The Fall of Fairhaven (Inactive)

Game Master Jubal Breakbottle

Fairhaven town map
Encounter Map: Michael Bay ending

Villain stats:
Ymial: AC 25, touch 11, flat-footed 24, CMD 23, Fort +9, Ref +5, Will +2. SR 17. DR 5/magic


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(Moved Tris)


Arend Corbin wrote:
So if we pass the save we're free to act?

Correct. If you fail the Will save and are before Rahaal's initiative, you need to post like Tris double moving directly toward the harpy. If you fail the Will save and are after Rahaal's initiative, you spend a free action being overcome and then saved by Rahaal's countersong. Cheers


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

Climb check: 1d20 + 4 ⇒ (7) + 4 = 11

Arend moves towards the harpy, then tries to climb the cliff, he fails.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Devan moves out from behind the rock, raises his crossbow and fires at the harpy. Hit hits her in the shoulder, and grins.
__________________________

Attack (range increment): 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 Poss crit.
Confirm: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12 Miss
Damage: 1d8 ⇒ 4


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

The hunter moves as much as he can to get a better vision of the creature, ready to shot the creature later, but then he realizes Light is not following him, so he looks around searching for the wolf.
___________________________
Esaul Will Save: 1d20 + 4 ⇒ (17) + 4 = 21
Light Will Save: 1d20 + 2 ⇒ (13) + 2 = 15
Do you mind in moving Light for this round, Jubal? We act just before Rahaal. So he moves before getting free!


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Thondrir seems momentarily captivated by the song, but shakes off the harpy's charm with Rahaal's words. "Abadar? Nay, lassie. 'Tis from Angradd ah draw me fires. 'Preciate tha sentiment, all th'same."

Thondrir retrieves the heavy crossbow that dangles from his back and begins loading the unwieldy contraption he has seen few occasions to use.

______________________________

Loading a bolt. Hurray!


Round 1

Arend moves towards the harpy falling off the bridge to get to her sitting in her nest along the wall of the ravine.
20 ft of falling damage: 2d6 ⇒ (5, 6) = 11

"So what's a harpy do, then--" Tris says in a whisper to Devan's words... and then is promptly demonstrated what a harpy does. Her head snaps up and tilts to one side. "Hey, that's... pretty... singing..." And Tris starts walking forward, bow held limply at her side. "So what's a harpy do, then--" Tris says in a whisper to Devan's words... and then is promptly demonstrated what a harpy does. Her head snaps up and tilts to one side. "Hey, that's... pretty... singing... " And Tris starts walking forward, bow held limply at her side.

Realizing what the harpy is doing, Rahaal snaps into action. Striding forward confidently she booms, "Allies, in the name of the Master of the First Vault who guides us to do that which is just, do not be swayed by this harpy's song! Remember your duty, your goal! The fate of Fairhaven depends on us, now is not the time to falter! Draw your strength from Abadar, and all the gods of justice and keep this harpy's false influence away from your hearts and minds!"

Devan moves out from behind the rock, raises his crossbow and fires at the harpy. Hit hits her in the shoulder, and grins.

The hunter moves as much as he can to get a better vision of the creature, ready to shot the creature later, but then he realizes Light is not following him, so he looks around searching for the wolf.

Thondrir seems momentarily captivated by the song, but shakes off the harpy's charm with Rahaal's words. "Abadar? Nay, lassie. 'Tis from Angradd ah draw me fires. 'Preciate tha sentiment, all th'same." Thondrir retrieves the heavy crossbow that dangles from his back and begins loading the unwieldy contraption he has seen few occasions to use.

The harpy continues to sing watching Arend climbing toward her.

<< Encounter: Day 6 Late Morning | Round 2 | Environment: clear skies potential deceleration trauma | Encounter Map: Day 6 Late Morning >>

You’re up. You had mostly good luck!


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul once again moves forward and he finally looses an arrow at the creature, but he can't seem to find Light, who should be right behind him but bugged somewhere, and thus his concentration is gone, and the arrow goes wide.
"Light! Come!"
______________________
Assuming Spirit of the Tiger. +2 dex.
Longbow: 1d20 + 7 ⇒ (1) + 7 = 8! Damage: 1d8 + 1 ⇒ (5) + 1 = 6


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Devan winces as he feels Arend fall off the bridge and die. He then reloads his crossbow and summons an eagle. The celestial raptor appears above the bridge, and propelled by righteous fury flaps across the ravine to jam its golden glowing beak into the Harpy's cheek. It tears off a gobbet of flesh and shrieks!
________________________________________________

Move action; Reload crossbow.
Standard action; summon a celestial eagle

Eagle's Stats:

Summoned Creature: Eagle CR 1/2

N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft., low-light vision Perception +9

DEFENSE

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 [7] (1d8+1) [1d8+3]
Fort +3 [+5], Ref +4, Will +2

SR 5
Celestial - Resist cold 5, acid 5, electricity 5
Fiendish - Resist cold 5, fire 5

OFFENSE

Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
Special Attacks smite evil/good

STATISTICS

Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

SPECIAL ABILITIES

Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Eagle appears 30' from me, and swift action smites the harpy.
Then it charges.
Eagle bite on Harpy (charge, smite): 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Confirm: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Damage (smite): 1d4 + 1 ⇒ (3) + 1 = 4


...'Merica eagle rides again....

Tris's head snaps up at Rahaal's words. She looks how close she is to the chasm, and swallows. No thank you. Well, apparently that's what a harpy does.

Her bow hand snaps up again, and Tris jogs a few feet to the side to have a clearer shot.

"Couldn't you lecture me on my moral obligation to go find a really stiff drink?" she asks of Rahaal with a glibness she doesn't actually feel, as shaken as she is by the close call.

Shortbow: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18 Penalty for firing into combat
Damage: 1d6 ⇒ 2


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Jubal, is anyone still charmed? Maybe Light? (If so, I'll want to move to 30' from them; if not then I can change or end my performance). And where is Rahaal on the map?


Even if Light missed its save, your countersong cured it. Rahaal is now there.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Rahaal laughs at Tris' quip, relieved to see the spell broken. "Maybe not a moral obligation, but surely a way to take the edge off our aching legs. Call it a just reward for a job well done and I'll buy it for you myself, once we're able."

Seeing that her companions all understand the harpy's song for what it is, Rahaal stops orating and instead follows Devan's lead, summoning an eagle to attack the harpy. As she chants and mutters a swirling portal to the celestial realms begins to appear.

_______________

Full: Summon monster I

Tracking:

HP 27/27
Sermonic performance 10/11
Channel (rulership variant, negative) 7/7

Buffs nil


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Thondrir finishes cranking back the bolt in the crossbow, takes aim, and squeezes the trigger. The bolt's path is true, sailing across the distance in an instant to sink into the harpy. Thondrir seems surprised, even dismayed. He looks at the weapon in his hands with incredulity. "Tha' be a right bad omen, laddies an' lassies!"

______________________________

Crossbow: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
Damage: 1d10 ⇒ 6
Confirm: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0


Round 2

Esaul once again moves forward and he finally looses an arrow at the creature, but he can't seem to find Light, who should be right behind him but bugged somewhere, and thus his concentration is gone, and the arrow goes wide.
"Light! Come!"

Devan winces as he feels Arend fall off the bridge and die. He then reloads his crossbow and summons an eagle. The celestial raptor appears above the bridge, and propelled by righteous fury flaps across the ravine to jam its golden glowing beak into the Harpy's cheek. It tears off a gobbet of flesh and shrieks!
Harpy damage 4

Tris's head snaps up at Rahaal's words. She looks how close she is to the chasm, and swallows. No thank you. Well, apparently that's what a harpy does. Her bow hand snaps up again, and Tris jogs a few feet to the side to have a clearer shot. "Couldn't you lecture me on my moral obligation to go find a really stiff drink?" she asks of Rahaal with a glibness she doesn't actually feel, as shaken as she is by the close call.
Harpy damage 6

Rahaal laughs at Tris' quip, relieved to see the spell broken. "Maybe not a moral obligation, but surely a way to take the edge off our aching legs. Call it a just reward for a job well done and I'll buy it for you myself, once we're able." Seeing that her companions all understand the harpy's song for what it is, Rahaal stops orating and instead follows Devan's lead, summoning an eagle to attack the harpy. As she chants and mutters a swirling portal to the celestial realms begins to appear.

Thondrir finishes cranking back the bolt in the crossbow, takes aim, and squeezes the trigger. The bolt's path is true, sailing across the distance in an instant to sink into the harpy. Thondrir seems surprised, even dismayed. He looks at the weapon in his hands with incredulity. "Tha' be a right bad omen, laddies an' lassies!"

The harpy stops singing in surprise. She grabs a morningstar and swings at the eagle missing it completely. She bares her fangs.
attack Devan’s eagle: 1d20 + 8 ⇒ (4) + 8 = 12
Harpy damage 10

<< Encounter: Day 6 Late Morning | Round 3 | Environment: clear skies potential deceleration trauma | Encounter Map: Day 6 Late Morning >>

You’re up. You had mostly good luck!


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Almost at the perfect distance, Esaul gives another step forward down the bridge and shots at the harpy, but two quick arrows this time. Light just follows, like the good wolf he is.
______________________
Take a 5-foot-step forward, and shot two arrows with Rapid Shot. Point-blank shot for no penalty on melee.
Rapid Shot 1: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14! Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Rapid Shot 2: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16! Damage: 1d8 + 1 ⇒ (6) + 1 = 7


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

I count 23 damage to the harpy so far (including Esual's shot just now).


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Round 3

Devan begins to hustle across the bridge, keeping his crossbow trained on the harpy should his eagle fall.

The eagle flaps its majestic wings to maintain altitude and tears at the harpy with its claws and beak. The harpy bats aside its beak and one talon, but another rakes across her chest, leaving four bloody furrows in her flesh.
_____________________________________

Devan, double move towards the bridge.

Bite on Harpy: 1d20 + 3 ⇒ (5) + 3 = 8 Miss
Talon on Harpy: 1d20 + 3 ⇒ (1) + 3 = 4 Miss
Talon on Harpy: 1d20 + 3 ⇒ (18) + 3 = 21 Hit

Damage: 1d4 + 1 ⇒ (4) + 1 = 5


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Round 3

Rahaal sees her eagle coalesce out of the ether and wills it toward the harpy. It bites into her face with a mighty cry.

Meanwhile, Rahaal loads and fires her crossbow...but in her care to miss both birds the bolt flies wide of her target.

__________

bite: 1d20 + 3 ⇒ (20) + 3 = 23
confirm: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d4 + 1 ⇒ (3) + 1 = 4

crossbow: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13

Tracking:

HP 27/27
Sermonic performance 10/11
Channel (rulership variant, negative) 7/7

Buffs nil


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

You're too far away for the eagle to do that unless it charges.


Tris moves closer along the bridge and fires another arrow.

Shortbow: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Damage: 1d6 ⇒ 3


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Nice! Up to 35 damage total now. Another round or two and it'll prolly be dead. It might even die from the AOOs if it tries to run from our eagles.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Thanks Devan, consider that eagle charging.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Thondrir begins the long process of reloading another bolt into his crossbow, muttering to himself all the while.


Round 3

Almost at the perfect distance, Esaul gives another step forward down the bridge and shots at the harpy, but two quick arrows this time. Light just follows, like the good wolf he is.
Harpy damage 23

Devan begins to hustle across the bridge, keeping his crossbow trained on the harpy should his eagle fall. The eagle flaps its majestic wings to maintain altitude and tears at the harpy with its claws and beak. The harpy bats aside its beak and one talon, but another rakes across her chest, leaving four bloody furrows in her flesh.
Harpy damage 28

Rahaal sees her eagle coalesce out of the ether and wills it toward the harpy. It bites into her face with a mighty cry. Meanwhile, Rahaal loads and fires her crossbow...but in her care to miss both birds the bolt flies wide of her target.
Harpy damage 32

Tris moves closer along the bridge and fires another arrow.
Harpy damage 35

Thondrir begins the long process of reloading another bolt into his crossbow, muttering to himself all the while.

The harpy swings her morningstar destroying the first eagle, then backswings missing the second eagle. She then takes cover down inside her nest.
attack Devan’s eagle: 1d20 + 8 ⇒ (9) + 8 = 17 hit
damage Devan’s eagle: 1d8 + 1 ⇒ (5) + 1 = 6 poof
attack Rahaal’s charging eagle: 1d20 + 3 ⇒ (4) + 3 = 7 miss
5-ft move to take cover +4 AC in her enst

<< Encounter: Day 6 Late Morning | Round 4 | Environment: clear skies potential deceleration trauma | Encounter Map: Day 6 Late Morning >>

You’re up. Almost done.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

The hunter takes another step closer and shots two more arrows, one of which is devastating!
______________________
Take a 5-foot-step forward, and shot two arrows with Rapid Shot. Point-blank shot for no penalty on melee.
Rapid Shot 1: 1d20 + 7 - 2 + 1 ⇒ (3) + 7 - 2 + 1 = 9! Damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Rapid Shot 2: 1d20 + 7 - 2 + 1 ⇒ (20) + 7 - 2 + 1 = 26! Damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Confirmation: 1d20 + 7 - 2 + 1 ⇒ (19) + 7 - 2 + 1 = 25! Extra Damage: 2d8 + 2 ⇒ (2, 2) + 2 = 6


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Nice!


Harpy damage 50 Dead. Now what?


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

I'm assuming that's combat. Nice shot, Esaul :)


Yes, combat is over.

The harpy disappears into her nest after Esaul's shot pierces her eye. The twittering of small birds that have served as hors d'oeuvres to the newly departed harpy fills the silence in celebration.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

"Let's take a look!" Esaul switches to the Monkey spirit and enters the woods to climb to the nest. There might be something valuable there.

Take 10 on Climb for 20 total with climber's kit.


Scaling the cliff face to reach the harpy’s nest 60 feet. The rocks are slick with blood that is seeping through the sticks and mud of the harpy’s nest. Once above the nest, two partially eaten corpses are revealed. Beyond the nest are bones from at least four more corpses, in varying states of decay. Rummaging through the refuse, Esaul can find an ornate messenger scrollcase worth 75 gp. It is the same as the one Darin had, and contains the same message. Other loot to be lifted from the corpses includes a spyglass of exceptional quality worth 1500 gp, 6 smokesticks, 2 tanglefoot bags, a magic potion, a climber's kit, a pouch containing magic dust, a coin purse containing 35 pp, and another 150 gp from amongst the remains.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Holy lord we were about to lose that!

Esaul gets everything in his pack and moves back down. "Good news is, there were valuables up there. Bad news is, there was a dead messenger much like Darin up there. Fairhaven probably won't be getting much help..."

He tries to identify what the potion and the powder are with Detect Magic, then show the stuff around to see if the others want anything from it.
Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12


potion of invis.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

"To tha victors, as ye groundlings always be sayin'..." Thondrir replaces his crossbow and approaches the nest's base, no intention of making any hint of an attempt to climb it. "Though we do be missin' an army o' blighters an' scalies an' greenies. Ah hope tha wretched things 'ave nae claimed Fairhaven a'true."


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

"Well we're close now. Let's finish our journey and find out. We need to do recon on the town of course, but that was well done everyone. I have a good feeling now that we're past this bridge."


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

"Yeah, should be easier now. Hey, does anyone know what this magic powder does?"


Sorry for my slowness, it's been a busy weekend for me and is likely to be a busy week to come, too.

Tris lets out a cheer at Esaul's arrow that puts the foul harpy down, raising her fist in the air with a grin. "Good shot, brother!" she calls.

She lets him do the climbing, as he's already halfway up by the time she is ready to ascend herself, and waits on the ground for him to report his findings. She lets out a low whistle at the spyglass, fingers twitching towards the fine workmanship with obvious avaricious glee.

"...so if the fellow who owned this is dead..." she says slowly. "I mean, uh, shame for him, but, we can honor his memory by, y'know, using this to keep an eye out for the enemy..."

At Esaul's question about the powder, she squints at it, then shrugs. "Looks like dust to me, mate. Magic's not my strong suit."


Day 6 late afternoon

The road runs steeply upward along the base of the mountain’s edge until it reaches the city gate. It is on this path that the colossi can be seen carved directly into the side of the mountain. The massive stone guardians are in poor shape however, with one severely cracked, and the other laying in pieces across the mountain path.

The great oaken doors that marked the city’s entrance are still standing, though not much of the surrounding wall is. When you approach, a team of laborers are in the process of erecting wood palisades where the sections of the wall collapsed. They work to hoist trees from the side of the lake below up onto the path, where they are worked into the segments of the new wall. Little more than half of the broken wall has been filled in. At their current pace, it could take days to close the gaps, and the fires of Ymial’s army can be seen sending smoke through the canopy of the Peak’s Path Wood.

A lady appears to be in charge of the work detail, and she immediately mounts her horse and moves to intercept you as they approach the gate. Rahaal knows her as Regina Garin. Third in command of Fairhaven’s militia, she hasn’t been in charge of much more than paperwork until now. With the head of the militia trapped in the mines, and the second in command lost to Ymial’s approaching army, the defense of the city has fallen to her. She is covered in mud and sweat, and her hands are bloody with burns from long hours of helping to hoist the timber.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Apologies: I'm on vacation til 4/21 so my posts are less consistent, and this one won't be as detailed or colorful as I'd like

Rahaal greets Regina, says she's joined forces with a group of samaritans who're here to help, and briefly introduces them. She asks for any news. Then -- unless Regina points to something more pressing -- she turns to Throndrir and says, "This devotee of Angradd has a good deal more experience with stonework than I, and he suggested we try one more time to find a way to unblock the refugees...or to find a back way to them through one of the fissures. Can you tell us what's been attempted so far, and direct us, unless there is a more urgent crisis you'd ask our help with."


Regina withholds handclasps, because her hands are covered in mud. However, she is clearly glad to see Rahaal again, especially returning with help. "I'm trying to reinforce these gates before Ymial's army arrives. Guildmaster Pratt is leading the town now. Go see him at the Guildhall to offer your support." You remember that Unias Pratt is an aging man and leader of the Metalshaper Guild.

"Pratt send the remaining company of militia that didn't get trapped in the mine against Ymial's army several days ago. Only a handful survived to return." Her comment is bitter. Like a good leader, she tries to hide her exasperation with the decision, but her fatigue causes her true feelings to leak out behind an attempted stoic mask.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

"Maybe not the wisest move, but a brave one nonetheless. We will be moving now to speak with this Pratt, although we obey our own hierarchy, so you can be sure we won't follow stupid orders. Good luck with the wall, for now." And there the hunter goes, along with the silent party I suppose. ^_^


Map of Fairhaven

Though not enormous in size, the buildings of Fairhaven are dwarfed only by the mountain that rises behind them in terms of majesty. Fairhaven’s structures are built in fashions that make even the richest foreigners sick with envy, the product of expert craftsmen obsessing for years and even centuries on their labors.

However Fairhaven is nearly in ruins. Much of its outer walls have collapsed, and a large fissure has opened through the center of town. Walls upon which once stood some of the most grandiose sculptures ever made by mortal hands lie crumbled in the lakebed bellow. Where segments of the wall remain, large ornately carved effigies stare in silent vigil over broken paths. They almost appear to breathe, so lifelike are their renditions, a testament to the skill of the artisans that dwell in Fairhaven.

The town is built on three relatively flat plateaus on the side of a mountain, overlooking the lake formed by the water runoff from the mountain’s peaks. Craftsman long ago tamed the river’s flow, creating a dam deeper in the mountains to form the idyllic water flow for Fairhaven’s four waterfalls.

F1. THE GATES OF FAIRHAVEN It is on this road that the colossi can be seen carved directly into the side of the mountain. The massive stone guardians are in poor shape however, with one severely cracked, and the other laying in pieces across the mountain path. The great oaken doors that marked the city’s entrance are still standing, though not much of the surrounding wall is.

F2. THE RISE Fairhaven’s main road is a clay tiled, gently sloping path that connects the city’s three tiers. The hardened clay tiles form intricate mosaics that colorfully depict dragons in varying states of grandeur. While all of the known dragons are represented in the mosaic, the largest of the images, placed at the top tier, depicts a massive red dragon with its wings spread wide.

F3. TOWN SQUARE Fairhaven’s town square is in a pitiable state. Where the wagons of visiting merchants or the bright colors of festival tents normally dominate the square, it is now full of displaced citizens whose homes have been damaged or outright destroyed. Rahaal explains that the town’s primary concerns are with digging out the mines and repairing the walls, leaving many townsfolk to fend for themselves. Hastily erected shanty homes and burning piles of refuse now litter the square. You draw some ireful glares from envious townsfolk, while others will look to them for news, or help.

Rahaal pauses the team in case you want to interact with the townsfolk.

F4. GUILD HALL Rahaal explains on the way that Fairhaven exists under the governance of two influential guilds, the Stonecutter’s Guild and the Metalshaper’s Guild. They, in combination with other minor guilds, form the ruling entities of Fairhaven. They meet in the Guildhall, a marvelous tower of glossy marble arches and stained glass windows. There are two entrances, one that opens to into the town square, where most of the public traffic enters and exits, and another entrance on the upper tier that gives easy access to the upper offices of the tower, including the residential quarters that house the guild leaders.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Hidden behind a tapestry of immaculate metal, it is impossible to see the disdain gripping the dwarf's face. "Abandonin' yer walls tae war again' numbers beyond yer ken? Nae. 'Tis not bravery, lad. 'Tis folly. Tactics fit fer a clutch o' goblins at best. Nie tha kin left ahind be too few to defend 'emselves proper like. Sounds ta me as if ole Pratt be not fit fer tha duty he's holdin'. Best we go relieve 'im o' more blunderin' afore what's left o' this lot be conscripted tae swat a dragon wi' shovels an' cutlery."

He halts a moment to spare the refugees huddled together in the streets a pitiable look. "Aye, we picked're fight well this day. Rarely be seein' a defeated lot more deservin' of a fierce savin'."


New link for Fairhaven


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

"All this damage was caused by the quake?" Devan asks one of the townsfolk as they walk along.

Are any parts of the wall or any other defensive structure intact? How many townsfolk appear to be left? Are we going to see Pratt now?


Tris's usual smirk fades from her face at seeing the sad state of the townspeople... and the size of the task ahead. Naturally speaking, the place has good advantages against a land attack, with the ruined gate's bottleneck... but orcs can sail boats.

And dragons can fly. There is that small problem.

She pastes her smile back on her face for the benefit of the townsfolk they pass, putting a little extra swagger into her rolling shipborn gait, radiating confidence she doesn't entirely feel. A wink at a small, dirty child who stares gape-mouthed at their progress, a saucy grin at a young man in ill-fitting militia armor though he doesn't look old enough to be shaving his chin...

"Half these people have already given up, if you ask me," she mutters to the others. "Morale's gonna be a problem. A squad of archers on those tiers, or up against the cliff wall, there-- they could hold that gate a long time, tho'..."

Of course, if there are any archers left in the town worth the name, that's a different story. Tris moves along with the others towards the Guildhall, to see 'Pratt'. She hopes he doesn't live up to his name.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul shakes his head, but although the situation is desperately serious, he seems to be smiling. He's probably gone mad. "Seriously, we're screwed, but if you try to take this commoners to battle, theeeen we're gonna have trouble. Don't fool yourselves children, we are the only hope here, and we cannot defeat the army. We can certainly try to take down the leaders. Maybe even the freaking dragon, but not the army. So let's stop wailing around and focus on the task at hand, please."

Yes he's gone mad.


Tris gives Esaul the benefit of a sardonically-arched brow at his dismissive comment.

"We're gonna have trouble involving the commoners in the battle? As opposed to what, the lack of trouble they'll experience if they just huddle in their homes and pretend they're not in a fight for their lives? There's already trouble, and the time for them to flee is past: I'd wager more of them would rather die on their feet at least trying to fight, than whatever it is you think they should do.

"Besides: what's your bright idea for hunting down the leaders and the dragon, in that forest a-swarm with orcs? We barely slipped through the forest avoiding patrols, let alone trying to find the commanders. The fight's going to come here, like it or not, and six people can't hold a gate without any support. I'd just as soon have the townspeople firing what bows they can. They'll get lucky and take out a few orcs... and an orc that falls to their arrows is one less orc that swings his blade at me."

Tris shrugs. "Anyway, 's pointless for us to argue about the best way to defend the place, or kill the dragon, or whatever, until we've talked to the command here. Even if all we learn from him is that he's useless, we'll be able to get a count of the supplies, and so forth."


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

"Agreed," Devan juts in, still waiting for an answer to his question about the quake.

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