Recap: The party travelled for many days westward, towards the Golin Sea. There, Tostafo hoped to find passage across the sea, so that it would shave many days off of their journey -- and also keep them well south of the mysterious Goblin King. Taking the shape of a great eagle, Tostafo scouted ahead for several hours each day, before returning to guide the group.
When Tostafo did not return, one day, the party pressed onward in the general direction of his flight, despite a gathering flurry of snows. Their guide had been brought down by goblins with poisoned javelins, and the party rushed in to rescue him. As they helped the druid-guide to heal himself, the party spotted goblins in the distance. Investigating, they found that the goblins were using boreing beetles to tunnel through the earth. However, while they were investigating the tunnels, Tostafo was captured once again by the goblins, and then killed. Seeking vengeance, the party anhilated several teams of goblins, going deeper and deeper into their labrynthine warrens. After narrowly surviving an ambush, Cala, the panther, was poisoned by a javelin hurled blindly into her obscuring mist. The party withdrew, seeking to save Cala rather than pursue their vengeance.
Amaran custom dictates that: "Whatever a man has on him, when he dies, is his. All else belongs to the tribe." Breaking with that custom, the party borrowed items from Tostafo's body, in the hopes of unlocking the secret of the poison and saving the life of Phoenix's animal companion. After a harrowing escape from the goblin warrens, Faeradd discovered a substance that would negate the poison inside of the body -- and healed Cala. Three Amaran wanders sought to avail themselves of the party's visible smoke and warmth, but instead stole their metal and weapons. Only the aid of a goblin they had befriended in the warrens saved the party from the theft.
Oorhl, as the goblin calls himself, seems to have stolen several things from the local goblin chieftain, and would rather travel with the party than be hunted by his people. Oorhl: male goblin Rog1: CR 1; Size S (3 ft., 2 in. tall); HD 1d6; hp 6; Init +1 (+1 Dex); Spd 30 ft.; AC 15 (+1 Dex, +1 Size, +1 leather armor, +1 buckler, +1 ring of protection); Attack +0 melee (morningstar, 1d8-1, crit 20 x2), or +4 ranged (hornet dagger, 1d4+2, rang inc 20, crit 20 x2); SV Fort +0, Ref +3, Will +0; AL N; Str 8, Dex 13, Con 10, Int 11, Wis 10, Cha 8. Languages Spoken: Goblin. Skills and feats: Bluff +3, Craft (woodworking) +2, Diplomacy +3, Hide +5, Intimidate +3, Intuit direction +4, Listen +6, Move silently +5, Pick pocket +3, Read lips +4, Spot +2, Swim +3; Alertness. Possessions: [ring of protection +1 (2,000 gp)]*, Amaran hornet dagger (32,000gp). *Confiscated.
It is a cold, snowy midafternoon on Dasad the 14th, 1327 Avard.
DM Notes: Seeker Devray continues to hunt the party, though their foray into Amaran territory is forcing him to work through his Sleepers -- and puts him nearly a week behind the party. Imperial Guardsman Toth fears that the party may seek out the ruins of Olmarthau, an old set of ruins with some surprising secrets of its own.
Cali-bras has successfully faded away, having doubled back to rescue Break -- and now the two seek Travis Duraset, to enlist his aid.
The savanna of the Amarans is wild because of setbacks during the War of the Undead, and so a number of creature encounters are possible:
Amaran Tribesmen: male human Rgr1: CR 1; Size M (6 ft., 0 in. tall); HD 1d10; hp 10; Init +0; Spd 30 ft.; AC 10; Attack +1 melee (shortspear 1d8, crit 20 x2), or +1 ranged (shortspear/atl-atl 1d8, crit 20 x2, range incr 30ft); SV Fort +2, Ref +0, Will +1; AL NG; Str 11, Dex 11, Con 10, Int 10, Wis 12, Cha 11. Languages Spoken: Common, Amaran. Skills and feats: Animal empathy +4, Craft +2, Hide +4, Knowledge (nature) +4, Listen +1, Move silently +0, Spot +1, Use rope +4, Wilderness lore +5; Quick draw, Skill focus (animal empathy), [Track]. Possessions: ivory items with a value of some tens of silvers.
Elephant: huge animal; CR 8; HD 11d8+55 (104hp); Init +0; Spd 40ft; AC 15 (-2 size, +7 natural); Attack +16 slam melee (2d6+10) and 2 stamps +11 melee (2d6+5), or gore +16 melee (2d+15); F/R 10x20/10; SA Trample 2d8+15; SQ Scent; SV Fort +12, Ref +7, Will +4; Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7. Skills: Listen +6, Spot +6. Trample (Ex): An elephant can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.
Lion: large animal; CR 3; HD 5d8+10 (32hp); Init +3 (Dex); Spd 40ft; AC 15 (-1 size, +3 Dex, +3 natural); Attack 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2); F/R 5x10/5; SA Pounce, improved grab, rake 1d4+2; SQ Scent; SV Fort +6, Ref +7, Will +2; Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Skills: Balance +7, Hide +4*, Jump +5, Listen +5, Move Silently +11, Spot +5. Pounce (Ex): If a lion leaps upon a foe during the first round of combat, it can make a full attack even if it has ahlready taken a move action. Improved Grab (Ex): To use this ability, the lion must hit with its bite attack. If it gets a hold, it can rake. Rake (Ex): A lion that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d4+2 damage each. If the lion pounces on an opponent, it can also rake. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Goblin: male goblin Rog1: CR 1/4; Size S (3 ft., 2 in. tall); HD 1d6; hp 6; Init +1 (+1 Dex); Spd 30 ft.; AC 14 (+1 Dex, +1 Size, +1 leather armor, +1 buckler); Attack +0 melee (morningstar, 1d8-1, crit 20 x2), or +2 ranged (javelin, 1d6-1, rang inc 20ft, crit 20 x2); SV Fort +0, Ref +3, Will +0; AL NE; Str 9, Dex 13, Con 10, Int 11, Wis 11, Cha 8. Languages Spoken: Goblin. Skills and feats: Gather information +1, Handle animal +1, Hide +5, Intuit direction +4, Knowledge (nature) +1, Listen +2, Move silently +5, Profession +4, Read lips +2, Sense motive +4, Spot +0, Swim +3, Use rope +5; Alertness.
Boreing Beetle: medium-size vermin; CR 1; HD 2d8+4 (13hp); Init +0; Spd 30ft, burrow 30ft; AC 15 (+6 natural); Attack bite +3 melee (1d4+3, crit 20 x2); F/R 5x5/5; SV Fort +5, Ref +0, Will +0; Str 14, Dex 10, Con 14, Int -, Wis 10, Cha 7. Skills: Listen +5, Spot +1.
Tor Bees: medium-sized vermin; CR 1; HD 2d8+4 (13hp); Init +1 (Dex); Spd 20ft, fly 60ft (good); AC 15 (+1 Dex, +4 natural); Attack +6 melee (sting, 1d3+6 and poison); F/R 5x10/5ft; SA Poison; SQ Vermin; SV Fort +5, Ref +2, Will +0; AL N; Str 13, Dex 12, Con 14, Int -, Wis 10, Cha 9. Skills and Feats: Intuit Direction +7, Spot +9. Poison (Ex): Initial and secondary damage is 1d6 Con -- after stinging, the tor bees to not die.
The Ruins of Olmarthau
Aethelweard has discovered that Diagmonistar created the city in the shape of a magical rune to harness arcane energy. Knowing nothing of magic, the Vridaran mercenary hopes to buy a spellbook off of Wohl, a hobgoblin, in the hopes of unlocking the heart of the rune, and where the magic is stored. Of course, the spellbook would be useless to him, but at the heart of the rune is a special room designed by Diagmonistar -- a room designed to slowly, over time, energize items with arcane energy. Held in the room are the following items, of blackened steel, and all silenced: banded mail +2, longsword +1, medium shield +2. The items had been non-magical when Diagmonistar left -- time, and the effects of the broken, magical rune, did the rest.
Tatyana Hellis is a too-curious cleric of Lul, and found out about Aethelweard's plans. She hopes to somehow wrestle the spellbook away from him, and bring it back to the church for safe-keeping. A mage sympathizer, she has carefully used her divine favor to follow Aethelweard and his mercenary buddies to the ruins of Olmarthau in the hopes of outwitting the man. She fears magic-users as much as anyone, and will likely fire off prayers, first, and think, later, should she encounter one.
Unknown to all of them, the statue within the rune of magic harnessing has been energized, as well as the armor. The gargoyle awaits them.
Chesdolan Horses: large-sized beasts; CR 2; HD 4d8+12; 30hp; Init +1 (Dex); Spd 60ft; AC 14 (-1 size, +1 Dex, +4 natural); Attacks 2 hooves +6 melee (1d6+4), bite +1 melee (1d4+2); F/R 5x10/5ft; SQ Scent; SV Fort +7, Ref +5, Will +2; Al N; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Skills: Listen +7, Spot +7.
Hobgoblin: medium-sized humanoid (goblinoid); CR 1/2; Size M (6'5"); HD 1d8+1 (5hp); Init +1 (Dex); Spd 30 ft.; AC 15 (+1 Dex, +3 studded leather, +1 small shield), Attack +1 melee (longsword, 1d8, crit 19-20 x2), +2 ranged (javelin, 1d6, crit 20 x2); F/R 5x5/5ft; SQ Darkvision 60ft; SV Fort +3, Ref +1, Will +0; Al LE; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10. Languages Spoken: Common, Goblin. Skills and Feats: Hide +1, Listen +3, Move Silently +3, Spot +3; Alertness. Possessions: some Vridaran and Toomaran currencies, some Amaran numbulas (1sp ea).
Wohl, male hobgoblin Ftr2: CR 2; Size M (7 ft., 2 in. tall); HD 2d10+6; hp 19; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 20 (+3 Dex, +5 chain, +2 medium shield); Attack +4 melee (longsword, 1d8+2, crit 19-20 x2), or +5 ranged (daggers, 1d4+2, range incr 10ft, crit 19-20 x2); SV Fort +6, Ref +3, Will +0; AL NE; Str 15, Dex 17, Con 16, Int 11, Wis 11, Cha 13. Languages Spoken: Common, Goblin. Skills and feats: Hide +3, Jump +7, Listen +0, Move silently +7, Spot +0, Swim +7; Ambidexterity, Blind-fight, Improved initiative. Possessions: Tugren Halbot's spellbook.
Aethelweard Consoladat, male human Ftr3: CR 3; Size M (5 ft., 9 in. tall); HD 3d10+6; hp 20; Init +2 (+2 Dex); Spd 30 ft.; AC 19 (+2 Dex, +5 chainmail, +2 medium shield); Attack +6 melee (longsword, 1d8+4, crit 19-20 x2) and +4 melee (shield 1d4+3), or +5 ranged; SV Fort +5, Ref +3, Will +0; AL LE; Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 12. Languages Spoken: Common, Vridaran, Toomaran. Skills and feats: Climb +9, Hide +2, Innuendo +1, Listen +3, Move silently +2, Spot +1 (+3), Swim +9; Alertness, Combat Reflexes, Hold the Line, Weapon Focus (longsword), Shield Expert. Possessions: two bags of 50gp each, assorted adventuring gear.
Trygivi, male human Rog3: CR 3; Size M (6 ft., 0 in. tall); HD 3d6-3; hp 7; Init +2 (+2 Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 studded leather armror); Attack +1 melee, or +4 ranged (longbow, 1d8, range inc 60ft, crit 20 x3); SV Fort +0, Ref +5, Will +2; AL NE; Str 9, Dex 14, Con 8, Int 11, Wis 13, Cha 10. Languages Spoken: Commonm, Vridaran. Skills and feats: Craft +6, Diplomacy +6, Disable device +6, Escape artist +8, Handle animal +2, Heal +3, Hide +2, Listen +1, Move silently +2, Pick pocket +7, Spot +7, Tumble +8, Use rope +7; Dodge, Improved unarmed strike, Point blank shot. Possessions: 20 Vridaran silver chits, 15 gold chits, masterwork studded leather armor (175 gp),
Gunnar Sunderstone, male dwarf Ftr3: CR 3; Size M (5 ft., 1 in. tall); HD 3d10+9; hp 22; Init -1 (-1 Dex); Spd 30 ft.; AC 14 (-1 Dex, +5 chain mail); Attack +7 melee (greataxe, 1d10+4, crit 19-20 x2), or +2 ranged (compound shortbow, 1d8+4, range incr 40ft, crit 20 x3); SV Fort +6, Ref +0, Will +0; AL LE; Str 18, Dex 9, Con 16, Int 12, Wis 8, Cha 14. Languages Spoken: Common, Vridaran. Skills and feats: Alchemy +3, Handle animal +8, Hide -1, Jump +10, Knowledge +3, Listen -1, Move silently -1, Ride +5, Spot -1; Mounted archery, Mounted combat, Ride-by attack, Skill focus (ride), Weapon focus (greataxe). Possessions: fire opal (orange to red) (1,187.9 gp), 14 gold chits.
Tatyana Hellis, female human Clr4: CR 4; Size M (5 ft., 3 in. tall); HD 4d8-4; hp 23; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor); Attack +3 melee (morningstar, 1d4+1, crit 20 x2), or +6 ranged; SV Fort +3, Ref +4, Will +6; AL Ng; Str 11, Dex 16, Con 8, Int 7, Wis 15, Cha 9. Languages Spoken: Common. Skills and feats: Concentration +6, Hide +3, Innuendo +4, Knowledge (arcana) +2, Listen +2, Move silently +3, Spot +2; Brew potion, Extra turning, Improved initiative. Possessions: prayerbook of Lul, holy symbol of Lul (made of steel), diary, ink and quill, map to the ruins of Olmarthau.
Gargoyle: medium-sized magical beast (earth); CR 4; HD 4d10+16 (38hp); Init +2 (Dex); Spd 45 ft, fly 75ft (average); AC 16 (+2 Dex, +4 Natural); Attacks 2 claws +6 melee (1d4), bite +4 melee (1d6), gore +4 melee (1d6); F/R 5x5/5; SQ damage reduction 15/+1, freeze; SV Fort +8, Ref +6, Will +1; AL CE; Stre 11, Dex 14, Con 18, Int 6, Wis 11, Cha 7. Skills and feats: Hide +9*, ;isten +4, Spot +4; Multiattack, Weapon Finesse (claw, bite, and gore). Freeze (Ex): A gargoyle can hold istelf so still it appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice the gargoyle is really alive. Skills: *Gargoyles receive a +8 racial bonus to Hide checks when concealed against a background of worked stone.