Rise Of The Runelords

Storming the Yard
Tacking back Turtleback Fort

The remaining members of the black arrows provided us with an excellent map of the fortress. While the map had some minor flaws (Mostly regarding distances), the intelligence they provided allowed us to craft a masterful plan to take the courtyard of the fort. The assault was a complete success with the only injuries suffered be a result of boredom complacency on Lute’s behalf. In all we killed 23 ogres, 3 of which were highly trained fighters. We also were able to turn a handful of shocker lizards into cover that allowed us to take our positions unnoticed. We have clearly become a team of heroes that evil shall not want to trifle with. Upon severing the last remaining breath from the vile soulless ogres, we set about to investigate the yard and the caverns. We found an unfortunate halfling in a crevice with a beautiful +1 Mitheral shortsword. Further along we encountered the most aggitated Specter any of us had ever encountered. We learned he was Fenker, a former commander of this fort. We convinced him that all of the remaining black arrows were dead (nearly true) and he allowed Kyra to enter his crypt and return his decaying bones to their final resting place.

Tonight we shall rest a most restless night for in the morning we will storm this castle and clear it from all of the ogres vermin inside.

Loot:

  • Longsword x24
  • Shortsword x24
  • Dagger x24
  • Longbow x24
  • +1 Mitheral Shortsword
  • 200 GP
  • Ogre Hook +1 x2
  • Hide Armor +1 x2
  • Masterwork Composite Longbow +7 x3

Edit (6/17): 12,700 XP Each

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Journey to Turtleback Fort

Went to Turtleback Fort for the Mayor of Mayberry
Fought Wolverines (4800XP)
Saw a suspicious tatoo so Thoice & Chloe followed Harold Stillwhite to his farm.
Got invited to Poker
Saved a Firepelt Cougar
Fended of hounds and a naked ogre (5200 XP)
Followed the Cougar to a house
Killed 3 zombies and a boob while Lute maimed an ogre outside (9800 XP)
Followed Cougar to barn. Killed Orge Spider, 3 ogres (3400 XP)
Released John John and two other Black Arrows
Went back into house to clear out. Killed 2 ’lil ogres, 2 donkey rats and a pit plant (5200 XP)

Loot:
775 GP
Dragonscale Cloak (600 GP)
Gloves of Arrow Snaring
3 Sets MW Thieves Tools (Chloe)
5 Flasks Acid

Total XP: 28,400 (9,500 XP Each); Chloe earns 6,800 XP

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We Be Goblins Too
Goblins for reals

Loot Table in Google Docs

Loot can be found at link above. It looks like we will each get ~9,500 GP and enough XP to reach Level 7. I marked stuff I thought we should keep as “Party” but feel free to change to your character’s name if you want to carry it. We lost most of our misc items when Aemon disappeared a few weeks ago.

Journal:

When I first awoke, I was sure I was still dreaming. We found ourselves in a field transmuted into ghastly goblins. I was an Alchemist, Lute was a Bard and Thoice was a fighter. We were given a map and a mission. Unsure of what happened, we decided the best course of action was to follow the directions provided. We went to the cave on the map and attempted to parlay with Chief K; however, he was uninterested in conversating. Upon his death, his tribe appointed us Co-Chiefs and required a “moot” to determine the Head Chief. As always, I easily conquered my friends in the goblin games. As Chief, I led a raid on the Orc Farm to capture the fire breathing pigs. I was able to ride my pig off the farm, but Lute and Thoice could only manage to kill the pork.
Upon returning the pigs to the field we awoke in, we returned to our normal selves. WE returned to the farm, retrieved the Owlbear eggs and hunted down the Orc raiders before they could kill our innocent goblin tribe. They had no chance as the three of us encircled from Thoice’s gallant steed and fired arrows and the lumbering orcs. When we returned to town we found that we were heroes for killing the evil thing in the tower and as such recieved and extra 10% on all sales and a similar discount on purchases. We have also found since then that we have a better understanding of Goblins and each of us is fluent in their odd language. I expect this could be handy in the future.

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Chasing Xenesha
Journal and Loot Entry

Kick run through:
Tracked Xenesha through busy streets.
Avon was mistaken for some kind of God (understandable).
Heroes fight through crowded streets to funeral procession.
Chase Xanesha through a series of Vender stalls Assassin Creed style.
Track her to the local Thieves Guild.
Sneak in and deal heavy damage in a surprise assault.
Kill Xanesha without taking any damage. Also killed 2 thugs. 4 thugs surrendered.

Loot: 1500 GP for selling bell; 7500 GP from bounties for Thieves guild members
XP: 6400 XP (Xenesha) 600 XP (Thugs)x6

3000 GP each and 3800 XP each.

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Recaping Loot, XP, GP from 3/17

Spellbook: blink, Cat ’s Grace, chill touch, enlarge person, fox ’s cunning, grease, haste, lightning bolt, mage armor, magic missile, scorching ray, shocking grasp, shrink item, spider climb, and web.

XP: 10,415 (2,604 each)
GP: 3,014 (753.5 each)… Assuming 200 PP = 2000 GP

Loot: 8x Leather Armor, 8x Hand Crossbow, 80x Bolts, 8x MW War Razor, 8x skinsaw mask, 1x MW Darkwood Buckler, 1x Ring of Feather Falling, 1x Wall of Stinking Cloud (8 charges), 36x well fed bed bugs. (Total Value: 2,480 GP)

Keeping the Ring and the wand leaves only 480 GP (120 GP each) to split. We gave the Ring to Lute, and I will hold the wand. It would have been handy today…

Other: 1x deed to Foxglove Manor

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We missed you Aemon
Seriously, come back!

Killed: Ironbriar, Golem, 2x Faceless Stalker (8800 XP, 300 GP)
Loot: +2 Small Kukri, 4x Potion of Cure Moderate Wounds, Ring of Jumping, Golem Bane Scarab

We killed Justice Ironbriar. We heard guards come in the ground floor. Decided to use Wand of Vanish on Ironbriar and throw him out the window into the river. Avon disguised himself as Ironbriar. The Guards attempted to arrest him. Avon discontinued disguise. Guards were surprisingly chatty with complete strangers. Decided it was because we were the famous “Heroes of Sandpoint.” Went to Clock tower in advance of planned guard raid. Fixed the stairs. DM broke a chair. Avoided a giant bell. Fought a snake women. She charmed Thoice and put Lute to sleep. We allowed her to escape leave so that we could follow her. Guard chastised us. We told him to suck it. Thoice is tracking her trail. Good night.

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The Seven's Sawmill

The_Seven_s_Sawmill.png

D1 Outer Walk
bq). Built over the mouth of the Yondabakari River, this wood building sits on massive wooden pilings driven into the riverbed below. A wooden boardwalk wraps around the northern rim of the building, and a flight of stairs leads down to a door on the east side just above the water level. The churning of four large waterwheels under the mill fills the air with sound and mist"

D2 Loading Bay
bq). The entirety of the first floor consists of a loading area. An opening in the ceiling into the floor above is filled with a tangle of ropes and slings for lowering timber. Nearby, stairs ascend to the next floor. Two sturdy wagons sit to the south, next to a bank of machinery accessed by four low doors; the grinding and creaking of the machinery fills the room.

Successful Survival check reveals large (ogre, or giant) once used hay in northeast section as a place to rest.

D3 Undermill
bq). This is a place of mist and noise. Four immense waterwheels churn steadily in the northern part of this large room, while to the south, whiring belts of leather, gears, pulleys, and thick ropes spin and churn, using the eternal motion of the river below to power pistons that rumble along the southern wall.lk

D4 Lumber Collection
bq). This large storeroom is filled with stacks of timber, firewood, and other finished lumber products waiting for shipment. A network of pulleys on tracks covers the ceiling, ropes dangling here and there to aid in the shifting of inventory as needed. Machinery churns along the south wall, while nearby two chutes fitted with winches allow lumber to be hauled up from the holding pools below. Four openings in the ceiling lead to the upper floor; chutes extend through each of these from the log splitters in the room above. Under each opening is a collection bin.

Villans Dispatched
Skinsaw Cultists (4) xp 600 Each.

  • (Leather Armor (4) , Hand Crossbow w/ 10 bolts (4), Masterwork War Razor (4), Skinsaw Mask (4), 80gp.

D5 Log Splitters
The floor of this room has a thick carpet of sawdust, penetrated by two large log splitters and saws set up over openings in the floor. Another pair of openings is fitted with winches and ropes to raise and lower uncut lumber from below.

D6 Ironbriar’s Office
The bare floor of this room makes it appear to be a large meeting room, with a small closet in the middle, and a private office in the back.

Ironbriar’s private office bears macabre decorations — human faces stretched flat over wooden frames by strips of leather or black twine. Each face grimaces in a slightly different expression of pain, looking down on a cramped room that contains a desk, a high-backed rocking chair, and a low-slung cot heaped with scratchy-looking blankets.

A set of cages support the roof of Ironbriar’s balcony. Inside perch three strangely silent ravens. A table nearby holds a tall narrow bucket of bird feed, a quill, and a vial of ink, as well as several thin parchments weighted down by a polished rock.

Villans Dispatched
Skinsaw Cultists (4) xp 600 Each.
(Leather Armor (4) , Hand Crossbow w/ 10 bolts (4), Masterwork War Razor (4), Skinsaw Mask (4), 80gp.

Justice Ironbriar (Captured, but alive) xp 3,200

  • Books, Sea Charts, Etchings of Vast Rock Formations, and Pamphlets Discussing a false school of magic known as the Alchymyc,
  • A Fine painting depicting a city carved from a vast frozen waterfall with towering ice cathedrals and somes. (200GP).
  • Wizard’s spellbook emblazoned with two entwined snakes (one red, one green) that contains the following spells: blink, Cat ’s Grace, chill touch, enlarge person, fox ’s cunning, grease, haste, lightning bolt, mage armor, magic missile, scorching ray, shocking grasp, shrink item, spider climb, and web.
  • An old and beautifully filigreed tome containing numerous hand- drawn illustrations and titled The Syrpents Tane: Fairy Tales of the Eldest. The book presents tales of the Tane-the most feared of a group of notorious fey known as the Twisted, goliaths of war and madness dreamt and stitched into being b y the Eldest. This fine and rare tome is worth 500 gp.
  • A slim volume cryptically hand written in Draconic, Elven, and Infernal characters.
  • Three caged ravens
  • A list of names, some crossed off. A successful Knowledge local check reals that many of the crossed off names, were recent murder victims.
    Skinsaw_List.png
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C. Foxglove Townhouse

Foxglove_Townhouse_Map.jpg

Villans Dispatched

  • Faceless Stalker (2) XP 1,200 Each

Goods Obtained

  • 75 gp of “Valueables”
  • 200 pp
  • Deed To Foxglove Manor
    Deed_to_Foxglove_Manor.jpg
  • Foxglove Account Ledger
    Foxglove_Ledger.jpg
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Welcome To Magnimar
Lets sneak into a city, by pretending to be a dead guy we're famous for kiling!

Magnimar
Magnimar.jpg

Map of Magnimar
Magnimar.png

Justice Ironbriar
Justice_Ironbriar.jpg

Avon successfully disguised himself as the deceased Aldern Foxglove, so the following conversation never happened. Justice Ironbriar welcomed the disguised bard and his party to Magnimar.

“Welcome to Magnimar. I’m Justice Ironbriar, I’m the chief justice of Magnimar, and responsible for keeping the peace, and enforcing the law in our fair city. News of you’re heroic actions, and saving Sandpoint from Aldren Foxglove have traveled before you. We are all thankful that you were willing and able to help our sister city. We too have a recent rash of murders, but we don’t need the assistance of a small-town posse. We have a real city guard, capable of handling our own problems. So, can I assume that your purpose here is strictly to participate in our booming local economy, or shall I draw you a map of the most direct route back to sand-point?

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The Journey to Magnimar
Shank's Shack

Shank.png

Deep in the heart of the woods near Sandpoint squats an old wooden shanty — a slumped shack that’s little more than a glorified lean-to. Despite the building’s decrepit nature, it has garnered something of a notorious reputation among the Seven Tooth goblins, for here, a man named Shank, has captured and enslaved over a dozen goblins, who are forced to work as his henchmen. The Seven Tooth goblins don’t know how one of the “longshanks” has enslaved their neighbors, or what has happened to the travelers who disappear along the road to Magnimar.

When Vyron “shank” Jethezme fled the law into the woods years ago, he quickly set to the task of building himself a new home. Never one for creativity, his resulting house barely qualified as such, being a collection of branches lashed together to form walls around a cluster of pine trees for support. Over the months, Shank periodically bolstered the walls of his shack with timber and driftwood scavenged from elsewhere, but his home never did quite escape the category of “shack.”. Shank dwelt here in the woods for three years before his luck finally ran out when he ambushed a lone traveler on the road who turned out to be much more than a merchant. In fact, this apparent “man” was a blood-drinking shapeshifting creature known as a faceless stalker, and when Shank pulled his knife, the creature reverted to its hideous true form, overpowered the horrified Varisian criminal, and drained him dry of blood.

The faceless stalker is a wretch named Voruuzus, a creature who delights in reshaping the wrinkly flesh and sagging skin of his body to ape the shape of men. The monster followed Shank’s trail back to his home and, enamored with the lair, took it as his own. Voruuzus lives there to this day, and periodically assumes the form of long-dead Shank in order to keep the legend of the man alive.

Any goblins who venture into the area surrounding the shack, are faced with the decision to help the monster ambush travelers on the Lost Coast Road, or themselves be eaten by the Giant Root Grub Voruuzus keeps to dispose of bodies. Where Shank took his victims riches and left them beaten bloody but alive, Voruuzus drags any victims who don’t willingly pay his “tolls” unconscious but very much alive back home, because fresh warm blood is so much tastier than blood sucked from a corpse. The creature has learned long ago that any traveler unable to part with 1gp, likely won’t be missed.

Villans Dispatched:
*Faceless Stalker (1) XP 1,200
*Giant Root Grup (1) XP 800
*2d6 Goblin Warriors (9?) XP 135 each.

Loot: 44gp, Masterwork Darkwood Buckler, Ring of Feather Falling, Wand Of Stinking Cloud (8 Charges), 36 Well Fed Bed Bugs.

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