Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Observations

1531390661

Edited 1536480417
Max
Plus
As part of my initiative to give clear purpose to each major forum thread, this new topic will be for observing wilderness/dungeon environments in more detail, and making Knowledge checks about them. Keep in mind that this is not for exploring  or searching , since those might lead to traps, combat, or other dangers which need to be handled during a game session. Rather, this is a place to get a better description of what you see around you, in whatever hostile environment the party finds themselves between sessions. To reiterate one of my core concepts in my campaigns, none of the information here is mandatory for you to read. You can ignore it all, and probably do fine. However, it is an option for those who want to piece together subtle clues, gather intel to use as a resource, or simply savor a more complete world. This is also not intended to replace descriptions and Knowledge checks in game, but rather to supplement them with a greater wealth of information that would slow down play too much for me to type out during game.  You can post the results of Knowledge checks here and discuss your observations with the other players, but make sure to use the appropriate threads for anything you want to do in a town  or at the Fortress ,  claiming loot , or future plans and coordination .
As an introduction, here's a more detailed description of the main entrance hall to the Fortress of Pelor, where you all now find yourselves: The walls are thick, heavy stone, masonry blocks laid with mortar. The floor is heavy flagstone tiles. The ceiling is about 15' high, with some buttressing and supports along the walls. Most doors were made of good, solid wood, banded with iron, but so far all the doors you've seen have either been smashed down, ripped from their hinges, or had their latches busted out. The inside of the Fortress is almost as cold as the outside, with the freezing breeze blowing in unimpeded and the hearths long cold. Everything shows a layer of grime, dust, and dirt, and the signs of the battle that left it this way are everywhere: broken bones and skulls, teeth, pieces of armor and weapons, shattered shafts of arrows and crossbow bolts, smashed lanterns and bits of leather straps, ripped cloth and broken buckles, and blood . There are bloodstains everywhere, dried across the floors and splashed on the walls, soaked into the wood of broken doors, even some on the ceilings. The rooms are largely unfurnished, and there are signs of looting: lighter spots where furniture must have sat for years before being taken, broken tables and chairs, rotten remnants of torn books, bits of trash and debris of all sorts strewn about. There are signs of animal inhabitance as well: droppings on the floor, a few old bird's nests in high corners, shed fur and the smell of nests. You also find a fair bit of graffiti. In several places, Erythnul's unholy symbol has been painted in now-dried blood on walls or floors, or scratched into the stone. In one corner, someone has scrawled in ink "don't cast near a gelectrode". On a wall, "only the dead have seen the end" is written in chalk. Something is scratched in Druidic on one of the doors, near the bottom, and something in a language none of you know (but using the Elven alphabet) is cut into a brick. On another door, which is laying on the floor, something is written with bloodstains in a language none of you know using the Dwarven alphabet. Knowledge (the planes), Knowledge (arcana),  Knowledge (architecture & engineering), Knowledge (geography), Knowledge (local), Knowledge (religion), Knowledge (nature), Knowledge (nobility & royalty), and Decipher Script apply. Heal, Craft (weaponsmithing), and Profession (painter), all trained only, apply.
Knowledge (the planes): 22. Knowledge (arcana): 8. Knowledge (architecture & engineering): 19. Knowledge (geography): 23 (NAT20). Knowledge (local): 16. Knowledge (religion): 13. Knowledge (nature): 17. Knowledge (nobility & royalty): 20. Decipher Script: 5. Heal: 11. Craft (weaponsmithing): 15. Profession (painter): 19. Xankoris: "I doubt more than half of the renovating process is cleaning these blood."
1531932737

Edited 1531969135
Max
Plus
Ritt K. said: Knowledge (the planes): 22. Knowledge (architecture & engineering): 19. Knowledge (geography): 23 (NAT20). Knowledge (local): 16. Knowledge (nature): 17. Knowledge (nobility & royalty): 20. Craft (weaponsmithing): 15. Profession (painter): 19. The graffiti mentioning a 'gelectrode' rings a bell--you recall hearing a bard's tale once about an evil wizards guild in Strongtown, led by a mad summoner intent on learning to fuse together elementals with each other or with other living creatures. Among her servants were a kind of quasielemental (elementals that are a blend of elements) that called weirds, because they're made of opposing elements held together with arcane magic, and react strongly in its presence. Gelectrodes are weirds made of fluid jelly impregated with electricity. They attack with little electrical arcs, and when arcane magic is cast nearby their internal current surges to strike out at a nearby creature. Despite the devastation and looting of its interior, the Fortress has good, solid bones. The walls and floors are sturdy stone, and will need very little foundational repairwork. It looks like the stone was probably not quarried nearby here, either, but brought in when the place was first constructed. Once the doors are replaced and the supplies restocked, it should be able to mount a formidable defense. The lay of the land will also help with defense, as it'd be hard for an enemy force to approach unseen in the open hills. But the lack of forest nearby will make foraging for food harder... you might want to till the land for fields and gardens, and fish the canal once it's dug. While some of the bones and teeth you find look like they belonged to animals or monsters, most are humanoid. Most are also picked clean and gnawed on, (hopefully) by scavengers. All the signs of animals nesting here are unsurpising, given how much food and shelter must have been available after the raid. Probably a lot of the smaller ones were driven out or eaten by the larger predators though, such as the dire wolverines. You recognize bits and pieces of a few different sigils on the few torn pieces of fabric and broken bits of shields you find... most look like they belong to the holy symbol of Pelor or the unholy symbol of Erythnul, but you come across more than a few that belong to an entirely different sigil: a dragon's head, with seven spidery legs coming from it. You recall hearing a bard sing a song that featured a sigil like this, borne on the shields of troglodytes riding giant hell-lizards as they raided an elven village: From the pieces of broken weapons you find, it looks like a lot of the ones used in the final battle were of poor quality, made from things like bone, bronze, stone, and iron. The type of weapons used by the poor, or by savage humanoids. Though, perhaps those were simply the ones that broke, as they tend to do more easily. From your knowledge of pigments and dyeing, you know that the writing in bloodstains is slow and difficult--the sort of thing done by someone using another person's blood, with a steady hand. You don't recognize the words on the door, but the way certain runes are drawn makes you pretty sure they might be written in Orc.
Requesting description of the kobolds daily mannerisms and how evil they are.
Josh said: Requesting description of the kobolds daily mannerisms and how evil they are. The kobolds tend to keep to themselves more than the other hirelings, due partly to the language barrier and partly to cultural differences. From eavesdropping on their chatter, you can tell that they still harbor a deep distrust and dislike for basically everyone else in the party and your entourage, particularly Kraggan (they often make nasty racist comments and jokes about her), though they're sort of in awe of you (as a dragon) and also grateful for you giving them a way out of slavery. You've noticed that over time, Jarkel has emerged at the leader of their trio. Yelkyn is more charming, but tends to stress about things too much to inspire confidence. Jarkel is also the most skilled trapmaker and has the tools for it, so he supervises the setting and management of simple traps (mostly snares) and alarms whenever you guys camp or stay in inns. They often discuss ways to make the traps inflict more pain on intruders, as well as how they might torture captives (Kuklet tends to lead the latter type of discussions, as he's a bit of a torture hobbyist, and sometimes practices on small animals when Kraggan's not around). While they don't take great care of their appearance of clothing, all three make sure to keep their tools in good repair. They spar a few times a week as well, practicing their spear and daggerwork, as well as their aim, to keep their martial skills sharp. As the weather's gotten colder, all three kobolds have taken to draping themselves in furs and woolen blankets, though Jarkel tends to wear less of these and work without them more often. When the others complain of the cold, Jarkel says that he prefers it, and is always more comfortable in cool weather. You've overheard Kuklet and Yelkyn mating at night occasionally, though it's unclear if they have a romantic relationship or are simply lonely, with so few of their own kind around. Jarkel often looks longingly at Kuklet as well, but that desire seems to be one-way.
While in Waterwend, everyone can roll 3 Spot checks each, as well as Gather Information to find out the latest news if you like. Remember to announce how much coin you're spending, if any, before rolling.
1532610505

Edited 1532610603
spot 21,21,18 gather information 18 w/ 20 silver with out -2 skills added 
Spot check: 22, 20, 17 Gather Information check: 22 (5sp)
1532702051

Edited 1532702084
Max
Plus
Josh  said: gather information 18 w/ 20 silver Ritt K.  said: Gather Information check: 22 (5sp) After the rush to find healing the evening you arrive in Waterwend, the following day everyone is snowed in by a fierce blizzard. But the day after that, Sunsebb 14th, you finally have a chance to learn the latest news: Gurak, wizard-lord of the bugbears and goblinoids to the north, has begun to wage a campaign against the powerful enchantress Karenina, who holds territory to the west. Treefall recently executed the ghoul necromancer Levi, said to be responsible for the now-infamous Death Elemental Event, by destroying him with holy magic and dumping his remains in the river. The hurricane had devastating effects on the Suloise navy that was attacking towns along Terolus's southern coast, but also on the coastal towns themselves. There's a great deal of debate about what long-term effects this will have on the war. The death toll in Waterwend has reached dozens, and more every day. Their homes and crops destroyed by the great storm, people starve and freeze in the streets, while the merchant lords grow fatter by gouging them for every copper. Many have turned to crime, piracy, and banditry to survive, and savage races have been raiding with increased frequency as they, too, are driven to desperation for resources. There's been a small surge in lycanthropy cases in Strongtown, and some believe it may be part of a secret plot by werewolves to destabilize the government while Lord Darius is away fighting the Suloise.
While traveling through Litheria's forest, you notice the signs of spring around you: the trees and brush are vibrant with freshly grown leaves of brilliant green, flowers are peeking up through the undergrowth, mosses are growing anew on trunks and rocks. You hear twitters of birdsong as well, and catch sight a few times of small forest animals like rabbits and voles scurrying out of the way up ahead, some of them already herding away little groups of babies.  Once or twice, you notice a strange sigil carved into the trunks of trees or onto the faces of boulders near the path. It looks like this: Knowledge (nature) and Knowledge (nobiity & royalty) apply.
Knowledge (Nature) check: 7, Knowledge (Nobility) check: 13
1536435689

Edited 1536439418
the defensive structures in water wend, since that is the target of the evil alliance  and bowhery though i think that small town would be better evacuated to the fort.
Josh said: the defensive structures in water wend, since that is the target of the evil alliance  and bowhery though i think that small town would be better evacuated to the fort. Spot, Knowledge (architecture & engineering), and Gather Information apply, though you won't be able to investigate until you return from the Stonefare.
spot 13, gather info 6, no gold
Josh said: spot 13, gather info 6, no gold Waterwend seems to have pretty solid defenses, with a high logwall around the landward part of the city, guard towers spaced along it and on a few small islands in the river. Bowhery's logwall is only half the size, with no towers, and far fewer guards overall, though of course it has the Companions to help protect it.
Svannya's longhall doesn't have any windows, lit only by the indirect sunlight coming in the open doors and the four burning torches resting in iron wall sconces near the corners. Her throne is carved of rough, heavy wood, and rests upon a low dais about 8" off the floor.  The dwarf beside her throne has a strange crystal embedded in his forehead, and wears the attire of a courtier, including a silver chain necklace and several jeweled rings. His reddish skin and pale eyes are unusual for a dwarf, though. Her guards are all humans, dressed in decent clothing, with the hard look of seasoned soldiers. The two outside wear chain shirts, with longswords and daggers on their hips. The two inside wear studded leather armor, and carry longspears with daggers for backup. They don't have full livery, just patches sewn to their chests bearing an embroidered version of the same sigil painted on the front of the hall: 
 Between the torch sconces are rows of shields hanging on racks on the walls, in various shapes, sizes, and materials. Many are painted with some sort of sigil or device, but of those, many are too battle-scarred to make out what the original pattern was. Those you can see clearly include these sigils: 
 Knowledge (nobility & royalty) applies to each sigil separately. Craft (weaponsmithing) and Craft (limner) apply, trained only. Knowledge (local), Knowledge (religion), Knowledge (history), and Knowledge (architecture & engineering) apply.
Knowledge (Nobility) check: 10,11,15,8,9,16,5(NAT1),24(NAT20),8,22 for each sigil respectively from first to tenth. Craft (weaponsmithing) check: 8 Craft (limner) check: 29 Knowledge (Local) check: 6 Knowledge (Religion) check: 7 Knowledge (History) check: 19 Knowledge (Engineering) check: 18
You recognize sigil number 3 as belonging to the Red King, a lesser power of the Catacombs who's said to be a champion of freedom. There were stories going around for a while that he was at war with Moonshadow, an evil aberration who serves one of the Great Powers, but that his forces were finally pushed out of her territory by reinforcements from Zorall. Zorall, who's sigil is number 10, is a tyrannical red dragon who also serves a Great Power, and is known for his rapacious appetites for the women of lesser species: his raiders frequently capture maidens for his hoard, and many of his most powerful followers are the halfbreed children presumably sired on them. Sigil number 6 belongs to the Grushii orc clan, who have a village in the northern parts of the Catacombs area, near the human city of Talys Grotto.  Sigil number 8 is the logo of Roon, Roon, & Torv, one of the 5 major banks of Terolus. Of the major banks, they are said to have good interest rates, but only for high balances. Like their competitors, they are very wealthy and powerful, with private security (including abjurations and deadly mechanical traps on their vaults) and magical communication lines that mean an account with the bank can be accessed from any branch. In the Catacombs area, they have branches in the cities of Treefall, Kentwing, and Dragoth. As a skilled painter, you recognize greater quality work on some of the shields, particularly those with sigils number 1, 3, 5, and 9. Those that are stained, with the pigment soaked into the wood, have tended to keep their designs better protected from the scarring of battle; though those with designs painted on have not faded as much with time. The shields with sigils number 4, 5, and 9 look particularly old, at least 20 years or so.  You recall that the tradition of taking shields as trophies dates back millennia, and is said to have begun with the knights of ancient noble houses. A knight's shield, bearing the sigil of his lord, was also a marker of his identity. For it to be taken by a foe was a mark of dishonor, and because of this knights would have to pay a ransom for the shield's return, which most lawful victors would accept graciously. Over time, the tradition of taking shields spread to mercenaries, barbarians, and many savage races as well. Among knights, the tradition morphed into the current practice of ransoming a defeated foe's horse and armor after a jousting match. Examining the room, you note that the height of the throne's dais would make it a useful position for taking the high ground in combat, while the throne itself could provide solid cover. It looks too sturdy for arrows to penetrate, as well. You also notice that the entire longhall seems to be one single room, and the presence of the trapdoor leads you to suspect that it has cellars beneath, which may be where Svannya keeps her harem.
A new observation of the now clean fort.  Does kraggans pack roam the hills and come when she whistles or stay In the keep, are they covered in fleas? -does silk join them ? Can she speak dog? is xankoris art studio a clean organised place or splattered with paint.  The size of the treasury room and how full it is. Anything else.
I'll respond to that last post when you guys return to the Fortress. In the meantime, you've got a nice pile of treasure to look through (see the Loot thread)! Appraise applies to everything, of course, but some of the other items are worth considering in other fields (one check of each type per person per item): Knowledge (local) and (geography) apply to the sea glass, bone, and stone coins. Knowledge (nobility & royalty) applies to the sigils on the shield and ingots, and to the dress, scepter, and letter of credit. Knowledge (religion) applies to the scripture on one of the scrolls. Craft (limner) applies to the shield, trained only. Craft (alchemy) applies to the pouches of goo and bottles of shining water, trained only. Craft (weaponsmithing) applies to the bow and each type of arrows, trained only. Spellcraft applies to the potion vials. The new Gathering cards are all uploaded in the Party Gathering Card Collection thread. If anyone is examining them closely, let me know.
Knowledge (Local) check: 19 Knowledge (Nobility) check: 21 Knowledge (Religion) check: 9 Craft (limner) check: 16 Craft (alchemy) check: 16 Craft (weaponsmithing) check: 3 (Nat1) Spellcraft check: 10
Ritt K. said: Knowledge (Local) check: 19 Knowledge (Nobility) check: 21 Craft (limner) check: 16 Craft (alchemy) check: 16 Xankoris, you recognize the sea glass coins as being the currency of sea elves. They are carefully cut and shaped, then worn down into perfect disks in the sand over time. They are often considered one of the most beautiful currencies in the world, each a different matte color that bears no image but refracts the sunlight wonderfully, especially underwater. Since they have no images graven into them, their color denotes their value. The sigil on the shield belongs to the Dichot family, an old noble family of Strongtown, one of the great surface cities of the Catacombs. The Dichots had grown poorer in recent years, but maintained the pride of old nobility. Their fortunes turned last year though, with the marriage of their scion Jonathas to Ailicia, daughter of Lord Darius Strongtown and heiress to the rulership of the city. The painting on the shield is high quality but old... it bears few scars of battle, so it was probably retired decades ago. You recognize the bags of goo as tanglefoot bags, an alchemical thrown weapon designed to burst on impact and splatter the target with sticky goo that immediately hardens, making it hard to move. You can still roll the appropriate skill checks separately for the other items they apply to.
Josh  said: A new observation of the now clean fort.  Does kraggans pack roam the hills and come when she whistles or stay In the keep, are they covered in fleas? -does silk join them ? Can she speak dog? is xankoris art studio a clean organised place or splattered with paint.  The size of the treasury room and how full it is. Anything else. The Stone River Waypoint, your new headquarters, looks fantastic now: the front gates and stables are protected by a logwall, with a small gatehouse for the drawbridge over your alligator-infested moat. A canal runs from the Stone River to right in front of the fortress, where docks and outbuildings welcome you home.  Kraggan's hounds sleep in the kennels just inside the main entrance at night, but during the day the roam around, learning to herd livestock and being trained by Kraggan and your new kennelmaster Hannah. They have some fleas, but not too many thanks to regularly swimming in the canal. Silk plays with them often in her dog form, in which she seems to be able to communicate with them normally. Xankoris's room is very tidy right now, though it might get messy if he paints in there. He can also use the large multipurpose workshop, where everything else is made.  Your new vault isn't enormous, but it's well-protected: the heavy iron door is locked and trapped by Jarkel and Hiskel (basic arrow trap, fusillade of darts, spiked pit trap) and kept warded with an Extended  alarm  spell by Leoavor. Inside is your party treasure, as well as any unsold loot. You can check out the new handout in-game for more details about all the public and private rooms, outer areas and defenses, and a full list of long-term inhabitants sorted by role.
Max said: Josh said: the defensive structures in water wend, since that is the target of the evil alliance  and bowhery though i think that small town would be better evacuated to the fort. Spot, Knowledge (architecture & engineering), and Gather Information apply, though you won't be able to investigate until you return from the Stonefare. You can roll those checks now, Limar. :)
spot 21. bit late though fights over.
Josh said: spot 21. bit late though fights over. Is it now? Heh heh heh. Well, a good flyover reveals that Bowhery's defenses are pretty thin. A 20' high logwall with spiked tops rings the town, except on the riverside. There are gates at the north and south, which are usually manned and now kept locked by default. The wall has no catwalks, but there are recently-built 10'x10' wooden platforms spaced along the inside, about 16' up, with ladders for ascending them.
Max said: Max said: Josh said: the defensive structures in water wend, since that is the target of the evil alliance  and bowhery though i think that small town would be better evacuated to the fort. Spot, Knowledge (architecture & engineering), and Gather Information apply, though you won't be able to investigate until you return from the Stonefare. You can roll those checks now, Limar. :) You can roll for Waterwend now, as well.
spot 8. gather info, 15,1 gold
Josh said: spot 8. gather info, 15,1 gold It looks like Waterwend has a much higher logwall with some catwalks, and a handful of guard towers around it. You notice some guard towers on islands in the river as well. Asking around, you get the sense that the walls are regularly patrolled, and the guard towers are all manned with ballistas and signal fires ready to light. Rumor is that lately the towers have been more heavily manned and armed, and boats have been patrolling the river as well. The Deathwalkers and Black Sabbath have been organizing their own patrols along The Docks , ever since the attack during the Dragonboat Festival. And because of numerous assassination attempts on council members (including a few successful ones), the city's ban on drawing lethal weapons has been temporarily lifted.
On Planting 24th, gossip spreads throughout the city of another assassination attempt on a council member. With all the recent attempts, the council members have taken to keeping bodyguards around them at all times. But this time, it seems that one of this councilman's own guards transformed into a werewolf and attacked him, nearly killing him before the other guards fought off the wolfling. The assassin escaped, but the council is in an uproar, arguing over whether the victim should now be deposed. Some seem to think that he might have been turned by the bite, and could transform into a wolf himself and kill them all at any time, and public opinion supports this view. Heal (trained only) and Knowledge (local) apply.
Heal check: 20, Knowledge (Local) check: 12.
Ritt K. said: Heal check: 20, Knowledge (Local) check: 12. You know from your studies that lycanthropy doesn't quite work like the commonfolk fear. It's possible to prevent the affliction from taking hold if you act quickly, and even if you fail, the first transformation won't occur until the next time Luna is full.
Before the battle began with Gurak's forces on the evening of Godsday, Flocktime 11th, you had some time to get a better look at your surroundings. The islet you've been stationed on is a very tiny thing, barely big enough for the stone watchtower built atop it, but it has a smaller bar of solid ground to the east side, separated by a very shallow stream of riverwater. A few trees dot this landbar and the main isle around the tower, mostly oaks, ash, and birch. Knowledge (nature) and Profession (sailor), trained only, apply. The drum tower is four stories tall, with unglazed windows on the 3rd and 4th floors facing in all directions, but spaced enough to allow those inside to take cover. The walls are mortared stone blocks, and the roof is heavy stone tile. The only door is heavy and strong, made of thick wooden planks reinforced with iron bars. Knowledge (architecture & engineering) and Knowledge (local) apply. Inside the tower are some crates, barrels, and burlap sacks, as well as a rack of heavy crossbows with boxes of bolts, and a rack of heavy wooden shield painted with the sigil of Waterwend, like the ones worn by all the town guards. Craft (weaponsmithing) and Craft (limner) apply, trained only. The sigil:  Your comrades on the islet are Moonflower Filifar and Zanean Fain of the Deathwalkers, plus Hurloon, one of the high-skill mercenaries hired by Waterwend's city council for the Siege. The wild elf Moonflower is dressed in the sort of red and gold robes she usually wears, and soon after the battle began she cast some spells on herself, turning her olive skin to shiny black scales and causing matching wings to sprout from her back through special slits in her robe. Spellcraft and Heal, trained only, apply. Zanean wears his usual travel-stained explorer's garb under a suit of well-worn studded leather, his gray beard cropped short. Though the wrinkles around his eyes and scarred knuckles tell of his age, he is still hard and wiry from a lifetime of strife. His gritty black longsword Darksteel is sheathed at his hip, and his magical longbow Breach readied for the fight ahead with several spare quivers of arrows. Breach has a distinctive scar in the wood right by the grip, an unusual thing for a magic weapon. Craft (weaponsmithing), trained only, and Spellcraft apply. His wolf companion, Chessy, was left behind in the city, unsuited to this sort of situation. Hurloon, a new face to your party, is a pear-shaped human woman, rather attractive, with an unusual accent that you soon learn comes from the far-northern Kingdom of Orion. Knowledge (geography) applies. She wears the clothes of a scholar, and carries a wooden staff topped with a large crystal. Knowledge (psionics), Craft (weaponsmithing), trained only, and Appraise apply. You also learn from talking with her that she's a Shaper, a psion specializing in metacreativity, and during the battle you see her conjure a mass of silvery ectoplasm from thin air, then sculpt it with her mind into an alien-esque spidershark form before sending it to battle against your common foes. Psicraft, Spellcraft, Knowledge (the planes), and Knowledge (nobility & royalty) apply.
1558077539

Edited 1558078440
Max
Plus
As Briggor falls to the final blast of death magic from Xankoris and Siwan, a ragged cheer goes up from the surviving escaped prisoners, all still entangled in Kraggan's animated grasses. The nearby battle seems concluded as well, as you hear a chorus of mournful howls and Viktor's battle-commander voice booming "YOUR LEADER HAS FALLEN! YIELD, AND YE SHALL BE SPARED!" followed by Zanean Fain's gasp of "It can't be!" Kraggan immediately sprouts a pair of wings and flies with all speed across the trench and battlefield to where Limar fell, her everglowing amulet now lighting her way. She finds him crumpled on the ground where Briggor's last blow left him, and--knowing that every second counts, if he still lives--casts a healing spell on him before checking if he still draws breath... ...a decision that, it seems, was wise. Her hand pressed to him feels him growing still and cold, but some tiny spark of life must have yet remained, for as she channels the little burst of positive energy into his heart, Limar twitches and gasps, then coughs weakly, unconscious but living. Perhaps one of the gods he's always courting the favor of was watching over him this day after all. Heal applies, trained only. Many of Limar's followers, as well as escaped prisoners from your side, lie dead or dying. Kraggan dismisses her entangle  spell, so that she and Xankoris can hurry to their aid, as the Deathwalkers help their own fallen and round up prisoners from the surviving werewolves. Spellcraft and Knowledge (religion) apply. For the battle, Kraggan gets 3833xp, Xankoris and Limar get 2925xp, Hiskel gets 1960xp, and Tremble gets 400xp.
1558109105

Edited 1558109253
knowledge religion 8 spell craft 11, spellcraft 20 from hiskel I knew you could do it kraggan good job and I'm still green, didnt even give him a chance to finish me off did you? -I heard one of them say Gurak was down fighting on the front line, I don't think we're in any condition to fight, I suggest leaving him to the Red king and heading north to Mom's place so we can rest and recover. After a brief chattering in draconic Hiskel will conjure 4 floating disks  1 for  Ahmed, Everett and briggor (I don't want to leave a body to be reincarnated ressurected or what have you) and the last for any loot.  -Limar will chill with his broken ribs an smashed face till its time to go. -Hiskel will search briggor(21) Kelwyn(8), go down to that tent where Limar heard the rustling papers an take 25 to look for any important maps or letters. and then take 15 on the on the rest while waiting on the others to be ready to go.
Heal check: 24, Knowledge (religion) check: 4(Nat1), Spellcraft check: 27. Xankoris asks Siwan: "So, Limar's still alive, right?"
Josh said: spellcraft 20 from hiskel Ritt K. said: Spellcraft check: 27. You both recognize that entangle  is one of those spells that can be dismissed before it would normally expire, with a few seconds of strong focus. Otherwise, spells generally stay in effect until their magic wears off, or until the death of the caster (though Xankoris recalls stories of cases where some spells not only continued to function after their caster's death, but grew stronger --a result somewhat more common with abjuration and necromancy, as well as psionics). Most magic that changes the shape of someone also wears off when they die, as in the case of whatever Kelwyn used (Xankoris suspects an alter self  spell), since she soon returns to her normal goblin form, a corpse of hard, tight muscle and sleek features. Ritt K.  said: Heal check: 24 Xankoris asks Siwan: "So, Limar's still alive, right?" Limar seems to be indeed alive, and after being subjected to a more powerful healing spell he awakens. It's a miracle he survived, though you know from your studies that such things do happen... and more often to the devout, you note as you see the beautiful onyx holy symbol Limar has taken to wearing lately. Siwan murmurs in his insubstantial voice, "He is... the lifeforce almost left him, I think only tiny bit was still there. Not many come back from so close to death, but him body is strong." Examining Limar's fallen followers, you find that fortune has been kind: all three of them will survive their wounds, with proper care! Josh said: I knew you could do it kraggan good job and I'm still green, didnt even give him a chance to finish me off did you? -I heard one of them say Gurak was down fighting on the front line, I don't think we're in any condition to fight, I suggest leaving him to the Red king and heading north to Mom's place so we can rest and recover. One of the escaped prisoners pipes up at this, "There are more captives in the camp! We passed a bunch of cages and slaves, but few guards. We ought to free everyone while the army's away, and loot them besides!" This draws a few shouts of approval from the others, though at least one seems more on board with fleeing rather than pushing their luck. Josh said: After a brief chattering in draconic Hiskel will conjure 4 floating disks  1 for  Ahmed, Everett and briggor (I don't want to leave a body to be reincarnated ressurected or what have you) and the last for any loot.  -Limar will chill with his broken ribs an smashed face till its time to go. -Hiskel will search briggor(21) Kelwyn(8), go down to that tent where Limar heard the rustling papers an take 25 to look for any important maps or letters. and then take 15 on the on the rest while waiting on the others to be ready to go. Borg is down, too. Xankoris recognized that moving their bodies would be risky when they're this wounded, but if curled up carefully on the tenser's floating disks  they might be alright until you reach safety. Limar keeps feeling a sharp pain when he tries to speak. Looking closely, Hiskel realizes that her master's jaw--broken by Briggor's last brutal stroke--has healed badly, a common problem with serious injuries. It works, but the scar is distinctive and it'll hurt whenever he uses it. Heal applies, trained only. Searching the area thoroughly, you find quite a bit of treasure. Briggor's equipment is typically rough bugbear work, except for the iron unholy symbol that Kraggan's flame strike  shattered: even in pieces, it shows the subtle marks of a master smith. Kelwyn was carrying a Small masterwork dagger as well, and 6 vials of colored gels. Some of the smaller tents turn out to be treasure storage too, containing some equipment taken from the escaped prisoners (which they quickly lay claim too, happy to have their goods restored) and a great deal of other booty (some of it probably from Kalemne's hoard), Appraise applies to all: A waterproof scroll case holding a favor note from Heathgrin and a letter of credit from Bishqua & Sons; Knowledge (nobility & royalty) and Forgery apply An old wooden box of 7 vials, each containing preserved bits of dragon corpses and meticulously labeled by type and purpose as spell power components:  ovary (+1 caster level and +4 to granted ability score bonus)  testicle (+1 caster level and +2d6 damage to female targets)  claw (+2 to hit with melee touch delivery)  tongue (+2 DC for language-dependent spell)  horn (+2 caster level)  eye (+5 caster level for divination spell)  liver (+d6 points of ability score damaged or restored) A 6lb bag of fragrant, exotic cloves; Heal applies A nice deck of playing cards (from the tent where Limar heard riffling paper) A strange and wondrous longsword with a blade of black glass shot through with glowing red veins that sheds half as much light as a torch and burns your hand when touched, held within a heat-resistant sheepskin and boiled leather scabbard; Craft (weaponsmithing) applies Coffers full of gold, silver, platinum, and copper coins, gemstones, strangely sized platinum coins stamped with a spider on one side and an elf in profile on the other, as well as gold and silver ingots stamped with this sigil: A tiny, intricate clockwork insect; Knowledge (architecture & engineering) applies
1558204046

Edited 1558227669
Thats the bug Mom wanted returned, she might offer gold or a favor. - you seem to be forgetting the two armies fighting just south of here if gurak wins or decides to retreat we'll be easy picking for him or a stampeding army on the other hand if the red king wins He'll probably take all of this treasure for him self, at the very least im sending Hiskel away with it and the wounded.  spot 10 to see any signs of big magic fighting. knowledge nobility 22 +3 if related to catacombs.  hiskel heal-16, 19 for the bag. - will summon up 3 more disks to ensure enough room for all the loot.
A small blue-skinned man standing furthest from the area of any potential reinforcements pipes up in somewhat jumbled and archaic common: "Think I we should to this town return now, yes? No sense there is in to staying here when again armies could on us march. Less sense if when those armies reason to be killing us have..." His eyes flick towards the direction of the ongoing fighting before coming back to the party.
1558258278

Edited 1558365886
Max
Plus
Josh said: - you seem to be forgetting the two armies fighting just south of here if gurak wins or decides to retreat we'll be easy picking for him or a stampeding army on the other hand if the red king wins He'll probably take all of this treasure for him self, at the very least im sending Hiskel away with it and the wounded.  spot 10 to see any signs of big magic fighting. This seems to sway a couple of the escaped prisoners, though one says "Feh! You are cowardly, for a dragon. If they return soon, all the more reason to free those whom we can! Aren't you the Breakers of Chains?!" Now that the battle around you has ended, you can hear the distant rumble of the one to the south, and as you watch, you catch glimpses of occasional flashes from that direction. Josh said: knowledge nobility 22 +3 if related to catacombs.  hiskel heal-16, 19 for the bag. - will summon up 3 more disks to ensure enough room for all the loot. Limar knows that Bishqua & Sons is one of the five major banks of Terolus, so a letter of credit in their name is as good as gold. And as luck would have it, he recently heard a story involving Heathgrin from one of the Red King's soldiers. From this tale, he knows that Heathgrin a troglodyte underpriest--and the master breeder of fiendish monitor lizards--for Grimgrin, the infamous troglodyte high priest of Laogzed who serves the mysterious Ishconn, himself one of the mightiest followers of Astarte, one of the three Great Powers of the Catacombs. Hiskel recalls that such badly healed injuries as Limar has need to be carefully reopened with a dagger and reset in order to heal properly (d4 damage and a DC15 Heal check), though even then it may leave a permanent scar. She also recognizes that cloves are a very valuable medicinal herb, imported from distant lands (an ounce of them, ground and packed in a wound, grants a +2 bonus to a Heal check). Her 6 tenser's floating disks  serve as plenty of space to carry the bodies of Limar's wounded followers and the piled treasures you've looted, now that they're following her around like a crowd of ducklings. By the time this is done, the Deathwalkers have restrained all their prisoners and helped the wounded among their own number as much as they can. When you go over to see how they managed, you find Oskar and Shifu Zhun praying over the body of their herbologist wizard Tussa, who perished in the flaming trap of the werewolves. "May her soul find its way to the halls of her fathers," the mountain dwarf finishes solemnly.  Jonas and Chessy are up again, but both quite wounded, while Nell loots the werewolves' tents and Viktor watches over the ragged prisoners, who've been forced to return to their natural forms. Zanean, strangely, is holding the naked body of a young high elf man in his arms and weeping bitter tears. The corpse still clutches the hilts of a silvered scimitar and dagger, much notched from heavy use, and wears a tattered cloak pinned with a beautiful silver brooch shaped like a raven. Like the bodies of all the fallen werewolves, it has returned to its normal form in death, and bears many wounds, the blood of which have soaked into Zanean's clothing as he clutches it like a fallen friend. "I never realized..." he sobs, heartbroken, "I should have guessed... the sigil... oh, Cris..."
1558264554

Edited 1558264578
Heal check: 10 Appraise check: 15 Knowledge (Nobility) check: 22, Forgery check: 18 Heal check: 12 Craft (weaponsmithing) check: 18 Knowledge (Engineering) check: 12 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Diplomacy check: 36. Xankoris tries to convince the escaped prisoners: "The wise warrior avoids the battle. Yes, we're the Breakers of Chains, but we can't break every loop, not in this condition. Please understand that we're also mortals like all thing should be, we need food, water, bedtime like the others. We promise that next time we'll come back and help everybody." Diplomacy check: 40(Nat20). Looking at Zanean, Xakoris slowly walking to him before put his hand on Zanean's shoulder. "Death... is so terribly final, while life... is full of possibilities. But you know what Zanean? Life and death are one thread, the same line viewed from different sides. Accept everything just the way it is, don't resist them; that only creates sorrow," said Xankoris.
1558272401

Edited 1558273625
Limar sits still as hiskel pulls out her healers kit an gets to work. heal 21. - im not sure how much health Limar has after being healed. 2 damage.
Josh said: Limar sits still as hiskel pulls out her healers kit an gets to work. heal 21. - im not sure how much health Limar has after being healed. 2 damage. Kraggan only healed you for 1 in her rush to stabilize you, so I assume Xankoris must have give you enough to wake you up. Hiskel's treatment hurts quite a bit, but after she's reset rebandaged the bone, she believes the break should heal properly. Ritt K. said: Appraise check: 15 Knowledge (Nobility) check: 22, Forgery check: 18 Craft (weaponsmithing) check: 18 Knowledge (Engineering) check: 12 You think the favor note is probably worth about 400 gold pieces. You'll need to roll separately for each item. You believe the letter of credit to be genuine, and recall that branches of Bishqua & Sons can be found in Strongtown and Treefall in the Catacombs area. Of the 5 major banks of Terolus, it's known for having the best interest rates for small to medium balances, but high moneychanging fees, with defenses composed mostly of abjurations and alarms to alert well-trained human guards. The Treefall branch has especially strong security because of the proximity of so many skilled infiltrators; it's said that the House of Lord Ebano never opened a branch in that city because they consider the infamous Assassins Guild too high a security risk. The blade of the glowing sword you recognize as a rare but mundane mineral called lavastone. A relative of the volcanic rock obsidian, it is fragile (half the HP of steel), sheds continual soft light (10' bright and 10' shadowy), and emanates as much heat as a campfire (+3 fire damage per hit) which requires special heat-resistant scabbards like the one it was stowed in. The clockwork brass bug, that Limar says is from Kalemne's hoard, is quite a marvelous little contraption. After a bit of fiddling, you find that it can be wound up to walk around on its own and prod at things it encounters. Such fine and precise engineering is a rarity, surely the work of a brazier who is a master among masters, perhaps a dwarf or gnome. Ritt K. said: Diplomacy check: 36. Xankoris tries to convince the escaped prisoners: "The wise warrior avoids the battle. Yes, we're the Breakers of Chains, but we can't break every loop, not in this condition. Please understand that we're also mortals like all thing should be, we need food, water, bedtime like the others. We promise that next time we'll come back and help everybody." They seem swayed by your compassion and sincerity. But, Viktor puts his on your shoulder and smiles, his dark skin black as pitch in the light of Gurak's smoldering tent. "I'm still in pretty good condition," he claims, but Heal applies. "I"ll go with Orion and free as many as I can, while the rest of you head for safety. Then even if the army comes upon me, I can buy time for your escape--the Wayfinders and Deathwalkers together can do much good in the world, with or without me. And besides, Orion is fast at a gallop, he and I can probably work quicker alone." With this assurance as well, the escaped prisoners seem satisfied, and even the one who called out Limar shakes Viktor's hand, wishing him good luck and godspeed. Ritt K. said: Diplomacy check: 40(Nat20). Looking at Zanean, Xakoris slowly walking to him before put his hand on Zanean's shoulder. "Death... is so terribly final, while life... is full of possibilities. But you know what Zanean? Life and death are one thread, the same line viewed from different sides. Accept everything just the way it is, don't resist them; that only creates sorrow," said Xankoris. Zanean shakes with silent pain as he listens, and for a minute or two after... then slowly, calm seems to find him again, his sorrow spent. "He must have suffered so greatly..." the grayhaired old elf says softly, gazing down at the still face of the body in his arms and looking every year his age. "Once he changed back, I realized all at once. He looks just like her... just like Cris. I knew she gave up her second son to an orphanage in the northern Catacombs, not long after she fled Glemmeria to leave Xanaphia with me. She told me, when we met again at Strongtown, and vowed to put an end to my grave-cursed brother Tayton... at the time, I thought it must be destiny. Fate bringing us together to purge the sins of the past. But I never imagined that her  sin would come back for us again with such cruel fatality. The son she left behind... she named him Griswald. I tried to find him, but the orphanage, the whole village had been destroyed by raiders. It must have been the werewolves of Zanzibar the Mad, they say he likes to leave infected survivors to finish the job and then join his packs once the curse runs its course. The poor boy, he was so young... he must have only remembered a fragment of his name, the one his mother crooned to him as she rocked him in her arms. No wonder his sigil looked so much like the Higreisegar device. I thought it was a tail, but it was a leaf! Grizzled One... was Griswald Higreisegar, Cris's son !" He breaks into renewed sobs, muttering "Oh cruel and merciless gods, what judgment do you pass upon our families..." But the kind words seemed to help, and he soon finds the strength to stand, taking Griswald's weapons and cloak, and saying a prayer over the fallen child of his oldest friend. "Be at peace, Griswald. With your silvered blades, I will see that the one who cursed you faces the punishment he so thoroughly deserves." Shortly after this, as everyone is preparing to go, thunder rumbles from the south, and you all bear witness to a distant magical clash from that direction. Flashes of fire and lightning rend the sky, along with booms of terrible arcane power. It's over within a minute though, and no way to tell the outcome as the thrum of battle fills the vacuum left behind it.
1558424995

Edited 1558425163
"Dead's dead old one, and that's how it ought to be... It's a shame you didn't get to spend life together, but he's one with the cycle now... and so will we be if we don't get a move on..." The little blue skinned man pointedly looks towards the flashing lights. Despite the harsh words, his tone is somewhat softened and conciliatory.
1558448781

Edited 1558458277
Limar will lead the group northward towards kalemnes territory, flying ahead to present her with the bug an ask that the group be allowed to camp in her territory till they can learn who won the battle. which he will find out with his spyglass, after a proper rest an healing. -while resting an going over the coins limar  will aslo begrudgingly ask the death walkers if they want half the loot. appraise 11,16,22,16,7,19,16,5,18,15 for the list of gems.
Brother Zael said: "Dead's dead old one, and that's how it ought to be... It's a shame you didn't get to spend life together, but he's one with the cycle now... and so will we be if we don't get a move on..." The little blue skinned man pointedly looks towards the flashing lights. Despite the harsh words, his tone is somewhat softened and conciliatory. "Yes... yes, you're right. We should get moving. Are you one of the prisoners of war who escaped in the chaos?" the elf asks you, as everyone starts to move out of the wrecked inner camp. "I'm Zanean Fain, what's your name?" Josh said: Limar will lead the group northward towards kalemnes territory, flying ahead to present her with the bug an ask that the group be allowed to camp in her territory till they can learn who won the battle. which he will find out with his spyglass, after a proper rest an healing. Viktor rides his celestial warhorse Orion southward into the camp, wishing you all good luck once more and promising to return if he can. Nell carries Tussa's body on her back, as Hiskel's tenser's floating disks  float along piled with treasure and groaning, wounded men. The other escaped prisoners follow as well, helping Jonas, Oskar, and Zanean herd the group of bound and ragged werewolf captives. When Limar reaches Kalemne's cave, her kobold sentries greet him and send a servant to wake her. She soon comes out, and is delighted with the return of the clockwork bug. "Well done!" she laughs, with a broad smile. She's so pleased that she doesn't seem to mind when he asks this rather significant favor. "Yes, that's fine. They can stay in the clearing to the south, with the Shrine of Tiamat ." She sends one of her kobolds to go and wake Iza, who lives nearby it now.  Josh said: -while resting an going over the coins limar  will aslo begrudgingly ask the death walkers if they want half the loot. appraise 11,16,22,16,7,19,16,5,18,15 for the list of gems. In a few hours, everyone is settled safely in the clearing, while the orc priestess of Tiamat Iza catches up with Limar and discusses their project to build a Shrine of Astilabor . Kalemne has come as well, insistent on hearing news of the Siege of Waterwend and the greater Stone River War, as well as the tale of your battles with the enemy leadership. The Deathwalkers and POWs are a little wary of her at first, until you assure them that she's given them safe passage--even so, a dragon the size of a plowhorse is nothing to rest easy around. "Don't worry about it," Oskar tells you, patting your little shoulder with a mailed hand. "We got plenty of loot to refill the warchests from Grizzled One--er, Griswald's tents." He holds up a large burlap sack from his packs, which seems to be somewhat full, but still not large enough to hold much. "We agreed to each handle our own foe, so I think we ought to keep our own spoils."  I've put your estimated values and identifications by the gems in the Loot thread, though there was one you're not sure of the name of. Josh said: till they can learn who won the battle. which he will find out with his spyglass, after a proper rest an healing. An hour or so after the group settles in, an even larger crowd can be heard moving towards you through the forest. Several of the Deathwalkers and the escaped prisoners rise and draw weapons, ready for an attack, but Kalemne sniffs at the air and says "They don't smell like goblinoids." "Hallo there! Don't shoot, it's me!" shouts a familiar voice through the dark trees. Sure enough, it's a huge group of POWs and slaves led by Viktor on Orion. A few of them know some of the escaped prisoners among you, and there's much joyous greeting and celebration. Kalemne looks like she's growing a little irritated though, having not expected quite so many  guests... Making his way through the press and dismounting, Viktor shakes hands heartily with Jonas and pats Oskar on the back, his shining armor a mess of blood and dirt. "I rode through the camps hacking open as many cages and breaking as many bonds as I could. There were a few guards who tried to stop me, mostly hobgoblins, but Orion rode them down. And as the numbers of the freedmen grew, they started to free others, until we all moved in a mass to the north. It sounded like the battle was moving towards the camp too, so I suspect none too soon." Flying high as the first fingers of dawn are creeping across the sky, Limar scopes out the lands to the south. It looks like much of the enemy armies have returned to the warcamp, but the whole thing is now surrounded by more forces, spread thin... perhaps your allies gave chase, and are pressing their attack? It's hard to tell exactly what's going on from this distance, though, a few miles off as you are.
1558523632

Edited 1558523720
Max said: Brother Zael said: "Dead's dead old one..." "Yes... yes, you're right. We should get moving. Are you one of the prisoners of war who escaped in the chaos?" the elf asks you, as everyone starts to move out of the wrecked inner camp. "I'm Zanean Fain, what's your name?" "Greetings, Zanean Fain. I see you are a man full with great bravery. It would to me bring great pleasure if you would call mineself Shiver Iceblood." The little man will look Zanean in the eye for a moment, giving a slight nod and a smile before hurrying off in the direction the rest of the group is moving towards.
On Reaping 3rd, Kraggan gets a sending  from The Red King via his cleric of chaos, Vadania: "Our people engaging Litheria and Moonshadow's forces, Kaladesh converted to faith of Astilabor, new troops coming along well" . Knowledge (nobility & royalty) applies twice. Knowledge (religion) and (geography) apply. On Reaping 9th, word spreads that Hesilith broke ties with Jorvasskar, and has struck out on his own as a lesser power. Knowledge (nobility & royalty) apply to each of them. Knowledge (geography), (psionics), and Truespeak apply. On Reaping 13th, a raven that seems to be made of solid silver delivers a letter from the Deathwalkers to the Stone River Waypoint, then flies away. Spellcraft and Knowledge (nobility & royalty) apply. The letter is from Zanean Fain, sharing news about his guild's clashes with the werewolves of Zanzibar the Mad. He tells that they're forging powerful new silvered weapons for all their members, and plan to bring the fight north to the giant werewolf lord soon. Knowledge (nobility & royalty), (nature), and (local) apply.
hiskel- truespeak-19 spellcraft-24 psionics untrained-12 Limar- nobility-24,7,17,11 all +3 if catacombs related. geography-6.19 religion-11