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August 11th Game Session. The Maze of Sloth continued


J1 RUNEFORGE SEWERS


The air grows thick and foul-smelling in this chamber, yet the vaporous stink here is nothing compared to the insult to the senses elsewhere.

Slime encrusts the walls in swaths of sickly brown and noxious green. A foamy sewage channel runs along a slippery walkway, the thickly shuddering skin atop the slowly churning fluid seeming to hint
that, despite its repulsive appearance and smell, something lurks in those depths.

J2 SLUICE CONTROLS

A slippery walkway connects four platforms running down the room’s center to a station of some sort at the far end of the chamber—there,
three large and filthy levers protrude from the dripping wall. To the north, four metallic pipes protrude from the wall, ten feet above the level of the sewage—fresh foulness runs from these pipes in thick streams. Every now and then, something larger and hideously more substantial than mere fluid strains through the bars blocking these pipes to drop with a turgid splash into the foulness rippling below.

OMOX DEMONS

The party battled and killed one of the demons in their first fight. One retreated.

The party rested, using the safety of the magic rope provided by Astor. They emerged and fought the second demon nearly killing it, but again, it escaped.

The party chose to pull one of the levers. It released a huge downpour of water and an ancient water elemental.

The elemental immediately grabbed the disgusting demon and thrashed the shit out of it.

Then it began the cleansing process.

ELDER WATER ELEMENTAL

The worked stone of the tunnel gives way here to a natural cavern. A twenty-foot-wide gap breaks the walkway, while the rough stone walls are caked with a riot of color—ooze and fungi of all colors in the rainbow grow thick here in a foul-smelling profusion of beauty.

The surrounding stone has fallen away into a large, curved cavern. Here and there, foul water cascades into the room from intersecting tunnels, tumbling ten feet to the frothy surface of liquid below.

Hiroki flew invisibly around as far as he could until blocked by iron bars. Together, Barlow and Astor lifted the last lever. The grating sound of iron against stone was heard throughout the maze. All the bars had been lifted. Hiroki continued scouting the cave system, flying invisibly. In the sunken south-eastern chamber, he saw two sets of blue glowing eyes.... and then everything went BLACK!


This room contains a pair of such creatures— two tentacled, gray monsters from the deepest crevices of the Abyss: chernobue qlippoth.

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RE: Runeforge (7/6/115)
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Within the wing with the statue of KARZOUG: (A towering man with gems set in hisforehead and hands, dressed in robes and wielding a
burning glaive.)




G1 CRUSHING DOOR
A large iron door studded with dozens of colorful
gemstones stands in the eastern wall at the end of
this corridor. Although the door appears to have no
latch, a depression in the center contains a keyhole.

G2 GREEN MIST
A beautiful tunnel of polished wood inlaid with
silver and gold runes stretches for at least a
hundred feet before ending at a wall of greenish
mist sparkling with silver motes of light.

G3 MEPHITS
This chamber is paved with ivory tiles, each one
engraved with a silver rune depicting what appears
to be a claw gripping a gemstone. The walls and
ceiling are of polished marble. A large silver basin
in the center of the room contains an icy sculpture
of a whale spraying crystal-clear water from its
blowhole. The water cascades around it to keep the
basin full, but never quite overflowing.

Mephits frolic in the waters of this pool.


G4 FOUNTAINS
A fountain sprays water toward the ceiling, thirty feet
above. The water cascades back into a pool in which
colorful goldfish swim. The fountain features a ninefoot-
tall stone statue of a human wizard holding a staff
in one hand. The other hand is raised over his head,
and it’s from this hand’s palm that the water issues.

CREATURES: The statues that stand within each of
these fountains are in fact all stone golems.


G5 CHAMBERS
Each of these rooms, living quarters, also contains
a scattering of raw materials like sheets of cloth, stacks
of lumber, blocks of stone, metal bars, and bones.
These rooms radiate strong transmutation magic.

G6 RESEARCH
Rows of thick wooden worktables occupy the
center of this long chamber. Bookcases lining the
walls hold hundreds of books and scrolls. Crates
next to or pushed under the worktables appear to
be filled with an odd variety of mundane items,
such as rope, sticks, sacks, tools, and cookware.
A dog on one of the tables looks dead, though
its hind end appears to be made of some kind of
metal. A few other animals pace back and forth
in small metal cages—a house cat, a few rats, a
snake, and a small white-faced monkey.

ORDIKON, THE MITHRAL MAGE

TREASURE: The research books scattered around
this room are worth a total of 10,000 gp. They
detail various experiments and partial notes on the
conundrum of transmuting lead into gold. They provide
a +5 circumstance bonus on all Knowledge (arcana)
and Knowledge (religion) checks made regarding
transmutation and constructs. A character who spends
several hours reading through these books discovers
notes and descriptions of the solution the Lords of
Greed hit upon to protect Karzoug from the fall of
Thassilon. By building a runewell larger than any before,
Karzoug could place himself in stasis between realities,
suspended between Golarion and a hostile plane called
Leng. Once the dust settled, the plan was for one of
Karzoug’s apprentices to release him. The details of this
process are not recorded in the books—the wizards of
runeforge were focused only on aiding in the runewell’s
construction, not what came after it was completed.
Also present here are Ordikon’s spellbooks; a wizard
who examines these finds them to be particularly
unusual in that many of the notes and formulae within
are redundant. Spells generally take up twice as much
room as they need to in these books, as if the wizard
who recorded them had a habit of repeating himself in
various ways without realizing it.


G7 HALL OF GOLDEN REPOSE
This wide hall is floored in polished wooden planks,
its walls covered in colorful jade tiles. The ceiling
is made of lustrous stone that reflects the light of
three decorative lanterns that brightly illuminate
ten gleaming golden statues of men and women
in various poses of combat readiness that stand
along the walls.

A close examination of the statues reveals looks of surprise, anger, and fear on their faces. Each statue is effectively hollow, containing
a leathery, brittle corpse.

CREATURE: A nalfeshnee demon guards this room, due to a binding spell.

G8 POOL
Silver beams support a domed ceiling covered in
polished darkwood panels inlaid with spiky glyphs.
Most of the chamber’s floor ripples in an immense,
forty-foot-diameter pool of deep blue liquid.
Flashes of lightning and gouts of flame dance
along its surface, punctuated by thunderclaps,
hisses, and cacophonous shrieks. Vague shapes
writhe in the currents below the pool’s surface.

The party did not enter the pool room.

GUP, the goldfish formerly known as BIFF (the mayor of Magnimar's son!) was returned to his human form by a successful dispel Magic spell cast by Rous. BIFF was back, in the buff.

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Barlow's Second Letter Home
Mum!

You would not believe the luck I have! I got captured by a hundred ogres when I visited the dam I mentioned in my last letter. They tied me up and took me to a stronghold and threw me with another poor human traveler that had been captured on the road. I have to tell you, mum, I was plum scared that I was gonna end up on a spit and in the bellie of one of those ogres. Worst of all, I didn’t know where me Granddad’s armor and sword ended up! But the fates were kind and another group of heroes destroyed the ogres and set me free. Seems they were on a quest for the Mayor of Sandpoint to find some Rangers that had not been heard from for some time. The set me free and found me armor and sword and now I’ve joined em’ cuz the little one known as Pymm has ale.

We headed back to Turtleback Ferry and the group made arrangements to get to Sandpoint as soon as possible. There was a gnome named Pymm. A mystical little fellow who had a hulking creature with little wings that fought like a demon. A holyman named Rouse, a follower of Goram, seemed to lead the band which also had an Asimar Paladin named Evayne and a Ranger named Vendya. While they were back at the strong hold they found a note which mentioned a dragon attacking Sandpoint! Well, I was hooked. They need me and by the gods they had gold for ale. So we headed to Sandpoint using a river barge and within days we arrived safe and sound.

At Sandpoint we were attacked on the second day by several Stone Giants! You would have been proud mum. I was able to chop them down with two swipes of me Granddad’s sword and more than displayed me worth with the fellows I was with. Then a Dragon showed up! He breathed his horrible flame over the town and set several of the building on fire as Stone Giants marauded through the poor village. We destroyed many of the stupid brutes easily, but it wasn’t until I got to the brewery when things got hairy.

Mum, there were casks as tall as me needing saving. The wooded barrels of preciousness were being violated by two stone giants who knew nothing of the meaning of the hearty local brew. I can tell you that I defended those defenseless casks from their pilfering and with Rouse’s help, defeated the two giant thieves easily.

As the battle raged inside the brewery, the others in our mighty band, noticed two more giants headed into the forest. One of them was carrying something that he deemed mighty important.

Chasing them was easy. They left a mile wide trail and once we caught up with them, I felled one by splitting his guts. Another, who was hiding, was held using magic by Rouse, and I collected the stone he was carrying. A white stone of no particular importance. Not sure why they would want it, but we got it now.

We headed back into town and went to check on several mansions to the South of Sandpoint that were on fire. Once there we encountered more of the giant scum and were able to take care of them and save the home. We put out the fire and I inspected the stonework to see if the homes West wall was salvageable. You won’t believe what I found! A Set of pipes like that Gypsy girl who visited our beloved city had. I also had a scroll that I gave to Pymm.

I got me some more money and I’m including it with this messenger service. Please find a 50gp Gem and 100 PP.

Love Barlow
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GM postings on Epic Words.
Just an FYI. Often times I will post something here as a "work in progress." I might just upload files one night, then copy/paste from pdf files another, then flesh out the story bit by bit. More often than not it is after having a cold one, so it can be a real mess.

But I do usually go back and try to clean them up,eventually.

I just decided that I am going to try to include info (that doesn't give too much away) of some of the story that the PC's would never hear. Stuff like what is below in blue.

bold black = description
red=creatures
green=Treasure
Blue=Additional Info

D1 ENTRANCE
Constant flurries of wind-borne snow and frost lash at a gaping hole in the side of Hook Mountain here. Smoke pours forth from the cave entrance, only to be instantly dispersed by the wind.


CREATURES: Two Kreeg fighters stand guard at the
mouth of the clanhold, swathed in furs and leathers.


Since news of Rannick’s fall reached Barl’s ears, things
have been unpleasant in the hold, and these usually
easily distracted ogres keep a sharp lookout. Another
ogre was recently caught sleeping by Barl, and the stone
giant tore off the lazy ogre’s legs and left him rolling
in the snow to bleed out before animating him as a
zombie and turning him over to the three sisters for an
eventual meal. These memories are enough to keep the
Kreegs on alert for at least another week. Eager to prove
to Barl that they can do a simple job like guarding the
entrance, these two ogres don’t think to raise an alarm
until one is dead.



I WANT to reveal this stuff to you guys as players, not characters. I like knowing the story and I think you might too. So, I'll try to do this here on Epic Words for now on. Cool?

Oh, and I also do make stuff up from time to time. I've added stories for NPCs and thrown in a bit of flavor here and there. Sometimes I do so hoping to provoke a bit of additional story or journal pages from the player characters! One of the most enjoyable aspects of Epic Words, for me, has been the interaction between the characters!
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June 27th. Hook Mountain Clanhold

The party reached a bargain with many of the Turtleback Ferry's Townfolk to come and clean Ft. Rannick for 10 GP each for the week.
For many it was quite a nice sum. When they reached the place, they were horrified at the blood and gore. Many threw up, some contemplated running back home, but how? The fort was supposed to be their source of security in the area. Running out of the fort would be suicide. They'd just have to work through the piss and shit and decaying bodies and vomit.

A large pyre was built just across the river to burn the bodies and plans for a monument were discussed.

The Heros warned them NOT to go out at night and to stay away from any naked ladies in the water. "They're dangerous."

Moss Grueber, assigned to clearing the water of any gore, found a rusted sword at the bottom of the pool. It was quite an impressive blade, long and dark and and made of cold iron. It had strange patterns of rust all along the blade. Like letters being scratch out. He kept it a secret and hid it away. Maybe he could learn to use it, or sell it, someday.

The Heroes left their horses back at the Fort. Where they were going, high into deep snows, the horses would be a burden or might have died. They fought an Ettin, some Dire Wolves and avoided 4 very large grizzly bears.

The entire party benefited from an endure elements spell. They also hid out in Shalelu's magical ranger campsite, just to the west of the entrance. They were very well hidden. She even had a small stone that gave off the familiar warmth of a campfire. The could huddle around the stone for warmth, just a hundred feet or so from the cave entrance, without the guards noticing them at all. Home away from home.

They made quick work of the two Ogre Guards at the cave entrance, luring them out with one of the undead ogres, then destroying the second one with precision shots of arrows and mighty swings of swords.



D1 ENTRANCE Constant flurries of windborne snow and frost lash at a gaping hole in the side of Hook Mountain here. Smoke pours forth from the cave entrance, only to be instantly dispersed by the wind.



CREATURES: Two Kreeg fighters stand guard at the
mouth of the clanhold, swathed in furs and leathers.


D2 BONES OF THE BEHEMOTH
At the mouth of darkness, jagged spurs of bone protrude from the stone on either side of the cave entrance, each towering twenty feet in height— apparently the ribs of some monstrous behemoth.

The bones of a blue dragon laid low by Kreeg ancestors still adorn the clanholds’ entryway, a testament to the ancient ogre overlords of
Hook Mountain. The Kreegs have decorated the bones with crude scrimshaw carvings, incorporating the seven-pointed Sihedron Rune into the markings in many locations.


D3 THE RUNE-BOUND KING An enormous statue stands here in frozen vigil—a forty-foot-tall giant with black skin covered by fissures and cracks, like the bed of a dried river. He wears majestic armor, gilded and encrusted with gems, and grips a towering glaive in his armored fists. The giant’s face is hidden by a ferocious full helm forged into the sneering grimace of a fanged devil. Around the giant’s neck hangs a medallion—a seven-pointed star.


TREASURE: The Sihedron medallion is sized for a Gargantuan creature and weighs 20 pounds. It is far too large to be worn by a Medium creature, but can certainly be sold to a collector of ancient Thassilonian magic. The instant this medallion is removed the ancient giant crumbles to dust and is gone; all that remains is his Gargantuan masterwork half-plate armor, which weighs in at 400 pounds and is worth 4,950 gp.


D4 THE BURNING PIT
A deep pit hewn from hard stone here descends
into soot and darkness. The stale reek of decay
wafts up from the depths below.


100 feet below is a swath of ash and shattered bone.


D5 CHOKEPOINT

CREATURES: A pair of Kreeg ogres and a dim-witted hill
giant named Lunderbud guard the entryway here, under
orders to raise an alarm if they detect intruders.



D6 THE CLANHOLD
Fire and thick black smoke reign here, spewing
from black pits in the bedrock where forge fires
glow. Anvils loom throughout this enormous
cavern. The ring of steel on steel thunders here
as giant hammers crash down again and again on
glowing half-forged blades and axe-heads.


CREATURES: A work crew of 10 ogres slave away here,
toiling endlessly at these forges to craft giant blades and
other weapons from the obstinate iron they’ve carved
from the mountain’s innards. A single Kreeg taskmaster
snarls, belches, guffaws, and roars incessantly as the
rank-and-file ogres toil away at the forges. The Kreeg
orders the ogres to attack intruders, laughing as they
stumble to their likely deaths. The Kreeg then snatches
up a red-hot blade and goes to work as well.



D7 CIRCLE OF THE SISTERS
This foul-smelling cave is cluttered with an
appalling amount of body parts, dead animals,
spoiled food, and filth, but most hideous is what
bubbles and cooks in a huge cauldron over a
sputtering fire in a nook to the north.


CREATURES: This cavern is the foul redoubt of the Sisters of the Hook—a coven of annis hags.
Briselda is a hulking, humpbacked hag with oversized talons sprouting from her stumpy arms.
Grelthaga is tall and thin, like a skeleton wrapped in ugly
purple flesh and a sagging white robe.
Larastine’s face is a mass of pustules, warts the size of gold pieces, and craters that weep ooze. She is squat and fat with bulbous breasts that hang almost to her knees.



D8 ABANDONED SHRINE
A shrine bearing the feral visage of a brutally
beautiful monstrous maiden with the head of
a three-eyed jackal and the belly of a pregnant
young woman leans against the far wall.


CREATURE:Lamatar’s body is caked with ice; his left hand looks almost to be a claw made of icicles and his brow is decorated with a crown of the same.

Gear +1 chain shirt, +1 icy burst composite longbow with 20 arrows


Before the party makes it into the Giant's Chamber, they are met by an old foe, Lucrecia.



D9 AS THE DREAD KINGS OF OLD
This gigantic chamber extends into darkness to the east, sloping upward between two wide ledges on which loom statues with angular faces, stern brows, and strong jawlines.
Above, the ceiling opens to the slate gray sky above. The ramp leads up in tiers, finally coming to an end before an immense stone throne.




TREASURE:wand of enervation (12 charges); Other Gear masterwork earth breaker, headband of vast intelligence +2 (enhances Knowledge [arcana]), Sihedron medallion, 650 gp in black onyx gems, spellbook (contains all prepared spells,plus all other necromancy spells of 1st–4th level)
The bulk of this stash of treasure is worth 9,200 gp, and consists of various weapons, art objects, gems, trade goods, and other treasures weighing just over 300 pounds in all. Mixed in with all of this treasure,though, are a few magic items—most of them taken from defeated Black Arrows. These include 32 +1 arrows, 12 +1 giant bane arrows, a suit of +2 light fortification studded leather, a +1 longsword, a +1 composite longbow, a belt of incredible dexterity +2, a cloak of elvenkind, and a pair of boots of the winterlands.
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Dearest Mum,
The lights that twinkle above me ain’t so different than the ones that flickered on the home walls of me Dwarven City ‘neath the Mountain. Although there sure are more. And there is also a lot more open space. And certainly more humans. Anyway, the number of producing mines in me city was dwindling. And the number of dwarves weren’t. Too many men and women miners and not enough work. Then I heard about Turtleback Ferry, a town near the Hook Mountains. They had work and they was looking for hearty souls to help them. So I told you I was off to work one morning and I’d be back in a year or two and that was that.

I had saved up a few coins over the years so I had some money and I packed up me gear and a few days worth of food to start my journey. But before I left, I remember what ye said, “Son, ye ain’t too bright, but ye got a good heart. So take this advice and remember it always. Our gods love a working man and never trust Whitey.” I repeated it back to ye and ye told me that I’d be just fine. I ain't quite sure who Whitey is though. Well, with Granddad’s old sword and an old worn set of armor and I set off for Turtleback Ferry and the Hook Mountains.

It took me a week just to get out of the Dwarven City because I got lost a couple a times. Luckily I found a human named Gus who told me he knew a quick way out and for a few pieces of gold he would be my guide. So I paid him a few coins and he led me to the gates to the outside. Thankfully once I got out, there were a handful of human merchants that had been trading with our people. I found one that was actually from the area of Hook Mountains and I accompanied him home. He only charged me ten gold pieces with the understanding that if we were attacked by bandits, I was supposed to help fight. Otherwise it would be twenty pieces and thinking it was a good deal, I paid. By Grandad's Immortal Beard, these humans are a shrewd bunch.

I’ve been in Turtleback Ferry now for three days and there’s no work to be found. Sadly, everything I saved is nearly gone having paid for me food, lodging and occasional ale. Well, not so occasional, but it ain’t a lot. Only one or two a night, but the Barkeep at the tavern is telling me he can’t stock enough kegs for me to go through one or two a night so he says he’s cuttin’ me off (whatever that means) unless I start paying him more. Eghads, I can barely afford what I’m paying now.

Anyway, there’s a dam to the North that I hear needs reparin'. So I think I'll head on up to take look at the stonework and see if it's something I can give em' a hand with. Maybe up there I can find a job, save me money and most importantly get me ale without being “cut off.”

I'll send money when I can.

Yer faithful son,

Barlow
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Epic!
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5/23 and 5/30 Skull Crossing Dam-Pit Fiends-Pixies-Rous/Orik tiff-River Crossing-Black Magga at Turtleback Ferry-The Mushglens






C13 OBSERVATION POOL
This cold, damp room features a large pool in the floor, the edges of which are caked with pale yellow slime and fungus. The surface of the pool bears a similar film. Additional carvings of skulls decorate the walls here. To the south, an impressive mound of skulls—mostly from humanoids—lies heaped against the wall, where they partially block a large stone double door.





C14 FLOOD CHAMBER ACCESS
This narrow chamber is empty save for a long, ten-foot-wide pool.



C15 FLOODGATE CONTROLS
A pool of water sits against the wall to the west of this chamber, with a set of steps leading down into it along the pool’s east side. Opposite the steps is an alcove in which rises a fantastically detailed scale model of Skull’s Crossing. The five skulls along its face seem to be actual human skulls, the bone polished to a gleaming sheen.

The scale model itself radiates strong transmutation magic.

TREASURE: A DC 25 Perception check is enough to notice.
There is a long-forgotten pale lavender ellipsoid ioun
stone wedged in a crack in the model of Skull’s Crossing.





CREATURE: A remnant of the ancient past lingers on in
this room—a lumbering, scorpionlike construct called
a skull ripper.



They mostly cleared out the dam. They went downstairs and nearly killed the water-troll. It got away through an underwater passage when it was badly hurt. The eastern doors led to a room that was guarded by a giant scorpion construct. It was quite deadly. Behind it was a magical model of the dam. In one of the cracks they saw a lavender Ion stone, which they didn't risk trying to take. They were invisible and ethereal. They would have risked near certain death had they tried to physically remove the stone.

They spent some time removing the skulls and went into the chamber.


C16 INFERNAL ENGINES
This narrow chamber ends at two curved alcoves, one to the east and one to the west. Each alcove is enclosed by a dull iron portcullis. A winch next to each provides a way to raise or lower the gates.
Beyond each portcullis a circle of runes glows with a faint orange light on the floor. Inside the circle to the west is a pile of crimson ash, while inside the circle to the east is curled what appears to be a long-dead devil, its flesh taut and dry on its bones.




Once the party had roused it, it demanded that they release it. SET ME FREE! The party took a long time trying to figure what was going on.
The pit fiend told them that that it would help them if they set him free. He had been there for thousands of years....

Pymm's summoned creature stepped into the western magic circle with the crimson ash.
Immediately, the Fiend yelled "NO!!! SET ME FREE!" The flood gates on the dam began to open and the pit fiend crumbled to ash.

The two pit fiends had been used as energy sources, incurring negative levels each time their energy was leeched away to power the dam's flood controls.
Two levels were needed. With only the one circle occupied, it wasn't working. As soon as someone else walked into the other circle, the dam flood controls functioned again.

When the party finished off the dam, they went up to hurry back to Turtleback Ferry.

Markus was nowhere to be seen and his horse was gone. There were some grumblings. He was called a traitor, a coward...etc,.

They did encounter some Pixies almost immediately when they got to their horses.
Rous was the only one who had seen a blue pixie by the horses just before it went invisible.
The pixies played some games, peed in canteens, loosened the horse's saddles and created some party strife. At one point, miles into their ride back Orik accused Rous of peeing in his canteen. Orik got off his horse, unzipped his fly and was about to pee on Rous to get back at him. (He's still sore about Rous taking his cold iron bastard sword!) Evayne tried getting between them. The pixies were flying over the party, laughing, peeing down on them. Again, Rous was able to hear them. Orik had gone over the line and needed to be taught a lesson. Rous punched Orik out.


They hurried to get back to Turtleback ferry, Orik riding in back with his fat lip, trying to get some distance from Rous.
They made it to the bridge. It was nearly under water.
Rous led the way, charging full-on over the dangerous bridge!

He failed his ride check.

He rolled a 1.


The bridge collapsed under his horse, both of them fell into the water.The horse was underwater for a few rounds unable to surface.
Evayne, with her impressive horse, quickly dove into the floodwaters and got next to Rous's horse. Rous dove down to help raising his horse's head to the surface. Evayne's horse easily swam the waters. They helped Rous and his horse get across.

She then went back for all the others. All but Orik.

Orik's rode his horse across with ease.
He glanced over to Rous with a smug look.

Before reaching Turtleback Ferry, the party spotted some Ogrekin on the same side of the river, up in the hills. The party thought they might be waiting for the townspeople to "head for the hills" from the flood. Ez pickin's.



When they reached the town, the area near the river, primarily the stone church to Erastil, (#6) was in 3 feet of dangerous flood water. Nearer the center of town was a group of school children and a teacher in one of the turtle shell ferries trying to remain afloat (#5). The shell was being pushed up against one of the buildings and in danger of capsizing. Orik, Pymm and Mr Tibbington helped them reach safety, killing a large black snake in the process. It had bitten one of the children, but was unable to drag it off the boat. The lovely schoolteacher had whacked it with a text book.

They saw what appeared to be a large tree floating toward the church, but when a large snake like head rose up, they knew it was the Black Magga that had toppled over the dam and it was headed directly at the Church.



Evayne and Rous went to help the people trapped in the second floor of the Church. tugging a couple turtle shell ferry boats behind them.

Evayne yelled to the people inside, unaware of the Creature coming to attack them! As soon as they realized that the Black Magga was coming to attack them, they quickly ran to the eastern side of the building, near the front doors. One older man was too slow.


Rous sent McLovin' to get the Magga's attention while they tried getting 20 people out of the church by two boats. They had to act fast.

The Magga breathed a foul, black cone of poison at them, confusing Rous. Evayne wasn't quite as affected, but took some wisdom damage. The Black Magga was able to reach it's tentacles through the solid walls to attack people inside, without destroying the windows or walls!

She grabbed and killed one old man named Oleg, from a trading post in the far off region of Brevoy. The Magga then ripped the roof off while McLovin' ran to attack it while Rous and Evayne acted quickly to save the trapped townsfolk.

McLovin' tried, but couldn't do any damage to ancient creature. Black Magga ripped McLovin' to pieces in one round, then let out an enraged/victorious blood curdling cry.

She swam away immediately after.

Rous cried a single tear. He was inconsolable.

They all headed inland, toward some of the farms. They took shelter in barns and the farmhouses. The townsfolk all banded together through the tragedy.


The rift between Orik and Rous widened. While Orik was being tended to by the lovely schoolteacher, he called out Rous for stealing his sword.

Rous was sick of hearing about it and pummeled him multiple times with the blunt side of sword, proving he could easily have killed him.

Rous held on to Orik's sword.

Pymm seemed to be on Orik's side, saying that Rous stole Orik's sword and taking every opportunity to tell him the about the wonders and power of being a summoner! Orik began to warm up to the idea of maybe learning a bit about summoning.

Orik and Pymm stayed in one of the local farmhouses and were treated like heros. A grand feast with moonshine! Orik gained the attention of the schoolteacher. She dabbed his wounds and coddled him all night.
She told some of her male friends about how that spiky armored Rous had stolen Orik's sword and beaten him with it right in front of her.
They seemed to be ready to get a mob together and go after Rous.

Evayne and Rous stayed at another farmhouse with the local mayor/priest of erastil and received healing and information.

The farmer's wife slaughtered one of their biggest pigs and prepared a feast.

Shalelu returned later in the evening. She had been killing Ogrekin in the hills with Jak, protecting the townsfolk from any possible attacks.

She had been approached by a pixie named Yap who told a story about "his Lady" who had been attacked by a bunch of ogres and by "the lady with red hair, who turned into a snake" in an ambush.

He told a sad story about the Lady of the land. One of the Fey....

"My mistress, she is… ill. Very ill. Death would have been a kindness. The land sickens with her heart, and it cannot be cleansed until her misery is purged. I cannot do this myself.
Please, you must help her! You are friends with her human lover, yes?
He wouldn’t want her left like this! I can take you to her—maybe you can do something. I have tried everything to cure her forlorn heart, but to no avail. She wails and moans in Whitewillow, and the trees and plants and nixies and frogs and everything are dying or worse! I can take you there! Please!”

He offered 3 shakes of pixie dust in return.

The friends of the schoolteacher had passed the word that the Hero Orik had his sword stolen by the foul, cleric Rous. One of them had retrieved a family heirloom from an old adventure.... It was a +1 Bastard Sword. When presented with the sword, Orik gratefully gave 1,000 GP in return to help the town rebuild.

The townsfolk knew that Fort Rannick had been attacked and that most of the rangers had been killed. They knew that they needed the Heros now or their lives and town would be at risk.

Pymm recommended that they rebuild a bit further away from the river.



They rested, healed up and set off for the Shimmerglens in a couple of rowboats. The horses were left behind. The Shimmerglens are a dense area of swamp and the horses would have had a terrible time.

Pymm took a drink from a crystal clear pool of water in the Shimmerglens. (His canteen had been peed in earlier and he threw it away.)
Looking into the water, he saw the reflections of his party members and saw their faces had grown hideous! Believing his party members had turned undead and hungry for his sweet Gnomish flesh,
he immediately summoned a creature that could get him the hell out of there!

Pymm made it out of the Shimmerglens, his fear seemed ebb away, and he is currently on the western side of the Willow River wondering how what to do next.
While Pymm was running away, the rest of the party, led by Yap, moved forward.

The tangled swamp gives way to a relatively large clearing, a calm pool of unnaturally still water ringed by twisted, decayed willow trees. Wind blows, but the trees do not sway. It is as if the very land has died.



Once soul-shakingly beautiful, the nymph princess Myriana is now a haggard, ghostly horror. Her disembodied arms float at her sides, exposed bone and sinew stretching toward her torso but ever
too far out of reach. Her lower torso fades away to smoke, savaged too cruelly by the ogres for even her insane ghost to retain. But her most terrifying feature is her eyes: wells of hellish horror, crying out silently in an agony beyond anything a mortal creature could ever know. They reduce those who try to hold her gaze to gibbering children. She is beauty undone, and torment incarnate.

As they enter her twisted glade, the ghostly nymph rises with a howl from the waters. Although she doesn’t immediately attack, her blinding beauty is in full effect.
In a shrieking, hate-filled voice, she accuses them of failing Lamatar, of failing to protect Fort Rannick, and of allowing the Kreeg ogres to take him to their lair high on Hook Mountain. She allows the Party a few minutes to state their case, and to explain why they have come to Whitewillow. She bemoans the fact that her love Lamatar was taken by ogres and that she was unable to save him.

The adventure leads up to the Hook Mountain Clanhold.

Go up to 10th Level.





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Crushing and Monster Size
I am planning on using this information to create a usable combat table for the formidable Marcus-Tibbington maneuver. "MTM"

While it is a fun and exciting maneuver, as you've been playing it, I do find it to be largely "broken" after reading this material and considering the mechanics.

(yes, I know this is a feat but I think this worthy of consideration.)



Of course, this seems more like an air-to-ground combat maneuver rather than being crushed by being jumped upon at the bottom of a hole.

This maneuver would be more like what happened to Kaven when he was crushed at the gate.


Based on the above "3 or more sizes smaller" requirement to deal this type of crushing damage, I put in the following table to show the sizes in order.







If a 5x5 pit were created for a medium size creature, human size, one could easily imagine being able to avoid falling in the hole.
Thus, the reflex saving throw.

Same deal with a 10x10 pit for a Large size creature. Ogre size.

A HUGE creature, (15' space) I would think, might be able to get it's torso partially into a 10x10' hole. An acrobatics check to pull the arms in close to the body (and with wings?!) I would think this would be a very unwise maneuver. With a 10' tall creature at the bottom, with a 5 foot reach (half-way up) and a creature's legs dangling down from a 15'tall creature.... Might be some foot/leg damage to be had.

But, if MR T is a Large size creature, jumping down the hole for a cage fight, that would be totally fine, but remember the possibility of a javelin/spear/sword/spiked helm/horn/etc., pointing straight upward.


Readying a Weapon against a Charge: You can ready weapons with the brace feature, setting them to receive charges. A readied weapon of this type deals double damage if you score a hit with it against a charging character.


I would say that falling on a set weapon in this situation would definitely cause double damage.

And, If the weapon gets stuck inside you, (Critical Hit) you take the weapon's normal damage (as bleed) per round.

OR if the combatant is free and able to attack, using the weapon that is embedded, the hit is automatic.

But if it is a Critical Hit, you get the usual Critical Damage, as well as bleed damage.

If there is a critical fumble with an embedded weapon, the blood has soaked the weapon causing the wielder to loose his grip.

Imagine a spear going up through you and someone keeps thrusting it upward and to the side... ouch.

God, I hope we don't have to play this out.... Ouch.... Ouch.. ouch... ouch....


All this said, It does not mean that an Ogre will be smart enough to think of this maneuver. But, if he has some levels, he might be.

If it is a foe with some combat feats or special abilities....
They just might be able to pull it off.







A gargantuan creature just will not fit inside a 10x10' hole.



Space, Reach, & Threatened Area Templates
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Potential bonuses for using Epic Words....
From time to time I may throw some bonus info to those who utilize this site.

The more your posts add to the story or your character, the more I may toss your way. I might even give you secret messages....
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April 11th, 2014 Game session.
The Party currently is headed into the shadow of Hook Mountain, an area infested with Ogres and Giants and all sorts of dangerous and hungry monsters.



After the party cleared out the Graul Farm, they healed the unconscious captives and found out that they were Rangers from the Order of the Black Arrow. One of them was in fact, Shalelu's long lost Step-Father, Jakardros.


Shalelu’s memories of Jakardros are mostly of a young, exuberant man. She wasn’t sure what her mother saw in the impulsive young human, but she was glad he was there for her. When her mother was slain in a dragon attack, Jakardros left suddenly and without explanation, leaving Shalelu with a bitter impression that eventually drove her into the isolated life she has lived for the past several years as a bounty hunter in the Sandpoint hinterlands. She recently learned that Jakardros has taken up with the Black Arrows of Fort Rannick and would very much like the opportunity to find out why the man abandoned her so abruptly after her mother’s death, if only to convince herself that he hadn’t been taking advantage of her mother in some way. And if he had, Shalelu wants a chance to even the score.





(second in command at Fort Rannick)

He provided the party with detailed information about the surrounding area and of Fort Rannick.






A quite man with an interest in architecture and engineering.
He fights passionately, with two axes!





He disappeared late at night from the Graul farm with all his belongings. Heavy rains covered any tracks.


The party burned down the Graul Farm.




The smoke and flames attracted the attention of a Flame Drake, which came at them breathing flames... they quickly killed it.
Their first "dragon"


They headed to Ft. Rannick.

On the road the encountered 3 or 4 trolls up the hill from them, about 120 ft away. They cast an image of a pig scampering off, which fooled the trolls into following it.

It took them 4 hours to reach the Fort. They hid in a group of trees.
Using invisibility, they flew in and scouted out the fort. Multiple Ogres were seen within.




They set up an ambush site in the woods.

Mr T. drew some of the Ogres out and ran to the ambush area. It worked. Two down. And again, 4 down. Then, Shalelu saw footprints appearing in the muddy waters on the road.... running toward the fort.

It turned out to be Kaven. Traitor!!!

He ran to warn the Ogres. Mr T. pursued and crushed him against the iron bars of the south entrance. The fight was on.

12 Ogres came out of the fort. Many were caught in black tentacles on the bridge. some were blinded. Eventually all were killed.

3 Mighty Ogres were also slain. One by the party's new "Drop and Stomp" tactic.

The Ogres blew the horn at the gate, multiple times.
A warning bell was also sounded.





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Underbridge


More info on Underbridge can be found in the wiki references.
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Lowcleft


More info on Lowcleft can be found in wiki references.
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Keystone


More info on Keystone can be found in the Wiki References.
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The Dockway


More info about The Dockway can be found in the Wiki References.
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Capital District


More info on the Capital District can be found in the Wiki reference pages.
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