18 June & 25 June 2024
4th Day of May to 17th, 1492 (4th to 7th, nights of the full moon)
Weather: Cloudy.
High Temperature: 17 degrees Celsius.
Low Temperature: 6 degrees Celsius.
Mission: Tracking Kobolds
Campaign: Forest of Wyrms
Location(s): Whispering Woods Village, Forest of Wyrms.
Present: Elysande, Barlyn, Dameun, Tenver, Zinalla.
Remaining: Brielle, (Seraphina), & Stuffantle.
4th - Recap.
Zinalla: "Are those 'snake people' the Yuan-Ti, the same ones that are rumoured to have killed the Paladin Patrol all those years ago? Surely it was just a myth?"
Baelin: "No myth, fact. But they haven't been seen in the Forest of Wyrms for longer than I can remember. We have a number of unanswered questions now:
1. What are the strange lights.
2. What is causing the strange lights.
3. Are the Yuan-Ti back in the Forest of Wyrms.
4. Why were Kobold tracks around Mara's hut and the ruins.
You have answered one question and that is what is disturbing the spirits in the forest, it's the lights. If you feel up to it I/We need more information. I will leave it up to you what you do and how you do it. I have sent word to the Primus that I require your aid awhile longer. I can't order you but I hope/wish you will all agree. A long shot but the small town of Serpents Cowl, deep in the forest, may provide answers to the Yuan-Ti. If you do decide to go there you will have to be extra vigilant and careful. Zinalla you will have to make sure your shield is not emblazoned with the Orders Sigil."
Zinalla showed his shield to Baelin and the superficial damage caused by the Acid Bug. It had removed the Sigil of the Order of Companion Paladins completely.
Tenver was surprised when an
arrow whizzed passed him. Looking around he saw a human hand sticking out from
behind a tree with the hand in a clenched fist and the thumb pointing upwards.
Tenver: “Glad you could join us
Seraphina, looks like Zinalla is in a spot of bother, circle left and help out,
I’ve got the right covered.”
Seraphina: “Dunno what I hit but
it had the head of a snake and was walking on 2 legs, holding a bow!”
Tenver: “Damn, it is one of
those Yaun Ti, Baelin mentioned them last night!”
But Seraphina had already disappeared, moving from tree to tree, hiding from sight.
Elysande was about to tackle another Kobold but looking down saw it had already fled.
Tenver moved closer to the camp and attacked an archer, killing the Kobold instantly.
Tenver was taken aback when a brave Kobold charged him and leapt into the air with two daggers swinging down to stab him. Quick as a flash he parried the blow with the Kobold twisting in mid-air, landing on his feet and stabbing backwards with 1 of his daggers. Tenver dodged this blow. Zinalla dispatched the 2nd Kobold facing him and charged the two remaining archers. Elysande fought off the Kobold mounted on a snake that had moved to attack Zinalla, it looked like flames where coming out of it's mouth, and the end of it’s tail. The Kobold wielded a wicked looking lance like weapon with a vicious hook at the end. Again everytime he struck the snake he was showered with fiery liquid but eventually the Kobold and Snake where slain.
Having killed 1 of the archers the
2nd threw down it’s bow in front of Zinalla and surrendered.
Zinalla accepted the creatures surrender. Elysande moved around behind the
Kobold camp to cover the rear.
Seraphina kept moving her
position and let fly arrow after arrow at whatever enemy she could see. At long
last the last Kobold fell. Elysande said 1 had run off, Seraphina could not
find the Yuan Ti body and informed everyone that it must have left too.
The group searched the bodies
and the main tent, the other tents, if you could call them that were just
animal skins crudely thrown over some tree branches.
Barlyn and Zinalla claimed a
shortbow each, they divided the arrows between them and gave the odd one to
Seraphina. Elysande kept the tent. It was large enough only for himself but it
would do. A large amount of coin was found within the tent, some 3,702 copper
pieces were divided between them.
Zinalla: “My apologies for my
rather rash and hasty move attacking the Kobolds.”
Dameun: “Think nothing of it.
But we are sorely hurt and we need to take some healing.”
Seraphina: “Yes, and I advocate
we head back to the village to fully rest up, get what information we can out
of that (pointing to the Kobold prisoner).”
Healing was doled out and
Zinalla laid on hands. With some healing the group pushed on with all speed
back to the village. Arriving back just before early night.
Baelin was pleased to see they
had returned, not so pleased to hear that a Yuan Ti had been with the Kobolds.
Baelin: “I fear you will get
little from the Kobold, none here speak Draconic and from what you tell me
neither does anyone in the group. He will probably be able to understand very
basic Common, if that. Keep your questions short and simple.”
Zinalla: “Would you kindly send
word to the Primus that the group have volunteered to remain in the village
until we have gotten to the bottom of what is going on.”
Baelin: “Already done so. I’ll
send word to ask if there is anyone in Boareskyr Bridge who can speak Draconic
and is willing to travel here to assist”.
Zinalla: “Thank you, I
appreciate that”.
Baelin offered the group some
training if they would stay and rest for a tenday. It would take at least 4
days or more for a reply or answer to the request for a Draconic speaker to
arrive back. If the group stayed and assisted with the erection of the palisade
then he would pay them for their time with free training.
The group decided to take him up
on that offer.
7th to 10th
The palisade build was going
well, the woodsmen had already cut enough logs and they only needed digging in,
raising and fastening together. In between Baelin trained the group.
The group managed to find out
from the Kobold that his ‘home’ was to the south. There was the ‘boss’.
Inadvertently Dameun had asked was the arrow, that he retrieved from Mara’s hut,
a Kobold arrow; the Kobold just shook his head and said Boss. They now knew the
Boss was a Yuan Ti.
Baelin offered a shed in the
village which was secure to lock the Kobold up in. The Kobold did not like
being in sunlight and thought the dark shed was perfect.
11th
Baelin received word that a
Draconic speaker had been found and for a fee would do as the group asked. That
person was named Glepper and would arrive in 5 days.
13th
Mara finally awoke. Brielle had
assisted another woman trained in the use of herbs and learned quite a bit
about how to treat poisons, their effects and 2 local herbs to keep an eye out
for when travelling, one was a general antidote for most poisons and the other
specific to the most virulent snake venom, Black Viper Poison.
During the tenday in the village
Tenver had grown restless, he needed to be on the search for the Displacer
Beast he hunted. He had heard rumours that a ‘white beast’ had been seen in the
south. He told the others he was leaving, wished them well and departed on the
13th, taking advantage of the transportation of water barrels to
Boareskyr Bridge. The return of which would bring Glepper, the Draconic speaker
to Whispering Woods Village.
14th to 17th
The group were slapped on the
back wherever they went, their reputation and standing in he village was second
only to Baelin. Such was the gratitude of the villagers for returning their
healer, Mara, back to them alive.
Each member of the group was
presented with a Token, upon which was carved the symbol of Mielikki. Baelin
informed them that if they needed to return to the village they only had to
break the token and they would be transported back to the shrine over the
river. Zinalla was given a metal medallion with the same symbol on it. Baelin
told him that if a token was broken at the shrine then that person would be
transported near to whomever wore the medallion.
17th
STANDARD
SPECIALTY MOVES (All
pluses to hit are halved round down) |
|||
Move |
Situation |
Effect |
Roll |
Double
Damage |
All |
x2 damage |
Modified
20 |
Stun |
All |
Damage
and one round stun |
Modified
19-20 |
Prone
Target Attack |
Enemy
must be prone |
Hit Prone
Target |
+2 OR +1
on spec. move |
Defensive
Stance |
One round
preparation |
Additional
+4 to AC or parry |
AUTO
(prep 1 rnd-active next) |
Perfect
Parry |
When
Parrying |
Counter
attack at +4 |
Natural
20 |
Missile
Deflection |
When
deflecting normal missile |
Deflects
incoming missile |
Deflection
D20+wpn bonus => for success or D20+AC Shieldx2 + Prof
bonus => for success |
Roll with
the Blow |
Concussive
blow |
1/2
damage if success; down if fail |
Acrobatic
check greater than attack roll |
Disarm |
Target
armed |
Knock
weapon from hands |
Nat
18-20; Expert (link to add'tl action) 20. |
SPECIALTY
MOVES WITH A HAND HELD WEAPON (Must be called before rolling
dice) (All pluses to hit are halved round down) |
|||
Move |
Condition |
Effect |
Roll |
Behead |
Head of
normal (humanoid) size; edged weapon |
Decapitate
opponent's head |
Natural
20 |
Heart
Seeker |
Heart
possible to reach; pointed weapon |
Stab
opponent through heart |
Natural
20 (Must have a heart!) |
Sever
Limb |
Normal (humanoid)
sized limb. Edged weapon. |
Sever
limb; full damage + lose 10 hps/rnd |
Natural
19-20 (+1 smaller/-1 greater) |
Disable
Limb |
Normal
(humanoid) sized limb |
Unable to
use limb |
Natural
17-20 |
Run
Through |
Adjacent
enemies; length of weapon. Pointed weapon. |
x2 damage
on primary target; normal damage on secondary |
Natural
16-20 |
Leg
Strike |
Enemy has
leg |
Damage
and enemy downed |
Natural
15-20 |
Smash
Through Parry |
Enemy
smaller or prone |
|
Opposed
strength check |
Two-Weapon
Attack |
User has
only 1 attack; user has weapons in each hand |
Allows
two attacks |
Each Roll
at -4 |
Penetrate
Armor |
User has
edged weapon |
Additional
D6 damage |
Modified
16-20 |
Weapon breaker |
Must have
a 'breaking' weapon |
Hit
opponents weapon, Cause d4 breaks |
Natural
17-20 |
Shield
Down |
Must have
##axe vs shield |
Hook and
pull shield down; use one swing; no defense; attk with remaining swings (but
handaxe is occupied); opponent defends but not with shield |
Mod 17-20 |
Shield
Attack |
Must have
shield |
Surprise
opp. by attacking with shield; no parry for opp.; +4 to hit |
Normal to
hit |
|
|
|
|
SPECIALTY
MOVES WITH MISSILES (All pluses to hit are halved round
down) |
|||
Move |
Condition |
Effect |
Roll |
Bulls Eye |
Vulnerable
point visible |
Fatal |
Natural
20 |
Limb
Crippler |
Limb
(Leg/Arm) exposed |
Cripples
limb; damage |
Natural
19-20 |
Throat
Shot |
Enemy
throat exposed |
Damage;
Victim cannot speak |
Natural
18-20 |
Greater
Shadow Shot |
In
Shadows+2 round prep |
X3 Damage |
Modified
20 |
Shadow
Shot |
In
Shadows+1 round prep |
X2 Damage |
Modified
19-20 |
Pin Shot |
Nearby
Surface |
Damage;
Pin opponent |
Modified
17-20 |
Penetrating
Shot |
Must be
wearing Armor |
Additional
D6 damage |
Modified
16-20 |
Quick
Prepared Shot |
One round
prep |
Makes
next shot +4 to hit |
|
Long
Prepared Shot |
|
Adds +1
to hit/round of prep. |
Max bonus
= 1/2 constitution |
ALL-HEALE
Type: General Healing
Locale: Temperate
Forest
Season:
Autumn
Difficulty:
75%
Number of Uses:
7
Cost:
1000 cp
Description: Lichen
Preparation:
Effects:
When All-heale is applied to a wound (one application per day), the recipient
will heal (1hp/hour) even if still moving as normal. Slows the effect of poison but must
rest within 8 hours. With rest, the recipient will heal at three times the
normal rate.
BLACK ROSE
Type: General Purpose
Locale:
Temperate
Season:
Spring, Summer
Difficulty:
5%
Number of Uses:
1
Cost:
5000 cp
Description:
This rare rose is easily identified by its black velvety flower and long white
thorns. The thorns are hollow and absorb liquids at a rate of a pint every 5
minutes. The liquid is stored in the plant's fibrous roots.
Preparation:
none
Effects:
The black rose's roots are often used to draw poison from wounds or, placed
under the tongue, to absorb alcohol and prevent intoxication. Sometimes victims
are tied down and pierced with the thorns to cause prolonged and painful
exsanguination.