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Topics - Wildfire

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General Info / PF MECHANIC: Take 5 and The Move
« on: February 04, 2016, 07:40:42 AM »
When 3rd ed came out I didn't appreciate the battle grid. I felt it was unnecessary since I had played for many years without one. Then I saw a combat scenario with it and was instantly converted (no torture required).

What I saw was that it offered a chance to get into the weeds of combat strategy and add a level of tangible and visible realism to what is largely a game of imagination (some may argue the merits of doing this and they are free to do so. Everyone I've talked to loves it). Sure, in the past it was the GM that dictated the field of combat for placement of enemies, AoE of spells and who was affected, how fast one could help another, etc and it worked fine...I daresay the outcome was probably about the same as if a battle grid was used. The difference is that the players have more control, the GM has less to think about, and hence, they all typically have more fun!

With greater detail comes more guidelines (I hesitate to use the word 'rules' because any RP game- the exception being MMORP...because those aren't really roleplaying games- at it's core is free form and malleable to what the players want to do). Pathfinder walks the delicate line of making the combat realistic but also tries to not bog it down with ponderous rules (sometimes they succeed and other times they are less successful). One of the areas that opens up in complexity is movement.

With a battle grid, movement is very often strategic. How you move can be as important as where you move. So let's talk a walk...

Take 5-Foot Step

You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.

You can take a 5-foot step before, during, or after your other actions in the round.

You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.

You may not take a 5-foot step using a form of movement for which you do not have a listed speed.


Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your size and your armor.

Dwarves, gnomes, and halflings have a speed of 20 feet (4 squares), or 15 feet (3 squares) when wearing medium or heavy armor (except for dwarves, who move 20 feet in any armor).

Humans, elves, half-elves, half-orcs, and most humanoid monsters have a speed of 30 feet (6 squares), or 20 feet (4 squares) in medium or heavy armor.

If you use two move actions in a round (sometimes called a "double move" action), you can move up to double your speed. If you spend the entire round running, you can move up to quadruple your speed (or triple if you are in heavy armor).


The simplest move action is moving your speed. If you take this kind of move action during your turn, you can't also take a 5-foot step.

Many nonstandard modes of movement are covered under this category, including climbing (up to one-quarter of your speed) and swimming (up to one-quarter of your speed).

Climb: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed.

Accelerated Climbing: You can climb at half your speed as a move action by accepting a –5 penalty on your Climb check.

Crawling: You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl. A crawling character is considered prone and must take a move action to stand up, provoking an attack of opportunity.

Swim: Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action).

Move 5 Feet through Difficult Terrain

In some situations, your movement may be so hampered that you don't have sufficient speed even to move 5 feet (a single square). In such a case, you may spend a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it's not, and thus it provokes attacks of opportunity normally.


You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.

You can't run across difficult terrain or if you can't see where you're going.

A run represents a speed of about 13 miles per hour for an unencumbered human.

General Info / PF MECHANICS: A Little Help From Your Friends
« on: February 02, 2016, 05:26:30 PM »
Sometimes opponents are just frustratingly tough. They have pesky things like Armor, Dexterity, protection spells, and bad breath. Other times characters can't seem to hit. This is either by players being serially bad dice rollers despite the bonuses their characters have (*looks at the Griznuqs*), their melee attack just isn't great, or some other mysterious reason (honestly, the possibilities are endless). Well if you find you're getting your rump roast handed to you by the eager orcish butcher then ask for some help! Here's one way help can help...

Aid Another

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

Many prescribe to having a good offense as being the best defense and many times that's true. On the occasion that you need some help hitting something that everyone is missing isn't it nice to pool your efforts to get the job done? Consider this one more tool in the toolbox!

General Info / PF MECHANICS: Have a Nice Trip!
« on: March 12, 2015, 12:51:31 PM »
Have a Nice Trip!

Often in the heat of the moment we can forget that there are options in d20/Pathfinder melee that go beyond the “swing-hit-get hit” back and forth of combat (I like to imagine it being more like a dance with a series of attacks and defenses rather than just trading punches to the nuts). Sometimes in combat it’s hard to get the upper hand against a foe that is currently more than your match. Among many Combat Maneuvers is the “Trip”. The Trip Maneuver will knock an opponent prone and that’s just where you’ll want them in order to turn the tide of battle.


You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.


The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

General Info / PF MECHANICS: Be Defensive, Be, Be Defensive!
« on: March 10, 2015, 01:13:20 PM »
Often in the heat of the moment we can forget that there are options in d20/Pathfinder melee that goes beyond the “swing-hit-get hit” back and forth of combat (I like to imagine it being more like a dance with a series of attacks and defenses rather than just trading punches to the nuts). Sometimes in combat you just need a little bit more defense, other times you’re really desperate and are hoping you don’t get hit before the cleric arrives, and other times you just need to withdraw from combat altogether.
So here’s some options that you might use when the time is right.

Total Defense

You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can't combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can't make attacks of opportunity while using total defense.

Fighting Defensively as a Standard Action
You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn.


Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.

If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.

You may not withdraw using a form of movement for which you don't have a listed speed.

Note that despite the name of this action, you don't actually have to leave combat entirely.

Restricted Withdraw: If you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed.

Game Log / Forest Keep Session 39 “Ancient Halls with Dirty Walls”
« on: April 09, 2014, 07:00:54 PM »
Forest Keep Session 39 “Ancient Halls with Dirty Walls”

World Date:


Mirri: Phineas
Faznar: Chassic
Belwar: Griznuq
Zurn: Wildfire

After defeating the Iron Orc we continued our search for Burke the Ettin whom we knew had the glyph of the Varn’Khor. So we went deeper into the cave. Mirri snuck ahead and came to the smoldering remains of a fire and heard voices. The rest of the party moved forward to the fire. We then heard a resounding thud. “Um…that can’t be good.” So Faznar shimmied his way to the entrance (turns out the cave is doughnut shaped). Along the way he saw what appeared to be a big bear on the right side of a chamber and on the left was the garbage dump. The “bear” was just a pile of hay covered in multiple bear skins. When Faznar got to the entrance he found a big damn boulder blocking the entrance. “Yeah…that wasn’t good”.

Mirri, Belwar, and Ghering stay at the entrance while Zurn and Faznar search the bed for the glyph. It’s vulgarly apparent that the boulder will not be moved by the likes of our puny party and no glyph is found in the bed pile. Voices are heard outside the cave though and Ghering can understand them and even speak their language! He informs us that there’s not just one ettin but two. Imagine that…two bodies and four personalities!

We begin to try and negotiate with the Burke and Ernesta (female ettin). Having assumed that the ettins are actually in league with Margarath our negotiations don’t really go so well. In fact, they put yet another rock in front of the cave. “Yeah…that was soooo not good.” They apparently don’t like Margarath either.

Since there is no other way out, we toss ourselves on the mercy of Ernesta who is clearly the brains of these…four? Being able to tell the difference between honesty and bullshit Ernesta decides to let us out but not before we hand over our weapons. They have nothing to gain by holding us and as it may be, we’re actually sort of on the same side.

Finally freed, we take a big sigh of relief and deep breath of fresh air since the cave kinda stunk. Through our conversation we forge a tenuous alliance with the ettins. They tell us that they were actually pressed into service by the Iron Orc (he was the boss! No wonder he was so damn tough) and don’t really feel comfortable holding the glyph. They agree that we leave them alone and agree to help them in the future should they need it, they’ll give us the glyph. We agree. We also tell them that we’ll inform the Forest Keep that they’re out here and to not harm them and that they should be able to find sanctuary in the Keep if the need arises.

The following day we’re about to head back to the Varn’Khor outpost and imlore the ettins to come with us to help clean up the mess they left in front of the door. Four day later we arrive to the outpost to find that it’s infested with dwarves, elves, and humans! WTF? How in the hell did they find this place? Of all the nerve…

Belwar and Zurn approach the troupe and Belwar recognizes an old friend named Scarmane. Belwar informs the infesters that we have a pair of ettins with us but they’re on our side. Mirri, Faznar, Burke, and Ernesta approach (Two ettins, a gnome, and a cat lady walk into a bar…). Naturally the troupe is nervous wondering if the ettins were going to cook them or squash them into jelly. Instead, the ettins help clear their pile of trees in front of the outpost door. In short order the door is cleared.

Belwar and Scarmane use the glyphs to open the door (yeah…Scarmane of all people. Y’know the dude who we only ever met in game this one time. It’s not like Zurn was carrying around the damn glyph for years keeping it safe or anything or in the party for even longer. Nooooo….he didn’t do anything like that. snark snark). Inside we see a tunnel that runs deep. Oddly enough the tunnel doesn’t appear to be fashioned stonework but rather more like dirt…odd for an old dwarven dwelling. Upon close inspection…it’s not dirt it’s Garachi guano (Those aren’t pillows!). Suddenly we all realize what this means. It means this place has to be scrubbed down of all the poop that’s been smeared and dried on the walls. We must undo the work of “thousands of generations”.

After traveling down an impressively long poo lined corridor we come to Hall 1 with a double hammer sigil carved into the floor (the sigil was discovered after the hall was cleaned of Garachi ick). At the opposite end of the hall are 3 ramps leading to Hall 2. Nothing else is in Room 1.

Hall 2 is also empty but it also has ramps on the opposite side leading to Hall 5 and 5 and 5 (3 rooms identical to each other and empty). On the “south” side of Hall 2 is an entry to Hall 3. Hall 3 contains table-like structures tall enough for dwarves to work from or use to eat from (or both). On the east side of Hall 3 is Hall 4. Hall 4 is a long room and at either end are stone hearths that have fires burning in them. Either these fires are always burning or lit up when we entered the front door (I know, it sounds self absorbed and egotistical to think such a thing)…we’re not sure. Later, after the two week cleanse, we find out that there is a secret door on the east side of Hall 4 hiding a corridor that continues east and banks north to meet with the entry hallway that leads to Hall 1.

After investigating Hall 4 we explore the other side of the complex and find ourselves in the north west corner in Hall 6. This hall has 2 circular carvings in the floor in the shape of a doughnut. The inside diameter is 10’-0” and the outside diameter is 15’-0”. We ultimately have no idea what these are for but we guess they could have been used for training in some way. Hall 6 next door but not connected to the other Hall 6 has 2 sets of  3 triangles in a triangle pattern. The pattern on the west points north and the pattern on the right points south. Each individual triangle is carved into the floor. Again, we don’t know for sure what these patterns are for but, like the other room, we guess that they are also for training.

Hall 7 next to the Triangle Hall 6 is a long hall and carved into the floor are 7 holes that appear to be in very specific locations. We assume that something like posts fill these holes and that they too are used for training.

Johan’s Very Important Note (not expressed in game): The east wall of Hall 7, when cleaned, is found to have a gemmed mosaic of Moradin’s Hammer & Anvil on it. The mosaic is 8’ tall and 12’ wide.

Turns out that the mosaic on the east side of Hall 7 hides a secret door that leads via a short passage to a library of sorts. From inside the passage, one can look into Hall 7 through a clever lens system that uses the gems of Moradin's Hammer  (on the mosaic in the room beyond). There are 4 10x10 tables one of which has a big damn old book written in old dwarvish. On the east wall are a shelves of scrolls and such. On the south side of the Hall 8 is a hallway that leads to a big set of spiral stairs. Hrm…wonder what’s up there…

Game Log / Session 38 "The Iron Orc"
« on: March 03, 2014, 06:00:46 PM »
Session 38 “The Iron Orc”
Belwar: Griznuq
Mirri: Phineas
Himo: Himo
Faznar: Chassic
Zurn: Wildfire

The following day we, The Forest Keepers, continue to follow the tracks that lead to the home base of Burke the Ettin. Ghering the Orc comes insists on coming with us and we gladly accept his company.

Through the forest we come to a simple network of pointy wooden bulwarks meant to seriously impede accessible progress unless the normal entrance route is taken. Beyond the bulwark is a large clearing in the middle of which we see two orcs, an enormous boar, and a fire roasting deer and a pig. Beyond the fire is a large cave entrance.  A discussion ensues on how best to proceed into the compound, and swipe the glyph with as little combat as possible. We vote that Melzak…err…rather Faznar proceeds in and tries to BS his way through by pretending to be Melzak. Mirri meanwhile will take the road less traveled around the bulwarks and up the hillside that will then lead down into the compound.

Mirri, like a cat, slinks her way past the bulwarks and up the hill. At this point she’s discovered by an orc masturbating in the bushes. Battle ensues. The two orcs in the clearing near the fire along with the boar begin to move towards the commotion. Himo follows in Faznar’s footsteps which bring to the far side of where Mirri and the horny orc are fighting. Belwar like a gazelle hops the bulwark and proceeds towards Mirri. Zurn and Ghering follow Belwar. The big boar sees Belwar and decides to attack the sweaty toothed dwarf. Belwar is smitten with the idea of having a boar as a mount. Himo and Faznar inflict some long range damage, Mirri inflicts some up close damage, and Belwar, Ghering, and Zurn make bacon. During all of this one orc flees into the cave.

After reducing the threat on the outside of the compound, The Forest Keepers decide to take their ire into the cave.

Entering the cave the passage runs left and right. With no tracks to follow we take a stab at the right passage. An orc shoots Mirri and runs further into the cave. Mirri, not at all pleased with this, follows the wily orc. Amidst a couple of more arrow shots Mirri catches up with not just one orc but two! Shortly after the rest of the party arrives, so begins the battle. It is a battle of much blood with this one orc that must have invested lots of gold in the glyph taking industry because he was damn tough. So tough that Faznar kept asking if he was bloody. During the fracas even Ghering was caught in one of Himo’s chaotic spells and took some damage (and wasn’t at all happy of it). Eventually the orc could not stand the Los Angeles style beating he was enduring and tried to flee. With a final blow Zurn, who up to this point spent most of his time healing Mirri (because sometimes the price of inflicting awesome damage is awesome wounds), brought the iron orc down.

Game Log / Session 37 A Torch in the Dark
« on: February 03, 2014, 07:28:36 PM »
Session 37 “A Torch in the Dark”

Along our road to find the glyph we discuss the implications of having the two journals, one of which basically indicts Bardek of being a traitor (thereby offering Belwar sanction). The journal also indicates that Bardek believes he’s a chosen of Moradin. Naturally, teaming up with Vorntoque would indicate otherwise. But it’s also mentioned that Bardek may not actually be involved with Margarath (the gargan master). It’s also discussed that it’s odd that the journals are still intact…maybe for blackmail use? Maybe Urguth has them in case he needs to use them for leverage against Bardek.

We continue…

Knowing that making haste is crucial in getting the glyph, we, The Forest Keepers, force on to the next camp.

We hear some noise coming from up ahead and send in Faznar the Giggly in to investigate. He crept close…closer…closer still.  He spied an ogre, some orcs, slobgoblins, and an orc on a poor man’s crucifix with his feet spiked into the ground being tortured (as if the spiked feet weren’t torture enough) over a fire. Then Faznar giggled too much. He sends a magical message to Zurn, “THE JIG IS UP!!”. Zurn conveys the message that Faznar may be turned into gnome marmalade shortly.

ATTACK! Faznar charms the ogre into beating one of the orcs into the ground like a tent post. The ogre confused at what he just did dimly says, “I dun a bad ting…” and proceeds to avenge his friend by tangling with Belwar. Mirri and Belwar tag team the ogre and a couple of orcs in a very bloody melee involving the pack of gargan. On occasion Belwar and Mirri were outfitted in red dunce caps, red devil horns, and red dildo hats (apparently it’s the latest fashion for the injured). One of the pesky orcs was a shaman of some sort.

After the melee ended we approached the tortured orc (which is a really good name for a dive bar on the docks of some city). The orc has all manner of runes, dwarf-orc hybrid runes in some cases, tattooed on him. Among them on his right shoulder is a rune of the Kharan’Jhul and on his left the rune of the Marin’Thar (the scout division of the Kharan’Jhul). Not sure if we should let him go or kill him he states plainly, “Either kill me or release me.” Being the trusting sorts with a sense of empathy, at least some of us, we let him go.

Through our conversation we find out that he’s a soldier in a war that is raging and he’s reluctant to tell us more information because he’s not sure what side of this war we’re on. He’s on the side of Moradin and he wants proof that we are as well. We prove through revealing Zurn’s holy symbol and Belwar’s dad’s axe that he can trust us. Later we show him our glyph.

He tells us the temple for which we seek the glyph was an outpost of the Varn’Khor (Soldiers). He also tells us that Burk the Ettin is leading this branch of the gargan and that he has the other glyph. He asks, and rightly so, why we seek the temple. Belwar informs him that we seek it in the hopes that it will in some way make up for the unfortunate death of Dannobar. That it’s also for the greater good of his kin even though he’s not in their favor. Ghering the Orc is surprised that we’re doing this even though we’re not Kharan’Jhul. How does he know that, we ask? “Because I am Kharan’Jhul.” He replies.


Game Log / Session 36- Tombs, Temples, and Troubles”
« on: February 02, 2014, 11:00:01 AM »
Session 36 “Tombs, Temples, and Troubles”

Belwar: Griznuq
Faznar: Chassic
Mirri: Phineas
Zurn: Wildfire

Trillomore gives the party a scroll that contains all of the glyphs of the Kharan’Jhul. Each outpost of the four branches of the Kharan’Jhul has two glyphs. One glyph is common between all four outposts meaning there are four stones with the same glyph (glyph of Mordin). The other glyphs are signature to each outpost. Both are needed to open the doors to the outpost. The glyph the party has is a glyph of Moradin. Since we now know the location of the other glyph (see Session 36) we can get it and reclaim and identify the outpost. The antmen squatting in the Moradin Temple/Outpost will be happy to have the freshly cleaned gargan valley all to themselves.

The rune that the companions described to Trill is that of an ancient dwarven empire called "Droung'Knaqt" (Drown-Nacht). Generations ago (several dwarven generations…millennia, all in all), there were four such outposts to that empire.

These outposts were used for a few reasons, one of which was the canonization of the Kharan'Juhl (Kah-Rahn-Jewel), who were special agents of Moradin.

The Varn'Khor were Soldiers of Moradin.
The Nicht'Luraw were the Magi of Moradin.
The Marin'Thar were Scouts of Moradin.
The Tareen'Phol were Dispatchers of Moradin.

Eager to get on the road to find the second glyph to uncover the mystery of the Moradin Temple as it relates to the Kharan-Jhul the party gathered their gear and head for the exit of the Forest Keep.

Before leaving, Corris asked if we had been to Dannobar’s Tomb since the discovery of Melzak in the Keep Dannobar’s quarters. Corris wanted to make sure that all was correct (“Was Dannobar’s crypt desecrated?” “Umm…how the hell would we know?”. Um…nooo? Corris wanted to make sure that all was correct. So down to the tomb we go!

Upon arriving we investigate his sarcophagus to see if it’s been tampered with. After all, the book Melzak was searching for, though incomplete, had detailed human anatomy possibly for some necromantic means(?). Also, why else would Melzak be down here if not to mess with a redeemed soul that escaped the talons of Vorntoque?

The sarcophagus has not been moved or messed with that we can see. The companions searched the crypt for signs of vandalism or other untoward desecration. Ultimately, Zurn climbs on top of the sarcophagus and called upon Ehlona to consecrate it.tomb. A ghostly image of Dannobar appears and has a worried and disturbed look on his face. He splits into eight tendrils of light and they shoot out to each brazier in the chamber. Investigating the braziers we find little crystal vulture skulls. SON OF A…!!!

Dannobar continues to look worried. He puts his hand on Zurn’s bicep and points to the back wall. What’s on the back wall? Nothing.

After much searching, it was determined that there was a glimmer of some kind on the rear wall of the crypt.  SON OF A…!!!

Trillomore was summoned for his arcane input, and he dispelled that glimmer, a large rune circle (~10’ diameter) was revealed on the wall. This rune circle was determined to be a teleportation circle. SON OF A…!!!

Trillomore enlisted the companions to dispel that too.

We discuss the endless ways and means of fonging Melzak until his outsides are in, his insides are out, his entrails become his extrails. Pain! Lots of pain!

Faznar gave the crystal vulture skulls to Trillomore and we leave the tomb who is excited about studying them.

Now we can go to the Temple of Moradin.

We arrive to find that the door to the temple has a rubbish pile of trees in front of it, effectively barricading the door. SON OF A…!!! We search for the tree that has the glyph hidden in it only to conclude that it’s in the pile…SON OF A…!!! We search the pile to find the tree to find it split in half, yes, IN HALF, and the glyph is gone. Say it with me…SON OF A…!!! It was then that it occurred to Zurn that since the Dwarves, Orcs, and Ogres were once allied it could have been during the time of Kharan’Jhul. With the Stonehammers seeking a rekindling of that alliance it could well mean that the gargan are also searching for the glyphs to gain control of the outposts! Zoinks Scoob!

So we figure that anything that could split a tree in half, clear trees with such ease, and move them in front of the door has to leave some sort of tracks. Lucky for us, they do! Mirri follows the tracks and we come across a camp of gargan consisting of four hobgoblins and one cranky orc. This party must have been eating their Wheaties because they were tough! Not tough enough to beat us but tougher than one would expect…or so it seemed.

Searching the bodies we found no glyph but we did find that the tracks continued.

Game Log / Session 35- Melzak: PITA Extraordinaire
« on: February 02, 2014, 10:56:42 AM »
Session 35 ”Melzak: PITA Extraordinaire”

Belwar: Griznuq
Faznar: Chassic
Mirri: Phineas
Himo: Himo

In summary:
The companions, after having cleared the chasm and installed the Garachi, returned to the Keep in order to update Corris on the developments to date.

Update Corris.

Spend time speaking with Trillomore - Dine with him.

When leaving Trillomore's apartment, it was rather late at night. The companions became aware of people who were apparently loitering in proximity to what used to be Dannobar's quarters.

The companions went to investigate, and found a handful of human savages. Belwar recognizes the lead fellow as a sometimes companion to Melzak (this man's name is Firque).

Talk, talk, talk, intimidate, blather.


Three of four of these savages are killed and one (Firque) is captured.

The companions find that the door to Dannobar's quarters is's not supposed to be!

Investigate Dannobar's quarters, and find Melzak lurking in the inner room. He appears to be frightened and claims to be hiding from the humans that are outside. He says that they were chasing him for no reason at all, and he took shelter in this building to hide from them. The place was unlocked when he got there. He only agrees to come out if he's taken into custody!

The companions oblige Melzak.

Melzak is caught and put in jail.

Game Log / Session 34- Two Books and an Axe to Grind
« on: February 02, 2014, 10:55:26 AM »
Session 34 “Two Books and an Axe to Grind”

Faznar: Chassic
Mirri: Phineas
Zurn: Wildfire

In an effort to help make camp, Belwar went in search of firewood. The rest of the party (Faznar, Mirri, and Zurn) caught curiosity fever!

The party decided to help Belwar find some firewood and simultaneously get a peek at what exactly was housed up in the woods that the gargan feared. We approached the copse of trees and Faznar with his means of invisibility scouted ahead. Mirri and Zurn stayed back to watch the feast…er…wait for Faznar to report back. The forest was carpeted in bones and all manner of carcasses. Ever hungry, the monster could smell fresh meat which, unfortunately for Faznar, invisibility doesn’t hide. The chase was on!

Faznar weaved through the trees trying to shake the monster. The monster chased Faznar trying to follow his dodgy scent. Mirri had enough of this game of cat and mouse and decided teach this monster the meaning of pain. Zurn followed knowing that healing would certainly be called for but so would dousing the light of Vorntoque! What better way to irritate him than killing his pet?

Coming upon the monster it had a hooked beak, sword-like talons, bad breath, and a nasty disposition. It was a twisted looking vulture creature that fit in nice with Vorntoque’s theme. A few hits from Mirri and the Vulturething retreated to it’s cave. Not because it was scared…oh no no…but rather because it was cunning. The cave entrance had left and right passages and the Vulturething went down the righthand passage. The party chased it into it’s den and Mirri and Faznar followed it to the right, and Zurn went to the left hoping to flank it from behind.

Mirri and Faznar fought with this respectably ferocious beast dealing hits and certainly taking them. As Zurn routed his way around he found another passage that lead to a small antechamber. In the antechamber was contained a chest. With no time to investigate Zurn continued to track around to the fight. Mirri and Faznar fought as heroes, bled like stuck pigs, and made their ancestors proud. Eventually Zurn made his way around the back to see Mirria dn Faznar fighting but withdrawing. All at once Mirri, Faznar, and Zurn struck down the Vulturething and celebrated with a frosty mug of magical healing.

After resting a wee bit, the three decided to check out the chest. Contained in the chest were two books and an axe. One book was written by Stroud Fireforge and details an attempt by the Stonehammers to undermine the Fireforges as a slow coup attempt. The last entry in this book was about 7 months ago. The other book was written by Bardic Stonehammer and details a sympathetic attitude towards orcs and ogres that dwarves of old once had. Bardic wants to rekindle the lost love and alliance.

Also in the chest was an axe of dwarven make. This was the axe that Belwar made for his father, Stroud, and was taken by Urgoth after killing him. Nefarious dealings indeed.

•   5 Gems worth 1,000 GP each
•   5 Gems worth 250 GP each
•   5 Gems worth 50 GP each

After removing all of the contents of the chest Faznar decided to make big potty in the chest as a thank you for the hospitality he was given as a prisoner of Urgoth and The Master.

Belwar returned with firewood to find the party exhausted, beaten, and carrying two books and an all too familiar axe. Belwar drops the firewood.

At the end of this session, when the chasm was actually cleared of evil, the garachi present worked together to bring about an illusion that showed the rest of the garachi leaving the dwarven temple. The Burlar (chief) was shown in this illusion to place the remaining runestone in a tree, and cover up the hole with a mortar of sorts.

Game Log / Session 33- Leftovers
« on: February 02, 2014, 10:54:45 AM »
Session 33 “Leftovers”

Belwar: Griznuq
Himo: Himo
Mirri: Phineas
Zurn: Wildfire

Beginning this session we had a choice of sweeping out the leftovers in the tunnel complex or playing fetch with the Vorntoque pet in the copse of trees. To the tunnels we went.

We entered back into the tunnel complex to where the Shrine to Ehlonna was in the Valley of the Gargan. Apparently there were some leftovers that still spread their foulness. This just will not do! Be gone denizens of despair!

We entered the tunnels and had the choice of left or right; we went left (had we gone right it would have led us straight to that castle- Labyrinth). This route led us near to Ehlonna’s shrine but the air was still reeked of death. To get to the source of evil we tried to walk up a ramp covered in a slime of stink that was slicker than snot on a doorknob. There was also  a dweomer that caused fear which set Mirri’s fur on end.  Eventually she made it up there.

We entered a room that looked like some sort of laboratory. There was a table with all sorts of boney fragments and beakers full of noxious ichor. The walls were covered with drapes made from huge greasy feathers. Searching the walls behind the curtains we found two hidden doors- one in the northwest corner and the other in the south east corner.

We went through the secret door to find a room. Above the hearth in the room was a huge picture of a man…presumably Vorntoque the Vulture King. He was a devishly handsome man with dreamy eyes and a wardrobe that would have been a killer on the catwalk. Above a black / purple fire that danced in the hearth was a sizeable cauldron of beefy bubbling stew made of blood and various body parts…eat your heart out Wolfgang Puck, in this case, literally. We dumped the cauldron and decided to check out the other door in the first chamber.

In the other room we found a large dais with money all over it! Unfortunately there were 3 floating skulls above the dais. Like Augustus Gloop looking at the river of chocolate, Himo went for the money. The Skulls didn’t like that very much and we began to aggressively negotiate who the money would belong to. Although the skulls were a bugger to kill, we did.

•   1,000 GP
•   250 GP in Arcane Components
•   Ritual Book containing 4 rituals that have not been identified
•   2 scrolls each with a very complex ritual

We went all the way back to the entrance to explore the hallway that went to the left. It didn’t take long before we found a chamber that was obviously a chapel to Vorntoque (the last skeleton that had fled to this room).  There was a bone mosaic on the floor and bones scattered all about. At the far end of the room there was an altar. When we approached the altar the bones all assembled themselves into skeletons. They had a serious bone to pick with us. Pick we did. Using all the resources we had left, we turned them into a bone pile that future archaeologists would have difficulty in reassembling.

The air in the tunnels instantly was filled with flowers and butterflies (not really but it’s a heck of a visual) and the foulness eradicated! We won!

Game Log / Session 32- Master Margarath’s Magnificent Map of Malevolence
« on: February 02, 2014, 10:54:08 AM »
Session 32 Master Margarath’s Magnificent Map of Malevolence

The party entered the complex, went left, encountered and killed a group of skeletons, and then found a rotted linen tapestry (rm 52). This tapestry had on it Magarath’s map of the forest and the companions took it.

Game Log / Session 31- Chasing Faznar
« on: February 02, 2014, 10:53:29 AM »
Session 31 “Chasing Faznar”

Faznar escapes and gets chased by gargan. Gargan flee the valley.

More information/details is needed here.

In Character Discussions / Turning Stones
« on: January 30, 2014, 08:51:41 PM »
Turning Stones

The Forest Keepers had traveled this road from the Forest Keep to the Moradin Temple that housed the Garachi quite a bit in the past weeks. The landmarks were familiar and the paths held fewer surprises. It was still the wild though and they were too seasoned in these travels to let their guard fully wane. They had encountered difficulties before and could easily again.

The days leading up to this departure from the keep had revealed much. Melzak was still causing trouble seemingly in the name of Margarath, Durkenwold was under the heel of the Stonehammers, and two journals and Stroud Fireforge’s axe were recovered from the gargan valley.

One journal was written by Stroud who suspected a coup attempt by the Stonehammers and the other was written by Bardek Stonehammer. This one interested Zurn a great deal.

On the third days nightcamp Zurn spoke some of his thoughts, “Y’know, there be a few things tha’ been going though me head as I read this writin’ in Bardek’s book.” He looked over at Belwar. “Bardek be admitten’ his plot against your Da in here. He’s sayin’ how he and Urguth planned tha’ whole foul deed. He believes that Stroud was soft due to him not wantin’ to send kin into battle.”

Zurn looked at Belwars face lit up by the orange glow of the fire. Growing up a farmer Zurn learned about the delicate aspects of life and its tenacity. Being a cleric sharpened his empathy for that life. Zurn’s parents were still alive and talking of the assassination of Belwars father made him feel for Belwar and simultaneously appreciate his own parents even more.

Zurn continued, “In some other parts here Bardek writes aboot bringing tha’ kin back ta tha’ ol’ ways when they be friendly with…some gargan such as tha’ ogres, giants types, an even orcs. Thinks our kin were more respected by the lesser races? I wonder wha’ he means by tha’ ya think? Elves? Humans?” Zurn shrugged with his questions. “tha’ may be also why they wanted yer Da gone, he’d o’ ne’er gone with that dumb plot.”

Zurn spoke further, “They also be finding a temple to the Kharan’Jhul. An’ he be thinkin’ he’s a chosen o’ Moradin!” Zurn scoffed. “A chosen o’ Moradin an’ he’s flirtin’ with tha’ dregs o’ Vorntoque? I tell ya, tha’ dunna make sense. Moradin not be choosen’ someone daft enough to do tha’! I wonder if’n tha’ Circle o’ Squares being able to look like what you want it ta has something ta do with this delusion, eh?”

Zurn wasn’t entirely sure what was going on with this plot but he felt he was getting close to something. He just wasn’t quite there yet.

“So anyway, back ta this here journal. We have ourselves some solid stone evidence tha’ Bardek an’ Urguth planned your Da’s death. I canna imagine tha’ yer kin at Derkenwold are none too happy on the Stonehammer’s brutal ways right now. This journal may be a way o’ getting Derkenwold to turn on them and see them for what they be doin’”

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