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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In truth I didn't answer because a mix of internet problems and laziness, but that 20 surely helps.

Vendricks stop walking and concentrate. It takes the elf an hour to attune to the magical energy of the forest. The elf can identify some currents of arcane energy that comes and go. If Fizb manyblade is right, then deciphering the order behind the movement of the energy is the key to finding the ancient elven outposts, perhaps even Nyth Enalean itself. You would need more data for that, meaning exploration, meaning walking around.

In that time, Sven realize that you are not in the same place Anymore. Since Vendrick stop walking and started doing his wizard thing to the time he finish you didn't move an inch, yet the surrounding did, in a way. The changes are small, like a tree being displaced half meter from where it was before.


Well, in absence of anything else to do, I guess we keep walking?


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! Forgot I had somethin to say.

"Hmmm yes. I do believe I'll be able to pinpoint the pattern of the ley lines underlying this place with a bit more information. Come! Let's take a look around."


1d100 ⇒ 83
1d100 ⇒ 17

You walk around a bit, and notice that you would not be able to easily backtrack your steps, it's as if the forest you have behind you is different from the one you came from.

half-an hour later, the mist become quite thicker and much colder, making it hard to see. Desmond stumble unto a big rock, hitting his foot. A further investigation reveals that the rock have been carved and seems to have some inscription in it. If only weren't for this mist...


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

"Damn mists. How am I supposed to appreciate ancient cultures without being able to see them!"

Vendrick pauses and looks deep in thought.

"...I have a theory. The leafstaffs are artifacts that are capable of controlling the weather. It stands within reason that perhaps one of them may reside here and is the cause for the Mistpine's namesake. Perhaps that is why the goblins went looking here."


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

"Controlling the weather doesn't explain how it would be making the rocks and trees move around like this."


1d20 + 13 ⇒ (9) + 13 = 22

Roll perception

Perception DC 22:
What appears to be a giant crystalline blue owl is silently flying low in your direction using the mist as concealment. You are their prey. If you are seeing this, you have a surprise round action


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

Perception: 1d20 + 11 ⇒ (14) + 11 = 25

"Careful." Sven whispers.

"Blue owl, jut above us. Looks like it means to take us for a snack."

Sven casts Barkskin to help protect him a bit.


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

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

"I'll blast it outta' the sky!"

Desmond points two fingers at the owl, and shoots a Scorching Ray at it.

Concealment: 1d100 ⇒ 43
Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 4d6 ⇒ (5, 6, 4, 3) = 18


That ray of fire is effective and it seems to cause more harm than expected.


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

"You have a Fly spell Vendrick?"


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

"Do birds sing?" Vendrick laughs at his brilliant wit and taps Sven on the shoulder who promptly feels as though the world no longer roots his feet to the ground.

Fly.


Vendricks perception: 1d20 + 4 ⇒ (4) + 4 = 8 -

Vendrick was too focused in the stone in front of him to notice the approaching danger, until it was too close to react (Aka, he was not able to cast the fly spell).

The giant owl stops and hoover nearby you and with a movement of his wings the mist around thickens making it harder to see (total concealment). The air also get colder, much colder

cold damage, fort DC 17 for half: 2d6 ⇒ (6, 1) = 7

You guys 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

Fly asap.

Reflex: 1d20 + 6 ⇒ (3) + 6 = 9

"Gods be damned, it's freezing!"


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

Fort: 1d20 + 8 ⇒ (14) + 8 = 22

"Don't worry, I'll warm things up a bit!"

Desmond fires another Ray.

Concealment: 1d100 ⇒ 41
Pew Pew Pew: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 4d6 ⇒ (6, 4, 2, 3) = 15


That one miss.


I am super confused...is this some wild magic thing where the spells don't always work? Did Vendrick lose the spell, or just never cast it to start with? How close to the ground is the blue owl thing?


Vendrick didn't originally cast because he didn't beat the DC o the perception therefore he did't acted in surprise round, he have just cast the spell (though not sure on whom). All spells have worked just fine, but the las scorching ray missed due to total concealment. And finally, the owl is low and close enough for you to move and attack.


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 cast it on Sven.


It's Svens.


DM. wrote:
It's Svens.


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

Well, guess I'll give it a bite, see how it tastes.

Sven charges at the birb.

Chomp: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 11 ⇒ (6) + 11 = 17

Grab: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 1d8 + 11 ⇒ (6) + 11 = 17

Bite, grapple, trip.


%: 1d100 ⇒ 96

Sven successfully grapple the creature (tough I'm unsure if you can trip it). In any case, the mist goes ligt again, and it only impose the concealment condition.

Unfortunately, Sven feels as if his jaw start freezing
Cold damage, Once for biting: 1d6 ⇒ 5
Cold damage, again for grappling: 1d6 ⇒ 2

The air around the owl is still freezing for everyone
Cold aura damage, FOrt DC 17 for half: 2d6 ⇒ (1, 2) = 3

I'm not sure if gaseous form allow to scape from grapple, so i will jsut attack (Uhm, even if you can trip it, I think his penalty to attack cancels with your penalty to AC, because you also have to get prone)

Claw vs sven: 1d20 + 9 ⇒ (15) + 9 = 243d6 + 5 ⇒ (5, 3, 4) + 5 = 17 - Miss
Claw vs Sven: 1d20 + 9 ⇒ (19) + 9 = 283d6 + 5 ⇒ (5, 1, 5) + 5 = 16 - hit


Sven should think in buying a secondary weapon for cases like this. You guys again.


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 don't like having to use a weapon when the whole point of my character in combat is he fights like a beast. =(

What I will do is this:

Sven growls a bit, and backs off, shrinking slightly. His body begins to blow faintly blue as he concentrates.

Casting Resist Energy: Cold after stepping back and ending Rage.


Would that be 10 ft or 15 ft away from the giant owl?


After shrinking, it would be 15.

Edit: NVM, grappling would pull it adjacent. Casting defensively then.

1d20 + 9 ⇒ (5) + 9 = 14

Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuck

Edit 2: Actually I think I was right the first time. It's 5 feet in the air so I'd be 5 feet away after stepping back, 10 feet after shrinking, and an additional 5 of verticality/diagonals. Not sure on that though.


Sundakan wrote:

]

Edit 2: Actually I think I was right the first time. It's 5 feet in the air so I'd be 5 feet away after stepping back, 10 feet after shrinking, and an additional 5 of verticality/diagonals. Not sure on that though.

ah? I'm not seeing it


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

"I've really gotta find a way to fly."

Desmond fires one last ray, then loads his crossbow.

Concealment: 1d100 ⇒ 3
Zap: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 4d6 ⇒ (2, 6, 4, 1) = 13


So, I think is vendrick's.


DM. wrote:
It's vendrick's.

Come on ;( I don't want encounter to last weeks


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

MY BAD! I assume I'm standing farther away

Vendrick conjures a flaming sphere of burning firey stuff and it floats around the crazy owl monster.

FIRE BURN: 3d6 ⇒ (1, 2, 1) = 4

Reflex DC 17


ref: 1d20 + 7 ⇒ (2) + 7 = 9 -

Desmond miss, Sven can't concentrate to cast the spell. Vendrick's trick do some more damage that one would think at first.

The giant owl decides he doesn't want to mess with a big boarman and look for an scrawnier target and moves

Grapple 1 Des 2 Ven: 1d20 + 15 ⇒ (15) + 15 = 301d2 ⇒ 1 - The Swordsman get imprisoned by the owl's claw, it seems the freezing bird wants to start flying taking its prey with him.

Cold aura, DC 17 fort for half: 2d6 ⇒ (3, 5) = 8


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 tries to wriggle out of the owl's grasp.

Escape Artist: 1d20 + 9 ⇒ (18) + 9 = 27


Desmond gets free, and still have a move action.


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

He draws his sword.


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 grunts in annoyance and casts his sell 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

Vendrick controls his ball of fire to annoy the bird some more.

Damage: 3d6 ⇒ (3, 6, 2) = 11

Reflex for half DC 17


ref: 1d20 + 7 ⇒ (2) + 7 = 9

The badly burned owl realizes Desmond is also of the fighty type and change his mind, moving to attemp grappling Vendrick (Desmond have an AoO)

grapple: 1d20 + 15 ⇒ (20) + 15 = 35


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

AOO: 1d20 + 13 ⇒ (19) + 13 = 32
1d8 + 13 ⇒ (3) + 13 = 16

Confirm: 1d20 + 13 ⇒ (20) + 13 = 33
1d8 + 13 ⇒ (7) + 13 = 20

Desmond cuts it up good.


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

Nice one! Hope that kills it or I'm going to be in a pickle.


It's a good hit. Desmond's slashing cuts deep into the owl's back, splashing his cold blood everywhere around.

The dying giant bird falls into the ground yelling (or trying to yell since most of his strength is leaving his body really fast) imprecations in an ancient elven dialect. He desperately tries to escape by slowly creeping his way out.

KN (arcana) DC 15:
You have access to the Giant owl information in the PFSRD. Though this one seems to be somewhat different from his kind, particularly, in addition to the true sight 3 /day, this one seems to have the ability to see through the mists

With the owl defeat the mists becomes light enough for you to read what is written in the stone.

In a regionalized but still understandable dialect, The stone commemorate the death (in a battle it seems) of some "martyrs" who sacrificed themselves in order to stop the "rising darkness". The stone marks the place where their deaths took place, but it's unlikely that their were buried here. From the information in there, the event the stone talks about is older than the catastrophe that changed the mystpines.


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

"Was there a country here, before?"


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

"Seems to be the case." Vendrick scribbles notes in a book before shutting it and putting it away.

"This owl is quite the specimen. It's adapted to hunting in the Mistpines. We should take it's eyes for...science." Vendrick pulls a dagger and sets about taking it's eyes, cleaning them and tucking them away in his sack.


Do you mercifully finish the owl before taking away his eyes?


It was annoying enough to leave alive. Muhahahaha.


The eye thing is a good idea ...the skin could make a good defense against cold... , though you didn't exploited a source of information from a creature that can see through the mist...I need time to remember what I was supposed to present you next


I dunno, I don't see myself in owl feathers.

Also it's hard to exploit a source of information you don't know you had...this owl didn't seem sentient to me at all.


Quote:
The dying giant bird falls into the ground yelling ...imprecations in an ancient elven dialect

I actually don't remember what I have planned, so I will just fast forward a little.

==========

With the lightening of the mist after the Owl death, it becomes easier for Vendrick to follow the movements of the magical auras. Your path quickly crosses with recent footprints of wolves and small boots. But more exciting for Vendrick, you also find, in the distance, some Elven ruins

The ruins are small, at least in the surface. If the elves of the
mistpines have the same traditions of Vendrick, the surface ruins mark the place of an underground burial place. The place is not alone though. Some goblins patrol the area. THe look like the ones you made a deal the night before, but who knows, perhaps it's a different clan, you don't know much about the ice goblin clans to tell the difference.


Look, it was dumb enough to be a random encounter, no amount of Elven "F!#* yous" are gonna change that. =p

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