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2.3  The Seven's Sawmill and the Cult of Norgorber.

Posted by DMFor group archive 0
DM
GM, 1089 posts
Sat 26 Nov 2011
at 20:53
  • msg #1

2.3  The Seven's Sawmill and the Cult of Norgorber

The group finishes the plain but filling dinner with the outlines of a plan.  Get a good nights sleep.  Get up the next morning and using the cover of darkness and fog, use a boat to get close.  Cat can move along the bank to make the boaters aware of any traps ot watchers.  Then, starting with the bottom of the Mill, work your way to the top.

Using the rest of their spells before they sleep, Cat and Miriam get everyone healed of hp damage and ready to go.  Jan has 3 hours to make any extracts or mutagens for the next day.

Using some of the loot, a couple of scrolls of Lesser Restoration are obtained, to be used on Zer in the morning after he has had a nights rest.  If anybody wants to buy a 1st(50gp) or 2nd level(300gp) cleric potion, they have those as well.

The night passes quietly and before you know it, it is morning and time to prepare.  The spellcasters quietly prepare their spells.  Zer gets 2 con back, and you may use a spell or scroll to heal his con back to normal.  It is estimated to take 1 hour to get to the mill, timed to arrive just at sunrise.

OOC:  Please
-update your spell list
-do an In-character "In the morning post" including;
  >when (right away, when you get a boat, just before you get to the mill) and what spells your have up.
  >what, if any, potions you buy and load into the wrist devices
  >what other preperations you make



The Loot is given out as follows (ooc: this is not a final distribution, but a temporary one until the cult is defeated);

Everybody
1 nonmagical Wrist Potion Device.  It holds a potion so that it is always considered to be “in hand” and ready to drink.  You don’t have to spend an action to draw it out. They are tricky to load.
Loading them out of combat is doable.  If for some reason you want to load them in a hurry/distracted/in combat, it takes a roll.
100gp Gnome clothes
1000gp in coins from various nations
200 gp in useable coins
(works out to 162.5gp each)

Talis
[Private to Talis Revain:  Ring Gates
2x 4th level scrolls
wand of Summon Monster 3
]
X2 uses of Dust of Disappearance
Gloves that allow you to change the flavor, temperature and look of food and drink, at will.  You can also use it to cast Ray of Fire or Ray of Frost (30’ range).  But doing so renders the glove unuseable for 1 minute.

Zer-wedula
Spellbook –
0: all
1: Mage Armor, Magic Missle, Disguise Self, Silent Image, Vanish, Animate Rope, Memory Lapse, Hypnotism, Charm Person, Detect Secret Doors
2: Mirror Image, Glitterdust, Invisibility, Spider Climb, Cats Grace, Knock
3: Shrink, Slow, Fly, Major Image. Secret Page, Summon Monster 3
[Private to Zer-wedula: If Zer want's to use the captured spellbook to prepare a spell, it takes 2 steps.
1- decipher the writing with Spellcraft dc 20+spell level
2- to prepare it takes a spellcraft dc 1=+spell level
]

Catessa Fallowfield & Murphis
Wand of CLW (CL1, 36 chgs).

Miriam
Inverter Crystal that attaches to armor.  The longer it is attached to a given suit, the more effects it will give.  Now it can be used to
1- Invert channeling (positive to negative/negative to positive)

Logalog
Wand of Mage Armor (CL1, 20 chgs)
Wand of Magic Missles (CL3, 30 chgs)

Jan
Wayfinder with a slotted Ioun Stone (resonance ability is +1 will saves)
Ioun Stone, +2 int (skill point go into diplomacy)
Wayfinders are small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (resonance abilities).  They are typically used by members of the Pathfinder Society.

Tanrov
Handy Haversack

Sammiya Koi & Akihiro
Sorry, nothing fits your character at this time...

?
Rod of metamagic, lesser, Silence (must have in hand, apply the Silence Metamagic Feat to a spell you are casting 3/day)
(ooc; I didn't get a sense of anybody who wanted this or who could use it best.)
Miriam
player, 93 posts
Priestess of Pharasma
48/48 HP
Sat 26 Nov 2011
at 22:34
  • msg #2

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

Miriam awakes after a good night's sleep and begins to pray quietly to Pharasma, restoring her badly-depleted supply of spells.  Once she's regained her magic, she uses one of the new scrolls to restore the rest of Zer-wedula's stamina.  She dresses in her mithral shirt and shield, wanting maximum protection for this venture.  The crystal she attaches to her armor, not sure she'll use its current ability, but wanting it just in case.  Right after they disembark at the mill, she'll cast Magic Circle against Evil on Tanrov.

OOC: 16:05, Today: Miriam rolled 4 using 1d4. Scroll of Lesser Restoration - Zer-wedul.
Tanrov
player, 193 posts
Muscular Human with a 11
yo. 1/2 Elf boy inside
Sun 27 Nov 2011
at 22:33
  • msg #3

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

In the morning after the restful night of sleep, Tanrov will use the outhouse and will return to wash both his hands and face to help wake himself up.   Armed with the Handy Haversack, Tanrov will put his composite longbow, steel shield and clothes into it, but will don his armor.   When we get a boat, Tanrov will take one of the oars.    Tanrov will spend 300 gp to buy a CMW potion for the potion wrist holderon the trip yesterday.

Tanrov/Garth says to Miriam, after she casts her spell on him, ,"Thank you for the spell.   I know you cast a spell but I don't remember which one due to the fact that I didn't pay to much attention in that class taught by the headmaster, Ilsoari Gandethus, at Turandarok Academy, the Sandpoint Academy and Orphanage."
This message was last edited by the player at 15:22, Tue 29 Nov 2011.
Miriam
player, 95 posts
Priestess of Pharasma
48/48 HP
Sun 27 Nov 2011
at 22:53
  • msg #4

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

Miriam smiled at Tanrov and explained, "It will help ward you against attacks from evil people and creatures.  It will also ward any of us that stay within ten feet of you in the same fashion."
Talis Revain
player, 352 posts
Tue 29 Nov 2011
at 02:52
  • msg #5

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

[Private to GM:     Talis will giude the group to a wiserds shop he knows of along the way to pick up some Wiserds potions, (Vanish x 2, and  maby a scrole of Darkvition, and one more for Tanrov if he has the cash). Knolig local 16 + 9.]
      In the morning Talis will take the time to inventory his tools and weapons, carefully stowing them to minimize sound.  Upon completion of this task Talis will take out his holy symbol of Desna and a small statuette of a women, entwining one with the other he kneels to pray with an intensity that may prove suprising to some.
      Then standing the old wry grin will flash across his face.  "Well are we all ready to break into some peoples place of employment, kill them and then take all their stuff?"
      As the group slowly rows up to the mill Talis will turn to the handsome HalfOrc "Hey Logalog, please cast these scrolls on me and Tanrov will you?"  He hands Logalog 2 scrolls of darkvision.
Sammiya Koi
player, 60 posts
Tian Halfling
Samurai
Tue 29 Nov 2011
at 06:43
  • msg #6

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

After a good sleep, Sammiya awoke to feed and groom her dog, Akihiro. Once Akihiro's needs had been seen to it was time for her own and then that of her equipment, more specifically her breastplate and katana. Maintenance was especially important today as she was going into battle. Finally, after the maintenance was finished it was time that she put it all on. She donned her sword and armor then loaded the wristband device with one of the healing potions she'd purchased.
Logalog
player, 12 posts
Well, we can always..
resort to violence....
Tue 29 Nov 2011
at 09:29
  • msg #7

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

   A bleary eyed Logalog awakes grumpily. Why, oh why, did he drink so much the night before a trying task? The answer came back like tiny drops of water landing on his nose. He'd been uneasy last night. It wasn't the raid on the sawmill that was bothering him...it was something else.  Ever since he'd snapped out of the charm at the tavern, he got the feeling part of his memory was missing. Whenever he tried to recall the last couple weeks, his brain replied with fragmented sounds and hazy images. It was almost like trying to hear a faraway sound. However, the more time went by, the louder that sound became. The fragments and haze started to stick together to form a looming, monolithic shapes, and Logalog did not like they impression they made. But, what was it? What was his brain trying to tell him? If he could only remember...it was important he remember.
   Logalog eventually realized he'd been trying to remember for a good part of the night. The morning steadily approached. He had to to fall asleep somehow, or he'd never be in any shape to handle the rigors of spell craft the next day. Not wanting to seem weak in front of his new companions, he didn't ask for their help. He'd decided to use an old sailor's remedy to cure sleeplessness: drink ale until your eyes are heavy. One or ten mugs of ale later and he was sound asleep.
      The remedy hardly seemed worth it now, but Logalog was born hardy (hard not to be, being part Orc) and would soon be fine. He donned his gear, taking particular care to load his new wrist gizmo with a healing potion he'd bought previously.  A few drops of potion to ward off death would be worth every gold piece in the place they were going.
     Later, when the group is rowing towards the mill, Loaglog obliges Talis and uses the scrolls to grants he and Tanrov with darkvision. He alo suggests giving Zer the lesser Rod of Silence for this mission, seeing as almost any spell Logalog uses will attract a lot of attention anyway.
Spells

Touch of Rage, Burning Hands, Bull Strength
0th: Acid Splash, Detect Magic, Mage Hand, Message, Prestidigitation, Read Magic,
Dancing Lights
1st: Magic Missile, Burning Hands (BL), Ray of Enfeeblement, Charm Person,
Enlarge Person
2nd: Scorching Ray, Bull's Strength (BL), Mirror Image
3rd:Fireball

Tanrov
player, 194 posts
Muscular Human with a 11
yo. 1/2 Elf boy inside
Tue 29 Nov 2011
at 15:32
  • msg #8

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

In reply to Logalog (msg #7):

"Thanks Logalog," Tanrov says gratefully.  "Coool I can see in the dark", the kid in him thinks out loud.
Zer-wedula
player, 421 posts
Wed 30 Nov 2011
at 11:17
  • msg #9

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

Zer-wedula conserves his strength by not preparing anything other than his spells.  Feeling they may need to leave quickly he packs all the spell books, new and old, in a watertight wrapping for the raid.
DM
GM, 1094 posts
Wed 30 Nov 2011
at 15:03
  • msg #10

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

It is still dark when the group get's up and prepares to leave.  After a quick breakfast of cold rations, the group makes their way through the foggy early morning streets down to the docks.  With the fog closing in around them, keeping them hidden from observation, the group waits as Talis slips off, returning in a few moments to lead the group to a pair of rowboats.  The seats in the boats are cold and damp, and the sound of the oars seems overly loud in the stillness of the early morning.

Cat seems to know where she is going (Survival skill) and with the boats tied together with a rope, there is little danger of getting split up.  So even though the trip seems to take forever, it goes off without incident.  Once you are traveling along the island shoreline, Cat disembarks and proceeds along the bank, slipping effortlessly amomng the plants. [Private to Catessa Fallowfield: Cat encounters no traps or watchers along the banks.] Finally, as the fog begins to go from dark to grey (above the fog the sun is rising), you hear a loud rythmic noise coming from ahead.  Soon, a tall 5 story mill looms overhead.  Even this early the mill is active and the noise from the place is loud enough to wake the dead.  Well, not really wake the dead, but it is loud.

After tying up to the dock and meeting Cat, Tanrov and Talis head around the corner to scout the stairs down while the rest of the group quietly disembarks the dogs.  Apparently no one is aware of your arrival and after the dogs are unloaded, with some effort (the 2 strongest people went scouting), you look around.  Built over 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 water wheels under the mill fills the air with sound and mist.  Tanrov and Talis return and lead the group down the stairs.  The stairs creak ominously...

6 people can be on the stairs in a single file.  Please look at the map.  You disembarked at D1 and are heading down the stairs to the single door on the "Undermill" map.  I assume Talis is in front to deal with the lock on the door, so who is where?  What do you have out?
Zer-wedula
player, 422 posts
Wed 30 Nov 2011
at 20:57
  • msg #11

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

Zer-wedula mutters his Mage Armor spell then establishes a firm position at the back end of the group.  In one hand is his wand of magic missiles.
Miriam
player, 96 posts
Priestess of Pharasma
48/48 HP
Wed 30 Nov 2011
at 21:07
  • msg #12

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

Miriam proves to be of almost no help at all in unloading dogs, barely being strong enough to manage to deal with the weight of her armor and shield.  She mostly offers quiet encouragement to those actually doing the work.  She doesn't bother drawing her dagger as they make ready to move, but does ready her shield to try to intercept any incoming attacks.  She'll take a position toward the middle of the group, behind the melee fighters, but ahead of the mages, hopefully keeping everyone in range of her channeling.
Logalog
player, 14 posts
Well, we can always..
resort to violence....
Thu 1 Dec 2011
at 01:30
  • msg #13

Re: 2.3  The Seven's Sawmill and the Cult of Norgorber

Logalog casts Mage Armor as soon as the party hits land. He feels confident and ready. Even so, he inaudibly says a prayer to Desna. You never know which fight will be your last.
This message was last edited by the player at 01:32, Thu 01 Dec 2011.
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