The Seer's Journey - DM Downrightamazed

Game Master downrightamazed

A young refugee girl, blessed by the gods with foresight, is accompanied by six warriors to one of the most dangerous places in the world, where a great hero will die.


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Male Human (Bennelad) Oracle 7

'Kelne is right. We'll need to try and ambush those Wolfguard then get lost in the wilds. That should slow Wolfguard pursuit at least. Probably not the Mad Mage's constructs though. We need some magic to keep Cassandra from being grabbed out of our hands. If these days have thought us anything.'


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

Karthan points to some rope on his pack horse's kit, and a string of bells. "I can keep us secure at night with that, though we'll need to have one or two people watching the mounts."

He looks at what other people have for mounts. "First, does everyone have two mounts? One of the tricks we learned in the caravan trade is that if everyone has two mounts, and switches off about once every four hours, you can cover more ground. It's expensive, and you need to carry more supplies, but it is faster."

He looks at those with warhorses (if any), "And those chargers are going to blow themselves out if you're riding them all day long."

Medieval History Degree fu: A group of men on foot can cover about 32 miles per day over roads, and about 20 miles per day in tough terrain. Men on horses - with only one horse per rider - cover about the same distance, but the benefit is that the horse gets tired at the end of the day, and the rider is reasonably fresh. Men on horses with two mounts can generally cover 48-50 miles per day. Horses are slower going over bad terrain. Also, you do NOT want to have your warhorse or charger be your day to day mount; warhorses are surprisingly fragile when it comes to overuse injuries; the traits that make them good at being warhorses are sort of like the traits that make for good NFL Defensive Ends, while riding horses are more like marathon runners. If you ride them all the time, you'll injure them. Warhorses - especially medieval ones - tended to eat as much grain as three peasants, and require the part time work of a squire - to keep in fighting fit. In a world with realistic prices, a good heavy warhorse should take about three years to train up, cost more to feed than its rider, and (if one were for sale at all), should cost about 3,000 GP. In times of war? Not available for any price...

Pathfinder is not a game with realistic prices. :) But - more mounts should get us going there faster.

And, historical account: British troops up in the Highlands during the rebellion of Bonnie Prince Charlie ran chains from the bridles and hoof rings of their horses to a steel rail that was buried under two feet of dirt, for an entire line of horses. They then drove wooden split posts over that steel rail, and ran more chain between the posts; with an entire regiment of men to do it, this was about three hours of work towards the end of the day. They all went to sleep, figuring that anyone trying to steal the horses would make so much noise that the entire regiment would wake up. During the night, the entire regiment's horses were stolen, as were the posts, the chains and the steel rail. Their guide told them "Well, aye, if you're only doing that to keep them over the night, ye might as well be painting them with "Horses, free for the taking."


Everyone's been equipped with light horses; no chargers or heavy mounts. If asked, the university will provide each person with a second mount.

Also, I put up a lightweight JPG version of the map. It's the one called "Explored-Land-Map-Light.jpg".


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Nodding at his Half-Orc friend Jorzan agrees "Karthan makes an excellent point, since they are available, an extra horse each will dramatically increase the amount of ground we'll be able to cover. Captain, can you see to that please?"

Looking to Cassandra again Jorzan continues "Also, although, as Karthan said, all routes have appeals to at least some one of us, it seems the majority decision is to take Option One. Can we all agree on this? If this is the course we take though, one more detail concerns me. Although I believe Cassandra is 'safe' from her enemies, in that I do not think they we directly harm her, at first, the weather has no such compunctions. It seems some of us have magical protections from the cold, but we must ensure that our young ward is protected as well."

Earlier in the Alley

Jorzan doesn't immediately reply to Tanel's question. It seems there is an internal war within him as he struggles to decide how much of himself to reveal to a new companion. Finally he sighs and says "The full story is much too long of one to get into now Tanel, perhaps over a campfire some night on our long journey the proper time will have arrived. For now, I shall just say that the connection between Bal-Zat and myself is from long ago and that there is not a single entity in the world that I hate more. As for his designs on me..the twisted, black hearted mage feels I...have...something of his. He is wrong. Dead wrong. And should I ever confront him some day one of us will die to prove the truth of it." as he says this the controlled fury in Jorzan's voice makes it clear that this is a extremely sensitive subject with him.

PS, DRA, was any magic detected on any of the Punisher's Item's? And was it ok, making up and taking the wooden dagger like that?


Jorzan wrote:


PS, DRA, was any magic detected on any of the Punisher's Item's? And was it ok, making up and taking the wooden dagger like that?

But of course! Love it! Keep that kind of writing up, I really dig that stuff and the flavor and color it adds to things. Gives the conflict between Jorzan and Bal-Zet and even more deliciously personal edge.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6
DM Downrightamazed wrote:
Jorzan wrote:


PS, DRA, was any magic detected on any of the Punisher's Item's? And was it ok, making up and taking the wooden dagger like that?
But of course! Love it! Keep that kind of writing up, I really dig that stuff and the flavor and color it adds to things. Gives the conflict between Jorzan and Bal-Zet and even more deliciously personal edge.

Lol, ok, will do! And by your omission I'm assuming no magic on any of the trophies. Cool. : )


Male Human (Bennelad) Oracle 7

'Good plan Karthan. The quicker we cover ground the better, and fresh horses should we need to make a rapid get away are a damned good idea.'

Turning to Jorzan Tanel says 'I agree. It was friend Kelne who ahd the most problem with the most northern path? And they were valid objections. What say you Kelne? We'll need your local knowledge to make it a viable path.'


Male Human Fighter 8, Ranger 3

"Technically, it can be done," Kelne said, "But the time of year isn't ideal. We're in fall now, and the weather's only going to deteriorate as we move into winter. It's all very well to protect ourselves from the cold, but a storm will still stop us in our tracks until it passes, and any heavy snowfalls will slow us down. There's little benefit to having extra horses if we're unable to keep up a decent pace, and then they simply become more mouths to feed. If we're still traveling when winter hits, we should trade them for some sleds and either dogs or reindeer."

For all that he'd argued against the course, Kelne turned his attention to the map and began laying out a route, "East to start. No need to advertise our route to anyone who's watching. Then we turn north once we've dealt with any pursuit. Charter a boat across the lake if we can and disembark east of Omskoldsv. I'd like to avoid the town; Ormir's bound to have agents there. There are some dwarf-holds we can resupply at instead with less attention. This is probably the point we're in the most danger from Ormir's minions or the Grindylow," he said, tapping the map for emphasis, "From here on, if they want to catch us they'll have to chase us."

"From there, we head north-east. Strike out for the river and follow it to Inta. I'm not personally familiar with the territory between there and Allemagh, but the route should be straightforward enough, worries about the White Dragonhold aside. All in all, call it four months to reach the Wall."

Any major points about the route Kelne should know? Knowledge (geography) checks to be made or the like?


Kelne:
The only major thing is that you know there are dragons east of Omskoldsv; an old white dragon to the northeast and an old green straight east. You don't know where exactly their dens/hoards are, but you know they regularly get as far west as the town. You also know that chartering a boat should be fairly easy, and not too expensive. Most people just go around the lake, so the few passenger boats typically have plenty of berths available.


So is everyone in agreement with the route Kelne is proposing?


Male Human (Bennelad) Oracle 7

'That seems a good plan Kelne. It'll be full of danger either way. And the first step is definately drawing out those wolfguard, before we head north.'


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

"Make it so."


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Sir Justahl nods.

"Drawing out the Wolfguard? Are we not leaving immediately?"


Everybody: As Captain Iolan sends for more horses, a Professor of Arcana comes into the hall and nods a greeting. "Greetings all. Hello Karthan. You asked for more information on the Grindylow, I do believe. Well, here's the significant details; they come from the ocean, and for some reason they seem to favor the moonstone cliffs that stretch from Warbane deep into the Forgelands, all the way up to Van-Monnen, as places to land on those rare occasions they venture onto land. They breathe air but can also breathe underwater. Whether this is by some evolution of their alien physiology or via arcane means, no one knows. They can also, unfortunately, move through soil and sand and loose rock as easily as water. Only solid stone stops them; mountains, cliffs, that sort of thing. Their bodies resemble nothing so much as enormous maggots, 12 feet tall and covered in a viscous goo whose purpose aside from aiding in the capture of prey we are yet to determine. Their arms are so weak as to almost be vestigial; they look like sticks stuck in a snowman. The greatest danger of the Grindylow -- and the source of their, er, colorful nickname; 'Mind Maggots' -- is their ability to damage one's mind. While they are capable of sending blasts of pure arcane force directly into the brains of their targets, they tend to prefer to use attacks that leave the victim alive and conscious, as some of their power comes from creating fear and causing pain. The more the, uh, the better. Grindylow attacks have caused caravans to turn against each other, leaving only two or three terrified survivors. They've made aged, powerful warriors see horrific visions that caused them to become petrified and rooted to the spot they stood. It is rare that the Grindylow ever kill anyone outright; they require active living minds to feed so death does them no good. Horribly, they will cover a victim in slime or hypnotize and bind them, whatever it takes to render them immobile so they can be dragged to the ocean floor, there to be kept alive indefinitely, exposed to terror after terror, exquisite tortures designed to inspire greater and greater levels of fear and agony that the Grindylow feed off of.

While there are plenty of creatures that would actively fight a Grindylow in self-defense, there is one creature in particular that considers them a threat and a competing predator for the same food source. I speak of the Ragged Fliers; Oneiromoths. These are terrible creatures that bring brain death to their victims. They are a little larger than half-orcs, and they use the strange pigment on their bat-like wings to hypnotise their victims, then they thrust their giant, prehensile feathered tongues into their victim's mouths and up and back into their brain cavity, where they harvest everything that makes that person themselves; dreams, talents, ambitions, thoughts, poems, songs, everything. The living husk of the body is left behind but the spirit and mind are both dead.

These two differing methods of harvesting similar food sources -- one requiring a living captive, the other simply a momentarily helpless victim -- puts the Grindylow and the Oneiromoths in direct conflict with some frequency.

I tell you all this because a mind like Cassandra's...I'm sorry, but...it's like a beacon. It will be as if you are traveling with a giant lighthouse, a mile high and endlessly luminous. You should know, I feel, that this morning the city guard found and put down a Retriever that was on its way to the guardhouse where Justahl and Kephniel slept, guarding Miss Cassandra. It had the number 7 scrawled on its back. I leave you to draw your own conclusions from this.
"


Captain Iolan picks up after the Professor finishes. "The tactical situation with the Black Dragonflight is getting worse by the day. We know now that they have forces extending as far as Stormfare itself. This, of course, complicates things. Previously we knew they were as far west as the end of the Mana River but hadn't yet pushed to the coast. It is possible this has changed; we have scouts investigating. Izmir is currently under siege. There are battle lines in The Frost Kingdom still and the lands north of Rass-La. And Hallas, though currently in the middle of an insurrection action, is still overrun.

We have no intelligence about what may be happening north of the Unclaimed Lands, so that may well be a good bet, though those woods are also not particularly well-known for their general hospitality.

The last thing I can tell you is that the Red Dragonflight is still on the move, and has begun striking at certain, specific targets of great strategic value. Cursed magic items or other items of power, for example. It is...likely...that they know of Cassandra, though I confess we have no intelligence that proves as much. It is merely my guess. Iridian, however, remains an extremely dangerous place to travel and our #1 suspected site of the headquarters of the Red Dragonflight.
"

The orderly comes back and whispers to the Captain. "Ah." he says. "Your horses are ready. Are there any final questions I can help you with before you strike out?"


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Do we already know what Retrievers are?

Jorzan's Knowledge (geography), & Knowledge (nature) checks:1d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (2) + 5 = 7

"Yes" Jorzan says, "I still need to know how we're going to protect Cassandra from the cold."


Male Human Fighter 8, Ranger 3

"The cold seems the least of our worries," Kelne said, "Plenty of thick, warm clothing and she'll be fine, provided we don't throw her in any freezing-cold rivers."

"What does concern me is that it sounds like anybody who's the least bit interested is going to be able to track us," he said heavily, "Which doesn't exactly fill me with confidence. Our best defence is going to be to keep moving and to keep our options open for our route. Knowing where we are doesn't necessarily tell pursuers where we're going next. With that in mind, we should be on our way immediately. Does anybody have any business which can't wait until we're on the road?"


Anyone looking to see what they know about Retrievers can give me a K(Planes) check. You can also ask, but the professor and the captain are only going to know the bare minimum.


Male Human (Bennelad) Oracle 7

Someone likes their China Mieville! I thought that was what the grindylow were, but wasn't sure until the above! Throwing slake moths was nice though!

'No. I'm ready to go, the sooner the better as you say. This is not my home, I'm leaving nothing behind.' Tanel smiles ruefully.

He is clad in his full armor today, his halberd stored, with great difficulty, in his bag. He wears a sword at his belt and a shield on his back.

'Is anyone's armor not magical? I can enchant it, or any clothing you have.'

Magic vestement for those who want it.


Tanel Eppun wrote:
Someone likes their China Mieville! I thought that was what the grindylow were, but wasn't sure until the above! Throwing slake moths was nice though!

Ahahaa, indeed I do, and I figured someone was bound to call me on that sooner or later. :-D Of my 30 or so PCs across the six games I'm currently running in the Explored Land, you're the first person who's recognized those critters, or at least the first one who's told me. :-) I was SO BUMMED when Bestiary 2 turned the Grindylow into goblin-squids. Argh! Slake Moths make for awesome encounters; I've already run them against some PCs and it's way rad."


Male Human (Bennelad) Oracle 7
DM Downrightamazed wrote:
Tanel Eppun wrote:
Someone likes their China Mieville! I thought that was what the grindylow were, but wasn't sure until the above! Throwing slake moths was nice though!
Ahahaa, indeed I do, and I figured someone was bound to call me on that sooner or later. :-D Of my 30 or so PCs across the six games I'm currently running in the Explored Land, you're the first person who's recognized those critters, or at least the first one who's told me. :-) I was SO BUMMED when Bestiary 2 turned the Grindylow into goblin-squids. Argh! Slake Moths make for awesome encounters; I've already run them against some PCs and it's way rad."

I don't mind the bestiary 2 grindylow, their more like the myth that inspired them. But the Mieville ones are horrifying, and I'm glad your putting them to good use! I'd be shocked if someone else hadn't noticed yet.


After swaddling Cassandra in warmer clothes and an oiled rain slicker that's at least two sizes too big for her, the party prepares to depart. It takes a little bit for Justahl to get the rigging settled for the harness that Cassandra will eventually be able to sit in and ride on his back, and it's clear he'll want to test it out a bit before having to use it in combat or other situations of similar intensity.

Heading to the city gates in the howling wind and driving, freezing, sideways rain, the party is seen off by a luminous collective; two dragons, paladine, warbanians, professors, mages. If any civilians were present they would have been amazed. But the weather is keeping everyone hunkered down, and there are none to watch the heroes begin accompanying a single small girl and her owl on a journey across half the world.

Who is Cassandra riding with? Justahl? Keph?


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Before they head out, Sir Justahl gives Cassandra an apple. Then he extends his hands and calls out;

"Come Nouhves! You are needed!" Summon Mount

An aperture opens up in the stables and Sir Justahls very impressive celestial warhorse trots through. Beyond the aperture you can see a glorious field of grass with just a glimpse of a blazing white and crystalline mountain (or was it a city?) rising endlessly in the distance... Then the aperture closes and the light dims again. Justahl pats Nouhves grinning and the horse bumps him in affection.

"I'm not sure you've all been introduced to Nouhves, my trusty mount. Cassandra, would you offer him the apple?"

Cassandra looks a little guilty, having taken a bite. Nouhves leans down and carefully slurps up the apple, then mischeiviously licks both her palms and her face for good measure.

After settling everything in various saddlebags, Sir Justahl offers Cassandra a seat on his back in the harness.


Sir Justahl of NeoWald wrote:


Cassandra looks a little guilty, having taken a bite...

Ahhahahahaaa, this is very funny to me. :-D


It takes a bit of wrangling, but Cassandra is able to sit comfortably in the harness. It makes riding a bit more challenging for Sir Justahl, but he seems to take it in stride. The first part of the day is very soggy, but otherwise uneventful. You pass a couple merchant caravans heading into the city, and at one point a messenger horse rockets past you all on its way to who-knows-where, but once you get off the main trunk and break out onto the overland route heading straight east, traffic ceases.

Travel continues to be easy into the afternoon, and except for Tanel hitting every mud puddle on the road and occasionally dropping things that everyone could swear were tied to his saddle or in a saddle bag, travel continues to be event-free.

Storm Bay is on your left, to the north, and so massive that you know you won't get past it in a day's travel, though you'll cover most of it. The landscape is dotted with trees here and there but there's no real cover to be had anywhere nearby as you come to the end of the first day's travel. By the time darkness falls the weather has warmed a little bit and the rain has settled to a drizzly spit.

Stretching out after riding, the group prepares to camp for the night.


Male Human (Bennelad) Oracle 7

'That was lovely and damp,' Tanel says aloud as he sets up one of the tents. 'A great big adventure, for big damn heroes!' he announces with a wry smile.

'What way should we organise the watches? Karthan and myself will need an 8 hour rest most days, but otherwise we can divvy it up fairly. I'm happy to sit in the rain for however long. Given that we are so vigourously pursued, I suggest that two people be on watch at all times. Three four hour watches, with the last watch team preparing breakfast and breaking camp so that we can leave almost immediately in the morning. That gets us all 8 hours rest, the only stipulation being that nobody with any magical talents can take the middle watch as that breaks up sleep. So... draw straws?'


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

As will be his practice for the remainder of the journey, Jorzan, in addition to constantly looking for signs of danger, also keeps an eye out for any valuable herbs and/or foodstuffs. On top of all this he keeps a close eye on the weather, using his many years of experience travelling throughout the wilderness to predict the weather in advance.

Voluntarily taking on the role of party scout, Jorzan rides somewhat ahead of the others, within visual distance, but far enough to give a good warning should trouble arise. He naturally keeps to the shadows as much as he can on his mount and has used his skills to secure everthing as such that the normal jangling of a moving horse is hardly present at all.

Perception; Knowledge(nature);Survival:
1d20+13=26, 1d20+5=22, 1d20+12=23
oh and Stealth (1d20+18=31)

Jorzan will always be doing this, every time we're on the move DRA, so to save time, if you wish, please feel free to make these rolls yourself and just let me know what, if any outcomes there are.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

As will be his practice for the remainder of the journey, Jorzan, in addition to constantly looking for signs of danger, also keeps an eye out for any valuable herbs and/or foodstuffs. On top of all this he keeps a close eye on the weather, using his many years of experience travelling throughout the wilderness to predict the weather in advance.

Voluntarily taking on the role of party scout, Jorzan rides somewhat ahead of the others, within visual distance, but far enough to give a good warning should trouble arise. He naturally keeps to the shadows as much as he can on his mount and has used his skills to secure everthing as such that the normal jangling of a moving horse is hardly present at all.

Perception; Knowledge(nature);Survival:
1d20+13=26, 1d20+5=22, 1d20+12=23
oh and Stealth (1d20+18=31)Plus whatever minuses for being on a horse? What would those be??

Jorzan will always be doing this, every time we're on the move DRA, so to save time, if you wish, please feel free to make these rolls yourself and just let me know what, if any outcomes there are.

In reply to Telne Jorzan says "I will take any watch, however I believe I will be much more effective on a night watch as lately my night vision has become...exceedingly good."


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

"I have no problem taking the last watch - I've also got good night vision. I recommend two people on watch at all times, preferably set up so that there's someone who can see in the dark on each watch, if possible."

Karthan throws the rope up into the air. It sticks there about 30' up, and then shakes a small bell once.

"I'm going to recommend that we sleep up here. And that Cassandra sleep up here each night. It's more comfortable than a tent, and dryer."

He briefs whomever is on the first watch - "Anything that crosses an invisible circle that's about 20' away from..." he points to a spot on the ground..."this point will set off an alarm. The alarm will sound like this." He rings the bell. "If you need to leave the area of the encampment and come back, say "Blue Turkeys" under your breath as you approach; that's the password.

"The alarm spell will run for most of a day, the rope trick is good for seven hours."

(Karthan will also be using Prestidigitation to make breakfast more flavorful. In as much as running away in the woods can be, Karthan is making this process comfortable.)


Male Human (Bennelad) Oracle 7

[b]'Good idea Karthan. That should make life easier. I'll take last watch with you, as I can't see in the dark.'[/ooc]

Tanel bundles the tent back together, thankful that he won't have to sleep below its damp canvas. He removes his full-plate, and tries to put it in his bag. Just as he reaches for the breastplate section however it seems to skitter away into the dark, he walks away muttering, remembering to say Blue Turkeys, before returning with the plate and stacking it all. He puts on his chain shirt then, ready to forgo comfort so that he can sleep well-protected.


The first night is uneventful. The rain comes and goes in such a way that everyone's watch is a bit soggy, but at least there are no attacks, indeed there isn't even a sign of anything threatening. The next couple days continue in much the same manner, until you come roughly in sight of one of the old trade roads a bit to the south. Those with keen eyes can even make out a large, sluggish merchant caravan miles in the distance, plying its way up the slow solid road, probably laden with spices and textiles from distant H'arun and Shahabad, brought by ship via Mamban and Nouakchott and going north to be traded to mountain dwarves for precious gems and finely worked metal goods.

(This is the yellow line that stretches from Balkanabat, first to the Northeast, and then straight north to the southern shore of the lake you guys are heading to. You basically went straight east from Stormfare and are now at the end of the bay that Stormfare and Warbane are entry points to.)

The party is faced with a decision; stay off-road and turn northward now, continue east and get on the trade road, or go even further east into the small woods that's past the road a ways, and then turn north from the cover of the trees.

It is getting close enough to evening that you can justify setting up camp and just striking out a bit earlier the next morning. How is your route to progress?

@Kelne:
You know that this particular trade road is patrolled and kept safe by a mix of men in service to Ormir, Mercenearies, and Paladine from Izmir.

@Justahl:
You know that Paladine pride themselves on keeping the roads and woods safe, but don't know if they are able to stay as steadfast in times of war.

@Jorzan:
A couple times during the day, your necklace gets twisted around so that it's pointing at your throat. The wooden trinket could never actually hurt you except for under the most spectacular circumstances, but it's unnerving nonetheless.

@Kephniel and @Tanel:
There is some kind of shadow to the south, lurking over the horizon. It seems to mean you harm somehow.

@Karthan:
You've heard countless anecdotes of bandits and raiders making attacks on the northern portion of this trade road, and of bandits living in the woods further east. You're also aware of the legend of the "Angry Old Man" who supposedly lives in these parts and sometimes waylays travelers with a scythe. He is famous for his crimson stocking cap. Additionally, the shoreline is said to be a haunt for suicides and ghosts.


Male Human Fighter 8, Ranger 3

Kelne advocated waiting until they reached the woods to turn north. It would be a good place to deal with any pursuit, since it gave them some cover for an ambush. Of course, it would give others the same opportunities, so they'd have to be on their guard. He did mention that Ormir's men helped patrol the trade road, so they'd definitely have to be on their guard while near it. In short, they'd have to be on their guard no matter what.


Male Human (Bennelad) Oracle 7

'There's sometihng to the south of us. Don't ask me how I know, but I feel it there. And it means us harm. Be on your gaurd everyone.

Tanel casts bull's strength on himself if her feels the creature approaching.


DC15 Survival:
Tanel is right in more ways than one; there is a massive storm of some sort approaching, though it is a long ways off. It looks fierce, with great jagged bolts of lightning shooting across the sky. You can't quite place it, but there's something more to this storm. Regardless, if you leave early enough, you should be able to stay ahead of it.

DC25 K(Arcana):
Tanel is right in more ways than one; looking south, you see a giant ruinstorm moving across the sky. In theory you should be safe from it, but they have been known to make bizarre shifts in direction with no warning, and move very quickly. The rain of a ruinstorm can pierce even plate mail armor, and is only stopped by the thickest of metals or good, solid stone. It is exceedingly rare for ruinstorms to make it this far west.

Cassandra, exhausted from riding, is happy to crawl up into the rope trick's space with nary a word. Snowy the owl elects to perch on a nearby tree, fluffing up his feathers and pulling his head down on his neck for warmth. Most of the watches go uneventfully, until...

@Karthan and @Tanel:
On your watch -- the last watch -- you hear violiin music coming from the south. It is a strange, wild song filled with minor harmonies and fast runs. The music gives the impression of someone fleeing through an old wild woods, or running on a long journey. It's tough to place exactly where it is, but it's at least a few hundred feet away, straight south.


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

Karthan, on hearing the music, continues preparing breakfast, and casts Unseen Servant, telling it to clean up the camp site, paying particular attention to any bits of iron or steel lying around.

He'll also put a small bit of bread and preserves under some leaves about 30' outside the radius of the Alarm spell.

During the phase of breaking camp, the Unseen Servant will continue to help around the encampment, winding rope, helping load horses, scrubbing dishes. (Unseen Servant and Prestidigitation are the two spells non-adventuring wizards learn first...)

"I suspect there's some Fey activity to the south. Normally, they don't bother travellers that much, but the old folk wisdom about leaving them something sweet as a gift seldom hurts."

Even so, he's under disguise with the vest, and has the crossbow loaded with a cold iron bolt.

1d20 + 9 ⇒ (1) + 9 = 10 Knowledge (arcana)


Male Human (Bennelad) Oracle 7

'Not a bad idea. Here let me give you some addiitonal protection.'

Tanel rests a hand on Karthan's travelling vest, casting a mighty spell.

Magic vestement, you don't have bracers of armor, so this will give you a +1 AC for 7 hours.


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

Does Magic Vestment stack with Mage Armor?


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

"Well, the roads and forest are well patrolled; or, at least they were in peacetime. Still, if we can stick to the trade road as much as possbie I would be happy."


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Survival: Knowledge(arcana): (1d20+12=19, 1d20+5=20)

"Squinting into the South Jorzan unconsciously nods his head. That's a storm Tanel, and a nasty one, but you're right, something does seem odd about it. It's a ways off though, and if we get moving now and keep up a good pace we should stay ahead of it without much difficulty. And I agree with Kelne's plan. The quicker we can throw off any pursuit the better." Turning to the Paladine he adds "With all resepct Justahl, Izmir is under siege, and it's very likely that the city has recalled most if not all of it's order. We simply have no way of knowing how well patrolled the roads are and I say the odds are that it's being patroleld little if at all." As he speaks he reaches into his tunic and seems to fiddle with something under it. When finished he rubs his neck and seems vaguely disturbed.

**
Jorzan smiled indulgently at Karthan's activities. The young shadowdancer didn't put much store in folk takes. However, always one to make sure of every advantage, the 'always prepared' rogue does double check to make sure his cold-iron throwing axe is still in his haversack.

**
During the watch they share, at one point Jorzan says to Kelne "Ok, none of the others can hear us, so tell me Kelne "Why are you so sure Baron Ormir is a Vampire. For after all, you have to admit that a well known baron being an powerful undead with no one the wiser is a bit hard to believe."

Sense Motive DC11

Spoiler:

Jorzan's tone is obviously not antagonistic, he sincerely seems to want to know why Kelne thinks this.

**
Jorzan also spends some time during the evenings work to alter some of his poisons. Working with the portable lab is sometimes difficult though and he ends up ruining two of the doses.
Change Oil of Tagit DC15; Change Oil of Tagit DC15; Change Oil of Tagit DC15; Change Id Moss DC14; (1d20+10=12, 1d20+10=22, 1d20+10=14, 1d20+10=26)

**
Jorzan also spends some time during the journey making sure everyone knows the various alerts “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and, “Alarm!”


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Sir Justahl seems a little disappointed.

"Well then, is the Company resolved to go east into the small woods that's past the road a ways, and then turn north from the cover of the trees?"


Kelne and Jorzan Fort saves:
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 6 ⇒ (6) + 6 = 12

The violin music continues to play and get closer as the storm also advances, though slowly, which is a good thing. As Karthan's unseen servant helps clean up camp, Jorzan jumps awake with a start at hearing the music, though Kelne remains asleep, as do the others in the Rope Trick space.

@Jorzan, @Karthan, @Tanel: You see a short humanoid figure approaching your camp. Though he's barely more than a silhouette In the creeping dawn you are able to make out a tall tophat and tux tails of some sort on what appears to be a potbellied...human? Or very short half-elf. He is still about 100 feet away but is clearly playing a fiddle, and is the source of the music you've been hearing.


Male Human Fighter 8, Ranger 3

During the night shift:

"I know," Kelne said, "Because I saw him take a friend of mine. Why he didn't kill me while he was at it I don't know. Perhaps he thought I'd let it go in the name of the 'greater good' as everyone else did. Make no mistake, Jorzan. Ormir's subjects know full well what he is. They choose to believe they're better off with a strong hand on the throne than they are fending for themselves. Gods know I disagree with them. I can never forgive them for raising their children under the thumb of a monster."

Kelne sighed, "People know, Jorzan. They just don't advertise that knowledge. This far south, Ormir's good deeds have outpaced any rumours of his true nature. Hells, his own people spout that rot, trying to varnish over the deal they've made with the devil. I'd be very surprised indeed if his immediate neighbours didn't suspect the truth, but they'd much rather have him as a friend than an enemy. Besides, he's been ensconced for a good thirty years, and surely if he had any larger ambitions they would have surfaced by now." This last was delivered with world-weary cynicism.


Male Human (Bennelad) Oracle 7

Shoudl do, its an enchancement bonus to AC.

'Well looks like Karthan was right...' He says stepping to the edge of the camp.

'Hail there little one, what has you out and about this rainy morning?


Male Half-Orc Sorcerer, 8th, Brass Draconic Bloodine

Karthan nods politely to the small man with the fiddle, and points to where breakfast has been set.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Knowledge(nature):1d20 + 5 ⇒ (14) + 5 = 19

Squinting his eyes slightly as he stares at the small being Jorzan, thinks back to anything he might have heard about such a creature. Not saying anything he nods his head in a civil manner but his hand stays near the magical sack at his side.


Pardon the lacuna, guys. End of this trip has been rough; closed interstates, fires, late gigs, now a winter storm. Blechh. Updates tomorrow for sure as we'll be staying with friends who have WiFi.


As the tuxedo'd figure approaches within easy sight, it becomes apparent that he is just a human. His tux is quite ratty and he is wearing a small backpack. There is a walking stick hanging off a leather thong on one the backpack's straps and he has a case hanging off his shoulder into which he puts the violin and bow as Tanel hails him.

"Ambrus is my name, fellow traveler!" He says as he approaches. When Karthan nods at the plate of food, he stops and raises his eyebrows. "This...is for me? Are you fine gentlemen usually in the habit of putting out food for whoever may wander by, or are you simply lovers of fine music and left this for me as a reward for my stirring rendition of Egy hatalmas vihar megközelítések?"

The conversation awakens Cassandra and Justahl and Kelne. Karthan's unseen servant has been busy and your supplies and horses are ready to go. Ambrus shrugs and bends over to pick up the plate. "Tasty. Thank you!" He says between mouthfuls of preserve-covered bread. "May I inquire where you fellows are going? I'm heading north to the lake, myself, trying to outrun that cursed storm behind me and make my way north to the dwarven minehold of Wahurthkkal, northeast of Omskoldsv. Don't suppose you'd like some company? These are dangerous times, and though I am certainly capable of surviving by my wits and charm, I find that having some good strong swordsmen around greatly augments one's peace of mind. Also, I am more than happy to fiddle for my supper, such as it is, to increase the value of my company."

Kelne:
You know that the dwarven mine he mentions is a real place, and one that gets many visitors, though what they could want with a fellow like this, you can't imagine. Most traffic there is merchants and traders.


Since I believe this option got the most votes and I've heard no differently, I'm assuming you're all going east past the trade road to the woods, and will turn north from there.

When Cassandra comes out of the Rope Trick space, Ambrus' eyes light up. "My GOODness! Such a treat! A confection! A rare delight is a sweet little child such as this." His eyes crinkle up as he smiles in joy. Cassandra is nonplussed by the attention but doesn't run or flinch, just looks vaguely off-put. Ambrus doesn't advance any closer, but looks at Justahl and says "And you, noble sir; are you her father? No, no, you're much too young. Her brother, I'd wager, and these your bravos, your warrior friends, helping you bring her across the wild warring country to...your family, perhaps?" Ambrus makes a dismissive gesture. "Ach! But listen to me going on! Surely it's no business of mine, though perhaps tongues may be loosened as the journey wears on."

Having heard no dissent to his joining them as the party begins to mount up, Ambrus takes his fiddle back out and plays another song, one with galloping rhythms and shrill melodic accents. As he does so, a strange ungulate not unlike a horse shimmers into phantasmic existence before him, fully set with bit and bridle and tack. "Away we go then, fine sirs, the storm approaches, we must be off!"

Ambrus is right, the strange storm coming from the south seems inexplicably to have picked up speed.


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Sir Justahl approaches Ambrus.
"My dear sir; are you absolutely sure you wish to journey with us? Several powerful criminal organizations are in pursuit, and the route we will be taking will perforce be neither safe nor comfortable."

Diplomacy (pursuade to leave): 1d20 + 14 ⇒ (12) + 14 = 26

Sir Justahl opens his senses to Detect Evil.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Overly protective of Cassandra and therefore instantly suspicious of the stranger, especially as he shows his interest in Cassandra, Jorzan pays close attention to Ambrus' every move an word, trying to acertain what his true purpose is.
Perception:1d20 + 13 ⇒ (4) + 13 = 17
Sense Motive:1d20 + 12 ⇒ (14) + 12 = 26

Regardless of what he thinks of the man though Jorzan would rather the party remain as it is and so adds his voice to Justahl's "Indeed stranger, it's very likely you'll be in more danger traveling with us than without us."
Intimidate:1d20 + 9 ⇒ (13) + 9 = 22

Not waiting for the man's reply though he saddles quickly as yells to all "We must be away! The storm approaches quickly!" and then heads off east towards the woods, once again scouting the way. He frequently looks back over his shoulder though, to keep an eye on the others and on the approaching storm. The young rogue also keeps an eye out for any suitable shelter, should the storm look to be overtaking them and calls out asking Kelne to do the same.
Survival:1d20 + 12 ⇒ (19) + 12 = 31

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