A storm over Tethyr (Inactive)

Game Master JohnLocke


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The day's journey goes well; you push past your normal midday rest and ride through till almost dusk. You finally hit the paved, private road leading south to the estate, several miles past the northern turn to Tilver's Folly.

The estate, itself several acres in size, is surrounded by a number of farms and small villages. These form the traditional fiefdom of the Stendar family; staunch supporters of the royal family, they managed to avoid most of the violence following the night of Regicide by virtue of having run their lands fairly and diligently, and for having treated their vassal farmers with fairness and respect.

The estate grounds are surrounded by a low wall in some places, and an iron fence encloses the rest. The main gate is flanked on either side by 10' tall marble statues; one of a great knight, clad in plate mail and with drawn sword; the other, a mighty priest, bearing a mace and shield. The two statues are known as the family patriarchs locally; they represent the two brothers who initially founded the estate in the King's name, hundreds of years ago.

You are met at the gate by three guards, well-armed and vigilant. Halt! State your business here, strangers! We have no room for travelers! The sergeant gestures to the courtyard behind her; even through the gates, you can see that the estate grounds have become a sort of makeshift refuge, with tents and makeshift shelters of various types clustered tightly together, and many campfires.


Female Sun Elf Rogue 4

Turning the the group, Janiries would speak quietly to them.

"Duvall, Landon.. I think you should talk to these three. Representatives of the church are probably going to have a warmer welcome then us mercenaries."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar halts waits for the helmites to handle the introduction.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

"Hail, warders. We are not travellers, we are agents of the church on a mission and require a meeting with your lord." brandishing his holy symbol as proof.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Hmmm. is it just me, or did they start the big exodus without us? Hah! Just means less survivors to have to escort out, and more time to focus on killin ghouls."

Might be some of me cousins in there, though.


Female Sun Elf Rogue 4

"Unless the situation around Tethyr is far worse then we thought, and these are refugees from other areas, Belgrin."


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

"I certainly hope not Janiries."


Female Ifrit Scorcerer 1

Elur frowns, but it looks strange on her face. As if it's not used to being there. That would certainly make this more difficult, she mutters, staring beyond the three guards.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall finally steps forward and says, "Hail and well met. I Duvall of Helm and this is my brother in the faith, Landon. We and our companions are the chosen of the Temple Vigilant in Tethyr. Chosen by the authority of His Holiness, Bertram, The Field Marshal and Pontiff of the Church of Helm, in consultation with His Grace, Grand Duke and Lord Mayor of Zazesspur, Alain Axelschmidt.
"We have been briefed on the tragedy in Tilver's Folly, even hearing from a young girl, a survivor of the town. We have traveled hard to get here in hopes of saving any survivor's and putting an end to the evil that plagues this region. We come to you in good faith, only wanting to help.
"Now, in the name of the Watcher, will you tell your lord we have arrived?"


Well met then, guardians. We can use your help; ever since the shadow fell on Tilver's Folly, we've found ourselves assailed by the dead every night. The people behind the fence are from the surrounding farms, come here for refuge. But every night, we find ourselves weaker. We owe our lives to the patriarchs protection. Zander! The sergeant yells to a young guard at the gate. Escort these visitors to the lady at once! She bows briefly and then signals for the gate to be opened.

The young man leads you through the crowd which has gathered to watch you. They look tired, worn and scared, though some seem to have brightened with hope at your appearance. The refugees' tents and makeshift shelters cover almost all the grass of the front lawn, which itself is over an acre in size. The paved road from the gate leads to a grand fountain and an inner courtyard, and then to the main manor house. At your approach two guards flanking the heavy, main wooden doors snap to attention. Zander provides the password to allow the front doors to be opened.

You are left in the main hall to await the ladys' attention. The hall is large, with the family crest and the old Tethyr family standard both represented. A serving girl brings water and wine as you wait, then withdraws wordlessly, with only the whisper of her floor-length skirt to mark her passage. You are left with a few moments alone.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar grabs the serving girls attention just before she leaves.

Some cool water if you don't mind miss.

Hezar unstrings his bow and waits.


Yes, milord. She withdraws quickly and returns with ice to cool the water, then disappears through a side door.


Female Ifrit Scorcerer 1

Elur's face looks drawn and thoughtful as they ride through the refugees. When they finally come to the main hall she seems withdrawn. She quickly steps forward taking some wine from the serving girl.


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

As they pass through the throng of refugees, Ari remarks "Not good".

Once inside, he takes a glass of wine, though scowls at it slightly when he realizes its not elven. He then notices Elur's drastic change in demeanor, and walks over to her "You ok?"


Female Ifrit Scorcerer 1

Elur looks up, startled at Ariel's question. Hmm? She shakes her head, then forces a smile, Yeah, no problems, she says then cracks a quick joke, but it only has a little effort behind it.

After another moment she gives in, speaking quietly to Ari, I've been where those refugees are. We need to fix this.


Female Sun Elf Rogue 4

So, the situation is a lot worse then we thought. Great.

Following the guards into the main compound, Janiries would lean up against one of the walls of the main hall, chugging the wine offered then going back for seconds.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Keep it together, lass. Fixin' it's why we're here. If it comes down ta scourin' every inch of those mines thrice over, we'll have a 'headcount' of those ghouls by week's end. If'n ye follow me meanin."


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall takes a cup of water, nods in gratitude, and waits quietly, examining the room with his eyes and ears.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

With a small shake of his head Landon will refuse refreshments. His gaze moving back towards the doors constantly, albeit unconsciously. So many affected, I hope we are strong enough for this.


After several minutes' wait, the grand double doors at the north end of the room open and a young woman, not more than 20 winters, enters the room. She is attired in plate mail the colour of bronze, and wears a tabard of purple and silver, the traditional colours of the Stendar family. At her side is a longsword in an elaborate scabbard. Her long brown hair is braided, and she wears a simple silver diadem. She is beautiful, though tired and worn. She surveys you for a moment before speaking.

Welcome to my estate, visitors; I wish it were under better circumstances. I understand that you've come to find out what is happening at Tilver's Folly, and to put an end to it?


M Human Cleric/2 Initiative +1; AC 22; HP 17

Upon seeing the armored young woman, all of the blood rushes out of Duvall's head and into his groin...but after a few seconds, and thoughts of getting kissed goodnight by his toothless grandmother, he is able to think a little more clearly.

"Indeed we have, my lady." Duvall replies with a bow. "I am Duvall of Helm and these are my companions. The church has sent us to help the good folk of Tilver's Folly. We are headed there on the morrow. Are all of these refugees from the town?"


All who have taken refuge here are from my fief; farmers and villagers from the surrounding lands. None are from Tilver's Folly; we've had no communication with them at all, though some familiar faces have shown up amongst the undead who assail our gates at night.

The young Lady shakes her head sadly. If we can help you in your quest, we will, for it will aid us as well. But my immediate need is to ensure the safety of the people who have sought refuge here.


M Human Cleric/2 Initiative +1; AC 22; HP 17

"What are the reports from the good folk of your fief, my lady? What are we up against?"


Female Sun Elf Rogue 4

"I think we'd only need a place to stay, then we can move out tomorrow and hopefully resolve this matter."

Janiries would address the noblewoman while leaning up against the wall, drinking the wine on offer.


Obviously, the night would not be a safe time to move. Waiting until morning is prudent. The Lady's lips tighten a bit at what she seems to perceive as Janiries' disrespect towards her. We don't have a great deal of information about what happened at the mining village, but we do know that, roughly a fortnight ago, crops and livestock started getting sick and dying, and the dead rose up against us and began attacking the surrounding lands and people.

Lady Stendar takes a drink of water and a deep breath. Though young, she's clearly used to being in command. My brother, a priest of Lathander, was resting here with his adventuring companions this past week. He was the first here to discern that the darkness issued forth from the village at Tilver's Folly. He left to investigate without my leave or permission three days ago, taking his three companions with him. I hope an ill fate has not befallen him, but I fear the worst.

Even worse, with his departure we lost his healing abilities. There are many in the camp who could use your help; before you rest, perhaps you could check amongst my people to see who needs aid. She looks at Duvall for a moment, hopefully.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Could you tell me the path that your brother took? I can attempt to track his movements. If he is in need of assistance perhaps we can give it.

Geography1d20 + 6 ⇒ (13) + 6 = 19


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

"I'll gladly provide what little healing that I can provide as well."


M Human Cleric/2 Initiative +1; AC 22; HP 17
DM Locke wrote:
Even worse, with his departure we lost his healing abilities. There are many in the camp who could use your help; before you rest, perhaps you could check amongst my people to see who needs aid. She looks at Duvall for a moment, hopefully.

"Aye, my lady, with your leave I will go now and do what I can to ease their sufferings."

Duvall waits to be dismissed and then walks out and into the refugee camp, dressing wounds, spending all of his spell slots for healing, and channeling healing energy as often as he can. He prays over the living and dead alike, all in the name of Helm, until he collapses from exhaustion.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Probly best then if we all take early watch with the guards, in case any shamblin corpses decide to get hungry. We get some rest late night, and we head out in the mornin' and get an early start on the beasties. The sooner I know me cousins are accounted for, the sooner we can get to purgin those tunnels of rottin' filth."

Belgrin surveys the surroundings, keeping particular eye out for dwarven refugees, and will introduce himself if any are about.


The refugees are thankful for your groups' efforts, Duvall's in particular. Past the gates you can see figures walking and shambling in the pale light of the moon, though there are no attacks tonight. Lady Stendar and her guards maintain a strict watch during the night, allowing you to get some rest.

The refugees are predominantly human, with a couple of halfling families amongst their number. While there are no dwarves there, some folk who trade there know of several dwarves who live (or lived, they fear) at Tilver's Folly.

When morning comes, you are asked to assemble in the main dining room for breakfast, and to plan you mission. You are seated around a grand table, awaiting the lady's presence.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar eats well, knowing it might be the last good meal he gets. He enjoys the fruit and coffee especially.


Female Ifrit Scorcerer 1

Elur eats, showing none of the anxiety from the night before. She smiles and speaks with those assembled, wondering what they'll find, what kind of riches might come from it and many other things.


Female Sun Elf Rogue 4

Janiries would spend the night at one of the high points at the Stendar estate, taking to the roof if necessary, to keep a watch over the grounds.

Come morning, the Sun Elf would arrive a little late at the dining room, quickly tucking into the food offered, while rolling out a map of the area and examining it.

Is Tilver's Folly within reasonable walking distance? I.e, we could get there in less then a day?


Tilver's Folly is roughly 18 miles away, requiring you to backtrack a little west on the trade road then taking the fork north into the foothills. Just about half a day's travel, all told.

Lady Stendar enters the room, looking tired and downcast. She has removed her armor, wearing her lightly padded arming coat and tight trousers which show her to have a trim, slender body not devoid of feminine curves. She sits quietly for a moment before looking up and speaking to the assembled group. Good morning, friends. Thank you, all of you, for your help last night. Any who help my people are welcome allies, especially in dark times such as these. Your journey takes you to Tilver's Folly today. Have you a plan?


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Approach carefully during the day. Find and eliminate the ghouls, bring back the survivors. Then return and attempt to discover the source of the problem and eliminate that.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin keeps his ears alert throughout the discussion, ensuring a good fill of meats and cheeses for the coming trip. Upon hearing Hezar's plan, he wipes his chin and adds, "If we can manage it, hezar, we'd be best served doin it in one trip. Don't want whatever's makin these things to have any more time to prepare than we have to give it. We spend an extra day or two ferryin' folks home and it's likely to have more traps or troops waitin when we come again. Better to go in, rescue who we can, send em to a safe spot, and cleave right through to the source in one go, I say."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I would agree usually. But where is safe?


M Human Cleric/2 Initiative +1; AC 22; HP 17

Trying not to notice Lady Stendar's figure, Duvall sips whatever is served with breakfast and says, "When we go in, we need to establish a perimeter...a safe zone...where we can bring survivors for protection, while we deal with whatever evils we face. I agree with Belgrin - I don't want to leave until we are done."


Female Sun Elf Rogue 4

"I'd leave everything here except our vital equipment, in order to travel light and fast to Tilver's Folly. If really needed, we could take one horse with it's saddlebags loaded up a bit, but I wouldn't recommend bringing more then one horse into the town itself."

Janiries would speak while examining the map.

"Best to do it in one go, as Belgrin suggests. It'll take us about half a day to walk to the settlement, so if we add in the time it'll take for us to clear out the place, we'll be marching back through the night no matter what. I'd suggest we bring Marius along with us, if he's recovered enough, then let him escort any survivor's back here while we do our job and put an end to this."


Female Ifrit Scorcerer 1

Examining the map, Elur shakes her head, her hair swaying as she does. That'd be fine, but 18 miles is not a half a day's walk. Some of us are a bit slower than others, Elur does not quite look at Belgrin, and I'd guess at the slowest person's pace, it's probably a full days walk from here. We could barely do more than that on a good days journey with my tribe.

I'm pretty sure he meant half a day's travel with horses. Especially after looking at this:Overland Movement


M Human Cleric/2 Initiative +1; AC 22; HP 17

"Some survivors may be too sick or wounded to walk. We would need the horses and we could get there faster with them."


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Examining the map, "Are there any homesteads or more secluded and hopefully sturdy buildings in the area? Maybe an hour or two outside of the town? We could use such a place as a staging point as well as a refuge for any survivors we find as we do our work. If not, are there any buildings that you know of in the town itself that could provide safety?"


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin finishes his current mouthful and wipes himself off, scratching his beard. "Think ah see a plan comin together, ere. If the druid's up fer it, we could go in, secure a safe route for refugees while we carve through, and leave him to guard the outdoors and provide a safe checkpoint for escapees."

Scanning the map for notable locations, he continues on without looking up at anyone. "Any buildings we manage to secure can be good guard posts for him and his cat. Hope he's got some healin' powers for anyone who comes scramblin' outta that tunnel; we're gonna need every bandage and blessing we can spare. If'n ye have any way to board up a house or...shape it, or whatever with yer druid magic, might just be the best bet for recovering survivors till we're clear."

just hope some of me cousins are thinkin the same...


I'm relatively new in the worship of Silvanus; I do have some healing, and I can summon some animal friends. Plus, I have a spell which will work quite well against the undead, at least a few of them. Staying outdoors sounds good to me, though if there are many undead around, Tethys and I would quickly be overwhelmed. We have no idea of their numbers.

Lady Stendar has been listening intently and now interjects. There may be a way my people can help. Just a bit south of Tilver's Folly is an old watchtower with a beacon atop it. It's a bit run down with age, and may not be the safest or easiest climb. But, when lit, it's visible for miles. If there are survivors, light the beacon. As far as I know, it takes only a simple cantrip or prayer that summons light to do so. My men will approach as closely as the crossroads to escort whomever you find back to the estate, as well as yourselves, if you are in need of respite before heading back out.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

"Yes, a watchtower may work out quite well but we would need to see it to be certain."


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Sounds good. Maybe we can see about repairin' it for climbin' or somesuch. Anything that shortens the trip for either party is good. Less chances of ambush or fatigue killin' anyone off."


M Human Cleric/2 Initiative +1; AC 22; HP 17

"It's a good plan. Let's ride for Tilver's Folly! Your blessings upon us, my lady." Duvall says with a bow before leaving the dining hall and calling for his horse.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

"M'lady, Belgrin has a good idea. Could we impose on you to provide us with some tools and materials. Only what you can spare or that you don't need to tend to these refugees. Then we shall take our leave and be off."


Female Sun Elf Rogue 4

"Climbing the tower shouldn't be too difficult, given that we brought a climbing kit along. I'm sure we can rig up a mechanism to get that lit rather easily too."

Resisting nobly the urge to do a little jig at her foresight to bring along a climbing kit, Janiries would hide her smug look by eating some more food.

"Guess we should get ready to move out."


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Ari helps himself to a rather good sized breakfast and enjoys some apple cider as well.

The quiet swordsman doesn't contribute much to the planning, other than adding his agreement here and there.

However, before they leave he says "The scourge, we should not take it with us"

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