The Conquest of Ambervale

Game Master Nicos

New Aldwall

Freeform class selection

Party's crafted stuff:

Cloak of the mistpine sage: Wilshape into an owl as a druid of equal level.

Party's unusual loot:

June's waterlily: Work like a potion of restoration
Rainbow spider potion x5: +10 against emotion based spells and effects
greater heroism and good hope as the spells
Duration: 5 minutes

Potential ingredients for magic creation:

Pieces of defeated enemies can be used to enchant/create magic items. The party have defeated the following creatures

- An giant owl with ice powers (used)
- A quasit and a shadow demon (used)
- A winterwolf (used)
- Horn from a (modified) tentacled horror
- Parts from Ice golems.

NPC Cast:

people of Aldwall
Mithakilis: Male-Halfling. Ruler of Aldwall. Friend of Vendrick.
Liro: Female-Human. Owner of the Riverside inn. Friend of Desmond.
Mirelle: She is a mystic theurge of renown cowardice
Kiddu and Lilly: Homeless childs. Friends of Desmond
Sven's team: Composed by caring Maya, Impulsive Will, and quiet and insightful Sin.
Amra: Sven inmediate superior in the chain of command.

Goblins
Vraljyiya: Female-Goblin. Mumbler of curses.
Ashorgal Manyblades: First king of Tuskkeep. Apparently of incredible badassitude.
Kayiqard Manyblades: Younger brother of Ashorgal. Fratricidal. Killed by the judgement of Tuskkeep Royal crown.
Fizb Manyblades: Older brother of Ashorgal. Dead 20 years ago. He is now a ghost bonded to room of Tuskkeep castle.
Zeedald Pepperclamp: Male-Goblin. Formber goblin ambassador in Aldwall. Temporary ruler of Tuskkeep.

The Toothless: Described to you as "the oldest goblin. So far She is an enigmatic figure of power in the tundra clans. Apparently, in the past she has partially predicted two of your movements.

Ambervale locations:
Peaks of death and despair: Lots of volcanoes, poisonous smokes, some few red dragons and demons roams...the surface. Not much reports of what is below, the communication with the dwarfs of there was lost more than 20 years ago.

bitterblood swamp: Marsh goblins and Lizardfolks constantly at war. Two years ago an adventuring party killed black wyrm there, quite a success. An actual standard place for adventurers.

Whispering forest: The standard forest filled with undeads. The bodies there sooner or later are reanimated as some kind of undead, and sometime adventurers go crazy saying the forest is telling them stories. When the undead population is growing Aldwall pays for every undead destroyed, standard stuff.

Mistpines:

Fangwoods:

Tanglewoods:


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Ok. Vendric's turn. And let's call the goblins A, B, C, D. A is down 35 hp.


In the meantime, you prefer Vralyiya to use misfortune or Evil eye?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Misfortune will probably be better on these guys since they're easy to hit, and "roll twice take worst" on saves is better than a -2 anyway.


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Yeah, Misfortune.


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

Vendrick invokes a spell and attempts to catch three of them in a burst of glittering light.

He winks into visibility ten feet behind his comrades.

Glitterdust DC 18


A: 1d20 + 4 ⇒ (4) + 4 = 8
B: 1d20 + 4 ⇒ (9) + 4 = 13
C: 1d20 + 4 ⇒ (15) + 4 = 19
D: 1d20 + 4 ⇒ (19) + 4 = 23

A and B get blinded, C and D doesn't.

D: 1d20 + 14 ⇒ (7) + 14 = 21

An invisible force tries interferes with Sven movement. The were-ranger avoid to be immobilized by it, for now.


save Vs misfortune: 1d20 + 4 ⇒ (19) + 4 = 23

Vralyiya recite some chants in goblinoid but they seems ineffective.


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Desmond continues attacking A.

1d20 + 15 ⇒ (8) + 15 = 23
1d8 + 15 ⇒ (2) + 15 = 17


The weird looking goblins keep moving their weapons

A: 1d20 + 11 ⇒ (20) + 11 = 311d6 + 7 ⇒ (1) + 7 = 8
B: 1d20 + 11 ⇒ (16) + 11 = 271d6 + 7 ⇒ (3) + 7 = 10
C: 1d20 + 11 ⇒ (3) + 11 = 141d6 + 7 ⇒ (3) + 7 = 10
D: 1d20 + 11 ⇒ (12) + 11 = 231d6 + 7 ⇒ (3) + 7 = 10

Miss chance, 1 hit, 2 miss: 1d2 ⇒ 2
Miss chance, 1 hit, 2 miss: 1d2 ⇒ 1

not sure if Sven AC is 23 or 24

The first blinded gobling almost surprise Desmond, but he missed in the end. Sven is nt so lucky (10 or 20 point of damage depending on your AC)


A dies.

And forgot to mention, but at least for Sven it becomes clear that the goblin are not the only enemies in the room.


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

25, since I'm Raging, and as Medium I don't take the -1 Size penalty to AC.


Ah well, only 10 damage


!!!!!!!!!!!!!!!!!!!!


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

"You fools, don't attack the monstrous boar-goblin! His musk alone drives most goblins to madness!"

Desmond studies and attacks D.

1d20 + 15 ⇒ (20) + 15 = 35
1d8 + 15 ⇒ (3) + 15 = 18
Confirm: 1d20 + 15 ⇒ (18) + 15 = 33
1d8 + 15 ⇒ (3) + 15 = 18

If C or D attacks him, he Parries.
Add +2 to attack and damage if it's D.
Parry: 1d20 + 13 ⇒ (12) + 13 = 25
Riposte: 1d20 + 13 ⇒ (13) + 13 = 26
1d8 + 13 ⇒ (5) + 13 = 18


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

Oh, is it our turn?

Gore: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d6 + 11 ⇒ (2) + 11 = 13

Bite: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d4 + 11 ⇒ (1) + 11 = 12

Claw: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d6 + 11 ⇒ (5) + 11 = 16

Claw: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d6 + 11 ⇒ (6) + 11 = 17

Hoof: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Hoof: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d4 + 6 ⇒ (1) + 6 = 7


THis is going slower than I anticipated D:, I guess yo can post VEndrick's turn


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Eh, I dunno...Adhesive Spittle, maybe?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Fun spell. Cast it on the goblin caster.


You see no goblin caster


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Do I smell one?


Now that you are close you smell someone in the dark corner. It doesn't smell like a goblin at all though.


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

"Vendrick, cast haste! Sven, deal with whatever's in the dark!"

Desmond grins at the goblins, twirling his sword playfully. "I can handle these guys."


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

Vendrick invokes a spell and his allies feel quickened.

Haste.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Nicos' turn?


Only one goblin remains.

attack vs des: 1d20 + 11 ⇒ (19) + 11 = 301d6 + 7 ⇒ (6) + 7 = 13 - The last goblin strikes with ferocity bypassing Desmond defence

healing hex: 2d8 + 5 ⇒ (8, 3) + 5 = 16 - Valvriya dance a little and a result Desmond feel better about his injuries.

Fear, 1 des, 2 sven, 3 ven, 4 val: 1d4 ⇒ 4

will: 1d20 + 6 ⇒ (4) + 6 = 10 - But then Val start trembling, and then running away from the battle.


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

Sven attacks the darkness.

Charge at the corner, flail at whatever stops my movement.

Concealment: 1d100 ⇒ 24

Gore: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d6 + 11 ⇒ (2) + 11 = 13

Edit: Wow the dice just decided not to cooperate on every possible level didn't they


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

"Nice, you actually touched me that time!"

Desmond gives the goblin the ol' one-two.

Katana: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 1d8 + 15 ⇒ (5) + 15 = 20
Katana Haste: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 1d8 + 15 ⇒ (5) + 15 = 20

Confirm: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 1d8 + 15 ⇒ (6) + 15 = 21


The goblin dies and Sven fails to hit anything. Vendrick turn.


$%$%&#"#$%&$#"!"!"#$%&/%$#"!"#


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

Only one left? I ready an action to cast snowball if Sven and Desmond miss. Cant really waste spells here.

Vendrick readies himself to cast a spell should his allies be unable to dispatch a single goblin.


*Ahem*, It seems I cheat just a little last turns, I will continue because no point in retconning.

A translucent winged creature rise flying from the Dark corner. The creature is hard to distinguish from the shadow that surround it.

Kn (planes) DC 16:
Lesser shadow demon. Immune to cold, electricity and poison. More information if you beat DC 20

Fear, DC at 1 des, 2 ven, 3 sven: 1d3 ⇒ 2 - Vendrick have to make the save.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

How'd you cheat?


>_>
<_<
<_>

Spoiler:
I thought the guy could see through deeper darkness


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

lol

Desmond approaches the creature, stopping short of the darkness, and uses his Swordmaster's Flair to extend his reach.

"Aww, scared of the dark? You really didn't think this through."

How far up is he?


You can reach him without problem for now.


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Desmond slashes especially hard at the creature.

Spending panache to add extra precision damage.

1d20 + 13 ⇒ (17) + 13 = 30
1d8 + 18 ⇒ (8) + 18 = 26

Confirm: 1d20 + 13 ⇒ (15) + 13 = 28
1d8 + 8 ⇒ (6) + 8 = 14


Well placed strike, but there is some DR and incorporeality in the middle. The creature is not that hurt.


just in case, I remind you that you have collected a couple of items items in your last missions


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

What items?


Rynjin wrote:
What items?

The rainbow spider potions (I actually thought you were gonna use it before entering the castle) and the silver horn of the cave with the dark jellyfishes


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I forgot about all of those. What does the silver horn do again?


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

Kn.Planes: 1d20 + 13 ⇒ (9) + 13 = 22
Fear Save: 1d20 + 5 ⇒ (2) + 5 = 7
Second Chance Trait: 1d20 + 5 ⇒ (9) + 5 = 14


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10
Rynjin wrote:
I forgot about all of those. What does the silver horn do again?

Either Magic Circle Against Evil or summon a Lantern Archon, both for 2 minutes, 1/day.


Yar, Vendrick recognize the shadow creature and know its strengths and weakness but before he could do anything an irrational powerful fear takes over him. The elf start running away.

Sven turn.


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

Man, that Magic Circle Against Evil would've been nice here.

Sven flails at the spooky ghosty.

Gore: 1d20 + 10 ⇒ (3) + 10 = 13
Bite: 1d20 + 10 ⇒ (3) + 10 = 13

Claw: 1d20 + 10 ⇒ (7) + 10 = 17
Damage?: 1d6 + 11 ⇒ (4) + 11 = 15

Claw: 1d20 + 10 ⇒ (8) + 10 = 18
Damage?: 1d6 + 11 ⇒ (3) + 11 = 14

Hoof: 1d20 + 5 ⇒ (12) + 5 = 17
Damage?: 1d4 + 6 ⇒ (3) + 6 = 9

Hoof: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d4 + 6 ⇒ (4) + 6 = 10


Hoof crit: 1d20 + 5 ⇒ (8) + 5 = 131d4 + 6 ⇒ (2) + 6 = 8


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Incorporeal creatures are immune to crits.


oh, uhm, damn.

Sven hit three times, but his attacks proves to be highly ineffective as the creature resist almost all of the damage.

Despair mortal
THe creature rise 5 ft more in the air, and launch a ray

touch attack, 1 sven, 2 des: 1d2 ⇒ 21d20 + 11 ⇒ (1) + 11 = 121d4 ⇒ 4

But the attack fails. Unfortunately the place is so dark that the creature can fade away in the background becoming invisible To avoid confusions, it does not entered the deeper darkness area, just became invisible where it was


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Let's say Sven's holding the silver horn, considering it was Scaly who found it.

"Hey Sven, remember that horn we found? Maybe it could shed some light on the situation!"


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

"Shed some light? But horns make a SOU-. Oh. Oh yeah, forgot about that."

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