Sirac dives for a shrub unsuccessfully hiding his rear end. meanwhile Jhee-Kharr vaults over the fey wolves and snaps the staff out, it’s connected sections snaking out, smashing into the giants jaw, there’s a sickening crunch as the vertebrae snap and the giant dies, slumping slowly to the floor.
As the rush of combat dies down you take a moment to compose yourselves, the wolves feeding on parts of the giants, Zephyr pulling Sirac out of the bush arse first. Leowin rummages through the giants massive coin purses and finds 26x100 gold and 12 gems each worth 100 gold each
Zephyr spends some time removing the giants heads and wrapping them in torn bits of the giants clothes. “We’ll need these for the bounty from Sheriff Markham. I think Sirac is right and he is being tracked somehow. We can make better progress to Hundelstone if we hire some sleds and hounds for the next step. What do you think?”
Leo nods in agreement. He castes Pass Without Trace on the group to hide their tracks, hoping for any giants that try to follow them will loose the scent and track
You arrive in Hundlestone as night falls, your arrival delayed by the fight and the stealthy method of approach.
You book into the nearest tavern and settle in for the night with a warm fire and hot food. The next morning dawns and you make your way outside and purchase a team of sleds and hounds to take you the remainder of the way, on the caveat that you return the dogs and sleds on your return journey.
After some initial trepidation about running the sled teams you swiftly fall into a rhythm and proceed to eat up the miles. The snow remains thick but the sled and dogs have no issues blazing a trail towards Hundelstone. A journey that on foot would have taken you a week has now been reduced to 3 days travel. You make a few enquiries with the locals and are given directions to a tinkers workshop run by the gnome you were advised to seek, Thwip Ironbottom.
You shake off the snow and step into the warm workshop to see the eponymous gnome sat at a worktable, delicate tools in hand and magnifying spectacles perched on the end of his bulbous nose
He jumps slightly as you speak. "EH? Beldora? Ah you must be the giant slayers! Welcome, welcome! I have something for you." He passes you a Tiny clockwork dog made of copper and tin, along with a copper wind-up key. A character must use the key and an action to wind the dog, after which it follows that character for 12 hours. At the end of that duration, the clockwork dog stops until wound again. The dog has AC 5, 1 hit point, and a walking speed of 30 feet.
"I have something else for you. A writ of passage, present this to Krowen Valharrow, a Harper wizard who resides at Moongleam Tower in Everlund. It will give you free access to the Harper teleportation circle network allowing you to make swifter progress across the continent."
“I don’t think I have anything a group of adventurers would be interested in. I make curios and clocks for the miners mostly and the odd safety harness. We are a small mining town after all. We almost never get travellers here other than the usual caravans and merchants looking to trade for our steel. If you make it to the Gleaming Tower though there’s plenty of enchanters there who you could trade with.”
This post has potentially manipulated dice roll results.
You make it back to Redrun without any issues, the giants heads are starting to smell but the cold temperatures are holding off the decay somewhat.
You defrost for a night in the tavern and head off back towards Bryn Shandar, catching a ride with a merchant caravan heading in that direction by cart, speeding your travel time by 2 days. 121218
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Despite the sheer number of lupines pulling at it the giant somehow remains standing
Jhee-Kharr swings over the top of the sea of wolves with two wide arcing swings
Attack: 9 Damage: 8
Attack: 27 Damage: 16
Sirac will hide
Stealth - 1
Sirac dives for a shrub unsuccessfully hiding his rear end.
meanwhile Jhee-Kharr vaults over the fey wolves and snaps the staff out, it’s connected sections snaking out, smashing into the giants jaw, there’s a sickening crunch as the vertebrae snap and the giant dies, slumping slowly to the floor.
As the rush of combat dies down you take a moment to compose yourselves, the wolves feeding on parts of the giants, Zephyr pulling Sirac out of the bush arse first. Leowin rummages through the giants massive coin purses and finds 26x100 gold and 12 gems each worth 100 gold each
Zephyr spends some time removing the giants heads and wrapping them in torn bits of the giants clothes. “We’ll need these for the bounty from Sheriff Markham. I think Sirac is right and he is being tracked somehow. We can make better progress to Hundelstone if we hire some sleds and hounds for the next step. What do you think?”
Leo nods in agreement. He castes Pass Without Trace on the group to hide their tracks, hoping for any giants that try to follow them will loose the scent and track
You arrive in Hundlestone as night falls, your arrival delayed by the fight and the stealthy method of approach.
You book into the nearest tavern and settle in for the night with a warm fire and hot food. The next morning dawns and you make your way outside and purchase a team of sleds and hounds to take you the remainder of the way, on the caveat that you return the dogs and sleds on your return journey.
Animal handling
11
6
12
Animal Handling 6 14 6
Animal handling 16 17 20
After some initial trepidation about running the sled teams you swiftly fall into a rhythm and proceed to eat up the miles. The snow remains thick but the sled and dogs have no issues blazing a trail towards Hundelstone. A journey that on foot would have taken you a week has now been reduced to 3 days travel. You make a few enquiries with the locals and are given directions to a tinkers workshop run by the gnome you were advised to seek, Thwip Ironbottom.
You shake off the snow and step into the warm workshop to see the eponymous gnome sat at a worktable, delicate tools in hand and magnifying spectacles perched on the end of his bulbous nose
Good day sir, I understand you are expecting us, Beldora sends her regards
He jumps slightly as you speak. "EH? Beldora? Ah you must be the giant slayers! Welcome, welcome! I have something for you." He passes you a Tiny clockwork dog made of copper and tin, along with a copper wind-up key. A character must use the key and an action to wind the dog, after which it follows that character for 12 hours. At the end of that duration, the clockwork dog stops until wound again. The dog has AC 5, 1 hit point, and a walking speed of 30 feet.
"I have something else for you. A writ of passage, present this to Krowen Valharrow, a Harper wizard who resides at Moongleam Tower in Everlund. It will give you free access to the Harper teleportation circle network allowing you to make swifter progress across the continent."
My, what fine craftsmanship, would you happen to have any other items that might be of interest to us? In exchange for gold of course
“I don’t think I have anything a group of adventurers would be interested in. I make curios and clocks for the miners mostly and the odd safety harness. We are a small mining town after all. We almost never get travellers here other than the usual caravans and merchants looking to trade for our steel. If you make it to the Gleaming Tower though there’s plenty of enchanters there who you could trade with.”
Thank you my good man, to the tower then?
"Gods speed! May the strings ever play in your favour!" He calls before going back to tinkering on a clock
11 1 1
You make it back to Redrun without any issues, the giants heads are starting to smell but the cold temperatures are holding off the decay somewhat.
You defrost for a night in the tavern and head off back towards Bryn Shandar, catching a ride with a merchant caravan heading in that direction by cart, speeding your travel time by 2 days. 1 2 12 18