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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I thought so, but It's weird is not on the description on flaming, shock or frost weapon properties in the PRD, unless I just critical missed my reading check

You are tough big guy... - He turns to Desmond -but that's was an unimpressive use of an alfonio's sword


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

"It would've been much more impressive if I intended to kill you." Desmond replies neutrally.


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
DM. wrote:


He moves to check his steak -So, what else do you want to know about Mistpines?

"Anything. Everything."


What can I say?, The critters to be expected are mainly transformed animals and constructs. There are minor elven structures scattered around, nothing too important but still probably with their defenses up. There a plenty of mirages and random illusory inputs that target all the senses, be prepared to get lost a couple of days. -

He turns to look straight at you

The most important thing is to avoid the giant scot pines, if you find yourselves walking around one of it then just run away, there is a power in the forest that just don't like people to wander around those pines and attack swiftly to kill anyone around... I will need a paper to write you down what effects have the other kind of pines over the magical effects.

Though in my opinion the mistpines is one of the most unprofitable places to adventure in the Vale, we only found one valuable treasure, an old wand, and was by chance, if it not were because the city paid us to look around the forest it would have been a total waste of effort.


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

"Then I take it you haven't actually stepped foot within the ruins Nythn Enelean? Just hearing about the region leads me to believe the elves must have left relics of their old magic around."


No clue of Nythn Enelean, nobody have seen it to my knowledge, my bet is that it was destroyed in the same cataclysm that bring the mistpines to its actual state.

And if not destroyed it will remain lost for a long time, it's Hard to find anything on purpose there since due to the nature of the place you can walk for days and just go in circles without noticing.

==============================

Recapitulation:

1. It's very hard to navigate in the Mistpines.
2. Aldwall, Tuskeep and the clans tried for years but failed.
3. You do know that Tuskeep make a half-successful incursion in the mistpines recently. The goblin captain told you that they were guided by young female goblin, the same one that supported Kayiqard in his attempt to become king.
4. You know that before the expedition she talked with Frizb Manyblades, who seems to be the first Tuskeep's intellectual goblin.


So, what do you do?


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

Well we could go back to Tuskkeep and talk with the ghost of Frizb Manyblades again and see if he told her anything that might help us out in the Mistpines or just go to the Mistpines.

Vendrick pulls out some paper and quill for the halfling to jot down the notes the pines have on magical effects.


I'll give you the full list before you go to the mistpines, I have to finish thinking about them, but consider that you already have it


Ok, I'll take that you all agree with Vendrick. Don't forget you have money to buy consumable, don't depend everything on vendrick's spell because you never know :)

Tuskkeep is perhaps more chaotic than last time. The guards are working extra hard to keep the order but without the authority of a king the city might eventually spiral down to anarchy, the civilized way is not yet that deep ingrained in most goblin's mind.

In the castle:

Pepperclamp:Mr Sven, Mr Alfonio, Lord El'druin, Glad to see you all back, you will be always welcomed here. About Fizb, there haven't been any progress. He mostly refuse to talk with anyone and spend his time in depression, self blaming and ashamed of something I think.


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

I'll never get tired of being called Lord.

"My apologies Pepperclamp, I'm rather lacking in my goblin history. Is there anyway to get Fizb to trust us more?"


P: I guess he see himself as a failure, being always under the shadow of his younger brother. Yet Ashorgal always believes that Tuskeep needed more goblins like Fizb. I would bet that We need to convince him to forgive himself of what is tormenting his mind.


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

"Did he actually do something wrong, or is he just mopey?"


P: I don't remember that he did anything particularly wrong in life, probably more about what he didn't do o couldn't do, to be a warrior or something like that. He was weak physically weak, never good for magic and somewhat a coward.


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

"He blames himself for revealing too much information about the Leafstaves to a priestess of Lamashtu. What she could want with them is anyone's guess but I'd wager an artifact that can control the weather could be devastating in the wrong hands."


Dammit, vendrick Ninjaded my edit. I added a couple more words to Pepperclamp reply to Sven's. Revealing the information to the priestess is on top of that.


P:Talking about goblins, We have detected some unusual movements around Bitterblood Swamp, goblin types not native to the swamp have been observed near it. Since the Swamp is near the village of Vilthorp you guys at Aldwall might want to consider doubling your patrolling around just in case.

P:I have to go to attend my duties, you are free to enter the castle and interview Fizb whenever you like


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

"Did they look like they might be tundra dwellers? Had a run-in with some of them recently, stirring up trouble in the woods."


P:In fact yes. Their blue-ish skin betrayed their origin.


So, what you guys want to do?, there is always the possibility of just go to the mistpines without talking to Fizb or recollecting more information in case you find that boring.


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

Let's go talk to Fizb.

Sven relays the location of he tundra dwellers' home to Pepperclamp, approximately, and then heads off to Fizb.


You find Fizb in in the small library in the castle. It's a dark and dusty place. And the ghost is waiting there looking at a wall lost in his thoughts.


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

"Oh before I forget, Fizb is the ghost of Ashorgal's brother."


D;


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 doesn't seem too interested in interacting with this ghost he's never seen before.

"Well, he's a bit of a downer."


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 makes an idle motion with his hands.

"So....how've you been Fizb?"


Uhm, you are the elf that free me from the book,...Well, I'm as good as any other ghost I suppose. I guess you are looking to read more books, be my guest


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

Sven coughs at the awkward silence.

"So. How's afterlife?" he says, and elbows Vendrick to ask the questions they need.


We goblins were raised under the creed that at dead our souls would descend to the pits to serve the mother of monsters in slavery for all eternity. So, I guess being a ghost is not that bad, better than I deserve.


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

"Well thats...just terrible."

"Fizb, do you remember what information you gave the Lamashtu priestess now?"


Fizb lets scape a long sigh.

yeah, of course. You are planning to look for Nyth elanean treasures yourselves I guess...Well, better you than the old tribes


So, guys, what do you want to do?, besides stop playing I can think of

a) ignore the talk with Fizb and proceed to your travel to the mistpines.
b) Asumme you already talked to Fizb, he told you everything he knows and proceed to your travel to the mistpines.
c) Forget the mistpines and return to the format where I present some posible adventures and you choose the one you want to pursue.


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

Woops, missed your post. I thought I was crazy. Let's assume we already chatted with Fizb and go straight to the deathtrap mistpines.


B, please. I thought Vendrick would have more specific questions, this is his shindig after alll.


Fizbs seems like a cool guy if not for his self-pity. He told you that he shared with the priestess an old theory of his about the Mistpines that he developed In the course of the investigation he did when he still was among the livings. He thinks that the Mistpines is not as chaotic as one would think at first but that in the apparently random events lies some order. An order that, if deciphered, will help to travel to the old elven places while avoiding the major dangers. He died without finishing his calculation, but basically it would need that somebody versed in the arcane mysteries to study of the movement of the magic auras (via detect magic at least) until the pattern is discovered.

=======================

The Mistpines lies beyond Tuskkep far from the civilized ways of Aldwall or the other human settlements of the valley. It takes day and half to reach it form Tuskeep.

So, you start moving. All the day the cold wind scoured the trees, whipping them into a frenzy. Dark grey clouds loomed threateningly on the horizon, never making their move, retreating in the afternoon to reveal a tired sun which exhaustedly gives way to a thin, sickle of moon limping through the sky.

1d20 ⇒ 1

As the night approach you have to decide if you keep travelling or look for a way to rest, perhaps camping, perhaps looking for a cave or something like that.


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 clears his throat.

"So Sven, what say you to a camp-out? I'm sure you'll be able to whip up something a bit better than sleeping on rocks yes?"


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

"I'll see what I can find. Can't exactly "whip up" a good campsite."

Sven tries to find a good cave, or sheltered clearing to spend the night.

Survival: 1d20 + 10 ⇒ (9) + 10 = 19


we can assume you had time to by whatever you needed for the travel before you left tuskkeep


We haven't gotten paid for a really long time, so I have no cash.


what an exageration, you got money when you defeated kayikard :p


Did we? I must not have marked it on my sheet, because I didn't buy anything and only have 155 gp.


I think, it would Not the first time you ignore the rewards :p. If not misremembering, Desmond bought some muleback cords with it


I'm surprised Vendrick didn't improvised a rope trick or something.

Vendrick can find a rock formation that give some shelter against the wind but is still mostly in the open. The moon is bright in the sky, making the night not so dark (dim light).

For you to decide if you make a campfire or anything.

After a couple of hours, before

perceptions: 1d20 + 11 ⇒ (1) + 11 = 121d20 + 9 ⇒ (5) + 9 = 141d20 + 4 ⇒ (10) + 4 = 14

dices:

s: 1d20 + 7 ⇒ (5) + 7 = 121d4 + 1 ⇒ (2) + 1 = 3
s: 1d20 + 7 ⇒ (20) + 7 = 271d4 + 1 ⇒ (1) + 1 = 2
s: 1d20 + 7 ⇒ (20) + 7 = 271d4 + 1 ⇒ (4) + 1 = 5
v: 1d20 + 7 ⇒ (5) + 7 = 121d4 + 1 ⇒ (3) + 1 = 4
v: 1d20 + 7 ⇒ (13) + 7 = 201d4 + 1 ⇒ (4) + 1 = 5
v: 1d20 + 7 ⇒ (11) + 7 = 181d4 + 1 ⇒ (4) + 1 = 5
v: 1d20 + 7 ⇒ (16) + 7 = 231d4 + 1 ⇒ (3) + 1 = 4
d: 1d20 + 7 ⇒ (19) + 7 = 261d4 + 1 ⇒ (4) + 1 = 5
d: 1d20 + 7 ⇒ (10) + 7 = 171d4 + 1 ⇒ (2) + 1 = 3
d: 1d20 + 7 ⇒ (17) + 7 = 241d4 + 1 ⇒ (1) + 1 = 2

without previous warning you hear some buzzing and half second later from the shadows arrive a volley of arrows. Two hit sven in the back ( 5 dmg after DR). Four hit VEndrick in the shoulder, neck and chest (18 dmg) and two strikes desmond in the chest and leg (7 dmg).

You know from where the arrow where shot but (About 60 ft away, in small group of 3 or 4 attackers). More information requires perc and darkvision or low light vision (in case you do went for a campfire) would help.


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

"Damn!"

Desmond leaps to his feet, drawing his sword in one hand and holding a torch in the other, which he lights with the campfire.

"Show yourselves, or I'll come over there and start making introductions!"


Only a high pitch goblin-like female laugh reply.


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

Sven gets up, annoyed at the little pricks attacking him.

He sniffs around for them.

Perception: 1d20 + 11 ⇒ (11) + 11 = 22 +8 to this if I can smell them.


Well hiding goblins, more than 10, though with how good they hide they could be much more. I don't think your scent reach up to 60 ft or more, if I'm wrong I'll add a bit more info


Scent is a bit weird...30 feet by default, but it can be up to 60 (or down to 15) if the wind is blowing the right (or wrong) way. Your call on whether the wind is blowing their scent toward me/away or not.


The wind is uneven and changing, but you can tell there are more definitely more than 10 goblins, close to 20 or perhaps more, all spread here and there in small groups.


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

"We're surrounded. Maybe 20 or more. Try not to make any sudden moves, but be ready to fight if necessary."

In Goblin: "You've gotten our attention, and no real harm done. What is it you want?"

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