spray. Three of the four dogs instantly fall unconscious.

R1T21: "Goblin dogs," says Shalelu with disgust. "Skin-to-skin contact can cause a nasty rash, like a severe case of poison ivy."

She uses a ferocious pull style to get power into her shot to hit the goblin dog in the neck for 16, instantly disabling it.

R1T20.9: Kurgol advances quickly with his strange axe and though he slashes with it, on the backswing it slips and turns and he nails himself in the back as the pointy end goes into the rear of his lung for 2 CON and he coughs and burbles a little bit of blood, and he can't stop giving out a loud cry of pain.

Radish awaits his owner's order.

R1T4: Du?

PSinger
2015-01-27, 02:49 AM
Du is going to "be brave" and forward to give a final merciful stroke to the dog with her scythe.
Attack [roll0], damage [roll1]

lostsole31
2015-01-27, 03:10 AM
R1T4: Du bravely goes forward to give a final merciful stroke to the dog with her scythe, making it drop. Radish stays dutifully.

The sounds of yipping and goblins comes from over to the west.

End Round 1, Begin Round 2 ...

R2T22: "Well," says Celiss, "let's go say hello. Du, start making sure these dogs are dead, saving the one that we just cut down for last."

She has her rapier out and steps around the corner to go to the strange hole/ well with the noise below.

R2T21: Shalelu likewise steps just around the corner of the hedge.

R2T20.9: Kurgol takes out a potion and downs it, entirely healing the puncture hole to his lung (but not any actual damage he received in the previous battle).

R2TT4: Du, do you do as Celiss said?

PSinger
2015-01-27, 11:04 AM
Sure. She'll drop out of rounds if need be to finish off the dogs. She really hates the concept of killing animals, but she knows that these dogs trained by goblins would be too hard to deprogram from their visciousness.

lostsole31
2015-01-28, 04:43 PM
R2T4: Dušana really hates the concept of killing animals, but first things first, she attacks the one awake dog with a fine slash for 10.

R2T3: The leashed dog snaps back, deep into Du's shoulder for 9. "Radish!" she calls out.

R2T2: The giant toad bounds forward and bites into the dog for 7, dropping it.

End Round 2, Begin Round 3 ...

R3T22-21: Celiss and Shalelu continue to ready for the goblins.

R3T20.9: Kurgol pierces the skull of the unharmed goblin dog.

R3T4: Du cuts the last unharmed goblin dog for 21.

lostsole31
2015-01-29, 10:45 AM
End Round 3, Begin Round 4 ...

R4T25-21: Two goblins come moving about the corner. Celiss had already prepared for this and stabs the first one in the upper chest near the neck and it goes down. Before the other goblin can move in, Shalelu was likewise ready and disables the goblin coming her way, with that one stopping its tracks in pain. Another goblin steps up to Celiss for swordplay but misses, while Shalelu jumps over the swing meant for her knees. Shalelu starts giving tactical advice to Celiss regarding goblin-fighting.

R4T20: "You need to take care of that," says Kurgol to Du, motioning to the terrible bite she suffered. He then concentrates, and his muscles in his arms and legs to incredible proportion, and grow hair like some sort of ape.

R4T19-13: Two goblins file in behind the others, but these two have shortbows, and other goblins are heard yipping. One arrow bounces off of Celiss' mystical protection while another misses the elf.

R4T4: Du? Are you going to try to heal part of your wounds?

PSinger
2015-01-29, 11:39 PM
Du focuses on her scythe and casts CLW on her grievous bite wound.
CLW [roll0]

lostsole31
2015-01-30, 04:55 AM
R4T4: Du focuses on her scythe and casts CLW on her grievous bite wound for 6 healing.

End Round 4, Begin Round 5 ...

R5T26: Celiss' magic is poured into her blade and she grazes her opponent's neck for 8, and follows it up with a graze to the head; but such is her strength, the magic of the blade, her personally channeled magic, and Shalelu's advice, the grazes in the head and neck are enough to drop it. "Standby!" she calls out. "Haste is almost out."

R5T21: Continuing with tactical advice for Celiss. Shalelu fires point blank and opens up an AOO but the stupid goblin bonks itself in the head, stunning itself. Shalelu puts all of her power into the shots. She drops it as it goes into shock being hit in the brachial artery. Another arrow hits the one shooting back, and an arrow in the nasal cavity drops it. And yet another shot as she makes full use of Celiss' temporal enhancement and she fells the last opponent she can see (though she does hear several more).

R5T20: "I'm pretty sure I heard someone casting on the other side of these brambles, around this corner," Kurgol warns loud enough for the warrior women to hear.

R5T14-13: Two goblins wheel around with their dogslicers to face Cel and Shal. The faintest shimmer occurs at the wizard's left hand to solidly block aside the little cleaver, and the exact same occurs for Shalelu.

R5T12: Stepping right out of the brambles as if they weren't there, right behind Radish, is an older-looking goblin with all sorts of animal fetishes on him. He casts a spell at Radish. He looks into Radish's eyes, pointing to Kurgol, and he says, "Attack the green-faced one!"

The goblin also has a wand that spouts a flame, and from another hand is a scimitar made of pure flame.

R5T11.9: "It's about time I had a target!" shouts Kurgol, entering into a blood fury. He rushes forth at blinding speed (courtesy of Celiss' spell), but not before Radish nips him for 7. The enemy caster was entirely unprepared for the raging man and he easily gets wrapped up in Kurgol's now titanic strength for 13. The caster screams out something in Goblin while in pain. "He's called for something called a Tangletooth" informs the half-orc.

R5T11.8: Coming around the corner from the direction you were originally heading speeds a hunting cat. It bites into Du's left calf and shin for a bloody, crunching 8, and she is thrown to the ground.

R5T11-8.9: Two more goblins, taking out bows, take rear positions as before and fire and miss.

R5T4: Du, you are in dire straits. This is a fire pelt, a type of medium big cat (similar to a jaguar or cheetah). Nothing special to know, other than there is no way you can stand up to it physically, especially since you are badly wounded at this time. You know without a doubt that the caster is a druid, and if that is so that means the fire pelt is likely even tougher than normal for its kind. Also, from what Radish did, you know the druid was successful in charming Radish. What do you do?

Radish on deck, Celiss in the hole ...

PSinger
2015-01-31, 01:38 AM
She has few options remaining. Du, pressed at the worst, tries to quiet her mind through the pain and casts a spell that brings about a slumber in the area.
Cast sleep defensively. Concentration DC 17 [roll0]

If successful, start with the fire pelt. If anything leftover ... include herself. She can't fake it to an animal, but if she goes legitimately unconscious the beast might leave her for another target. I understand Radish will get leftovers. However, I will purposefully fail my Will save.

lostsole31
2015-01-31, 02:56 AM
R5T4: She has few options remaining. Du, pressed at the worst, tries to quiet her mind through the pain and casts a spell that brings about a slumber in the area. With the greatest threat comes her greatest insight and with great focus her intellect forces her to overcome the fear of imminent death and she is able to cast her spell. She casts the spell, but forgets that despite knowing the cat is more powerful, she is weaker. She gives in to her own spell and falls asleep, hoping that the fire pelt does not continue mauling her, but forgetting that Radish is charmed against Kurgol.

Snooze ...

lostsole31
2015-09-07, 02:13 AM
While Dusana is out, the battle concluded with firepelt killed, Radish severely knocked out, and Gogmurt stabilized from death. Celiss, who always had a knack for magic and focused on spell theory in the Carmendine Monastery, is able to detect the magic of Gogmurt's gear and figures out what each thing is. Dusana will wake up from her magical sleep during this time.
Elixirs: Speak with Animals (2), Tree Shape (2).
Potion of Cure Light Wounds.
Wand of Produce Flame (34 charges)
small +1 leather armor
cloak of resistance +1

He also has a spear and a sling, but uses rocks for the latter.
Dusana, what do you do?

PSinger
2015-09-07, 10:37 PM
Glad to awake to find herself ... awake, and not eaten ... Dušana sees Gogmurt and is given the situation. "We need to find out what he knows. We need to wake him. After that, can you charm him, Celiss? Just being wounded should be enough."

Dušana taps into the local ley lines and casts a menhir savant spell of healing on the goblin.
CLW with additional +1 CL for ley line, [roll0]

lostsole31
2015-10-20, 05:04 PM
The spell heals a bit more of his wounds, but he is still comatose ...

PSinger
2015-10-22, 11:13 AM
"That's it," Dušana says. "We would need to pull back and allow me to meditate more in the forest than this fell briar so I may get more healing to wake the prisoner."

lostsole31
2015-10-29, 09:17 PM
The party pulls back from the evil druid's work to a place that's more conducive to a good druid in tune with the land. The goblin is tied. Du prays and meditates and after an hour uses the CLW she prepared and casts it on the goblin druid. He awakens after 9, still badly wounded, but much better. As he awakens he starts cursing and spitting. Celiss (with Shalelu's help) tries to calm the ungrateful goblin. Failing that, Celiss tries to help Kurgol to intimidate the creature, but threats work no better than cajoling.

Du, do you do anything?

PSinger
2015-10-29, 11:17 PM
I have absolutely nothing. The making nice/ interrogation stuff is NPCs. Du sits watching the proceedings, but letting the others take the reins and make the decisions regarding the goblin druid.

lostsole31
2015-12-15, 11:49 PM
From a fit of pique, Kurgol simply ends it. He chokes the druid and snaps his neck. And done. Celiss is surprised and not sure how to feel about that. Shalelu has no malice towards Kurgol.

"He asked for it, and didn't even try to save himself," Kurgol explains. "Consider it a sacrifice he bravely made for his tribe."

PSinger
2015-12-15, 11:52 PM
Dušana is taken aback by the hyper-violent display. "We spared him, and the land gave me power to heal him. Couldn't you have shown some patience? I'm sure given time we would have worn him down."

lostsole31
2015-12-24, 01:53 PM
And after a very heated argument, Dusana Essert leaves ... leaves the party, leaves the area.

PSinger
2015-12-29, 11:11 PM
"Come," says Celiss Nightrom. "We shall camp close to the enemy, a half-mile from the thickets, 'ere we strike again tomorrow."

lostsole31
2016-02-21, 03:22 AM
On second thought, Kurgol successfully shows the wisdom of returning to Sandpoint and seeing if there are any wanderers in town that might want to make a few coins and a share of any (doubtful) magic that might help round out the party.