Aubrey's Rise of the Runelords campaign (Inactive)

Game Master Aubrey the Malformed


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After that exchange, the adventurers sit in moody silence for the night, distracted by their own thoughts.

Yup, seen better roleplaying than that over four days. I guess we are all a little burned out right now.

The next morning dawns. The trail leads north, along the ridge and parallel with the lake shore.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

We were all waiting for rocks to fall ;)


Male Human (Shoanti) Cleric 11

"You've grown soft living in the big city, Illes. Never fear, a few days of proper open air living will put the right perspective on things again. Fresh air, the chill of the morning breeze, the clang of steel on steel - those make up the stuff of life and remind us that we must maximise every opportunity and grab every chance. Plush beds, fine wine... Those things make you slow and dull. Trust me, you'll thank us soon enough for restoring your edge and rekindling your inner fire."

Alwyn lights up his pipe and digs out his fishing line from his backpack. "I'll take first watch. And maybe I'll catch out breakfast while I'm at it."


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Sorry, treading like mad to keep my head above water - if it doesn't scream or have an attached alarm, it wasn't getting my attention.

Sefayll will rest as she must first, but she will be studying the giant's spellbook as much as possible for the rest of the night and morning.

Aubrey:
She does not have read magic prepared, so she will attempt to identify the spells using spellcraft checks. Since she won't have time to transcribe all of the spells, she will be trying to "prepare spells from borrowed spellbook" for now.

Her Spellcraft bonus is +22, so she should be able to work with any spells that are within her ability to cast. I don't know how many rolls I need to throw out, or if you will accept that "auto-succeed" as sufficient. It appears that the major concern is time, as in how much can she attempt in the time she has in camp.

If she can coordinate with Illes to be awake studying during his watch, she will try to engage him in a conversation regarding tactics. "I know I am not capable of wreaking the havoc that your cousin is with his singular focus, but hope that we might be able to coordinate our efforts to maximize our effectiveness."


Wouldn't it just be a lot easier to prepare Read Magic? It's just a cantrip - if you are cating them in combat, you are in dire straits.


But to answer your question, you can probably try and read the spellbook to see what's in it in a couple of sittings if you aren't using Read Magic. Given it's not a pressured environment, I'm willing to accept Take 20 to save lots of dice rolling. That means you should work out what's in the spellbook by the following evening.

Ready to move off?


male Human Shoanti Fighter 10 xp 80962

sure.


The sun is bright but the air is cool in the morning. The trail winds through the trees and along the ridge parallel with the lake shore. The mules cover the rough path easily and, so far, make no complaint. Small birds twitter and flutter about amid the pines and raptors circle in the developing thermals above. In sunny spaces and clearings flowers grow chest-high and drone with bustling bees.

There is little sign that anyone has passed this way recently, although a few broken branches as large footprints indicate that ogres are about. The lake is similarly deserted, with no boats. There is a tiny settlement at the south end of the lake, but that isn't visible from here, and further north wilderness and giants rule.

Late in the morning, as the termperatures rise and now make it uncomfortable to march in armour, the path forks. One heads downwards towards the lake shore, the other upwards towards some sheer clifffs.

Knowledge (Geography), DC 15 or Survival, DC 20:

Spoiler:
The lake shore path is probably a dead end. The river to the north enters through a cataract and so it is probably easier to follow it by staying on higher ground.

Handle Animal, DC 15:

Spoiler:
The mules should be able to cope with a narrow path through the cliffs, but will need careful coaxing.


HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5

By the next morning Illes surly mood has passed and he rattles on and on about what the gang was missing back in Sandpoint by hitting the road again. "I mean, I dare you to pay for a drink in the tavern! We are heroes man! People are lining up to buy the next drink. And that ain't all they are lining up for. Hell- I try to drag Vethran out of that little dump of his to get him in on the action and the bastard waylays me with his damn sorcery. He's got another thing coming when I see him again. I was just about to meet up with this little redhead-" and on and on until everyone is getting a taste of just how tired of it Vethran must have been.

When the group stops for a moment to ponder the fork in the path he offers, "Better to take the high road. From what I've seen on maps the river here feeds into the lake from a waterfall. Low path will end up with us looking a cliff face and losing the mules."

Kn Geography: 1d20 + 12 ⇒ (17) + 12 = 29

Illes can auto succeed on pushing an animal through Versatile Performance (Wind = Handle Animal). Mod = +24


Lucky you are there, then...

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

I thought the pied piper worked with Rats? ;)


Male Human (Shoanti) Cleric 11

Alwyn nods along with Illes' tales while keeping an eye out for ambushers.

Perception 11+14=25. I'm wearing leather armour while on the road. Oh, and bards are awesome.


male Human Shoanti Fighter 10 xp 80962

"Damn, Illes; you got a hard life. Let's do what Illes sez; having mules is a good thing."


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Knowledge (Geography): 1d20 + 13 ⇒ (17) + 13 = 30

"Agreed. The high road is the better choice."


The adventurers take the higher path. The ground to one side begins to drop away and rises on the other, and soon they are picking their way along a narrow track across the face of a sheer cliff. Above is rock and blue sky, and below a jumble of boulders and the lake. The path itself is reasonably easy to traverse in most places, and the mules are soothed by Illes flute and don't make a fuss.

After about an hour of careful progress, the path reaches a shoulder and widens out on to a broad pasture ringed with pine-clad cliffs. It slopes down slightly to the east before ending abruptly in a long drop to the lake, offering panoramic views in that direction. To the south broods the summit of Hook Mountain, now stripped of its menace following the slaughter of the Kreeg ogres. And north-east, perhaps a mile away, the meadow falls away into a gorge - the north end of the Coal Rover where it flows into the lake and the route into the Iron Mountains.

Where the path reaches the grass sits a cairn, perhaps twenty feet high, made up of heavy boulder piled one on the other in a rough, but surprisingly closely interlocking, pyramid of monumental rocks.

Knowledge (Dungeoneering), DC 20:

Spoiler:
This is a border marker denoting the edge of a stone giant tribe's territory.


Male Halfling Rogue/11 AC:26 HP: 92{92}

Know:Dung: 1d20 + 16 ⇒ (7) + 16 = 23

"Ohh, likes like we are moving between different Stone Giant Tribal boundaries. I wonder if they are working together?"


The amble across the meadow in the sunshine is pleasant. It has the advantage of being a wide-open space so that any approaching enemies can be spotted far off. It also has the uncomfortable disadvantage that the party of travellers are also highly visible from a multitude of distant vantage points on the surrounding cliffs and crags on either side of the river.

Perception checks, please.

The travellers reach the river. It runs below them in a deep ravine, the waters white and foaming as they tumble over a series of cascades and around the huge boulders that choke its course. The roar of the gushing water and the shattered tree trunks jammed between the rocks, washed down from higher up, speak of the river's power.

Knowledge (Geography) or Survival, DC 15:

Spoiler:
The river is relatively low this time of year. It's peak is in spring when meltwaters from the moutains turn it into a raging torrent. However, heavy localised rains could conceivably cause flash floods, especially higher up in the mountains where the water will simply run off the rocks and into the rivers and stream channels.

Following the side of the gorge north, away from the direction of the lake, the pasture gradually narrows and gets steeper, rising towards the cliffs that ring it. Slabs of stone begin to jut from the grass as the meadow gives way to precipitous bare rock and pine forest. The path begin to tilt sideways down into the gorge, making walking increasingly tricky, but before any climbing becomes necessary the adventurers reach a set of wide, deep switch-back steps that climb the cliff above. The stairs are thick with a layer of fallen brown pine needles. They appear to be designed for giants rather than human-sized creatures, but are still better than traversing the cliff by rope and fingertips.

Knowledge (Architecture & Engineering) or Knowledge (History), DC 20:

Spoiler:
These are clearly ancient stairs, being worn and cracked, but nonetheless servicable. Judging by the design, they could be Thassilonian, or at least a copy by post-Thassilonian giant builders.

Survival, DC 20:

Spoiler:
It looks like no one has been this way for, at least, weeks.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Mechanics:
Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Knowledge (Geography): 1d20 + 13 ⇒ (7) + 13 = 20

Knowledge (Engineering): 1d20 + 12 ⇒ (5) + 12 = 17

Survival: 1d20 + 1 ⇒ (8) + 1 = 9

The enchantress comments as they look down at the rushing water, "This time of year should be low water. When it's high, those rocks and trees will be carried away like children's toys." She looks up at the sky before adding, "But a good rain upstream could make it very dangerous to cross. If we are needing to get to the other side, we best pay attention to the weather upslope."


Male Human (Shoanti) Cleric 11

Survival 14+7=21. Know (history) 9+6=15. Perception 11+14=25.

"That makes sense. Thankfully, nobody seems to have walked this way in ages. Look at how thick the pine needle blanket is on the stair."

"Thus, I'd expect a potential guardian to be something that has no need to move. Traps, maybe a golem. Keep alet, even if we seem alone."


Male Halfling Rogue/11 AC:26 HP: 92{92}

Grrr, boards ate my perception check!

Perception: 1d20 + 15 ⇒ (17) + 15 = 32+ and extra 4 vs traps


Camlo, Sefayll, Alwyn:

Spoiler:
You don't spot any movement in the crags.

Heading up?


Male Halfling Rogue/11 AC:26 HP: 92{92}

"Well, I can't make out anything dangerous ahead. We heading up?"


HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5

Illes eyes follow the stairs snaking up the cliff. "Barely anything left now. Can you imagine what this place must have looked like in its heyday? Hard to imagine giants organized into much more than raiding parties." Shaking his head he looks back at the group, "Looks like the end of the road for our mules."

Perception: 1d20 + 11 ⇒ (19) + 11 = 30
Knowledge Checks Take 10 for 21 (22 Geography).


Illes can check out the spoiler above for Camlo, Sefayll and Alwyn.

Handle Animal, DC 20:

Spoiler:
Actually, with all the piled up rubbish accumulated on the steps, it should be too bad for the mules or humans (or halfling).


Actually, never mind the spoiler, it'll be obvious once someone tries...

With all the piled up pine needles accumulated on the steps, it should not be too bad for the mules or humans (or halfling). After all, a Large creature is maybe twice as tall as a human. A step that's twice as high as normal is a drag, but not insurmountable. Even twice as tall as that (Huge), with all the wear on the stairs and stuff piled up underneath them, should be climbable for a sure-footed mule.

As an aside, this is a very human party. Just one non-human (unless you count the mules).

Illes' pessimism about the mules being able to manage the stairs turns out to be unfounded. It is a struggle at times, and hard work on the legs, but the adventurers and their faithful pack mules haul themselves up the steps. They climb steadily as the walls of the gorge become steeper. The stairway emerges from the forest and into the sunlight and soon the party are winding about the crags above the churning river far below. Up ahead, about half-a-mile to the north, the Coal River arcs resplendently over a waterfall over a hundred feet high, dropping to a boiling pool below. From this vantage point, the eye can follow the line of the stairs as they lead up to the cataract.

After perhaps another hour's climbing, the adventurers reach the waterfall and the end of the steps. With aching legs they consider the land beyond. Above the cascade, the Coal is more placid, flowing through a wide U-shaped hanging valley bounded by high cliffs. The bottom of the valley is grassy, with forest on either side below the sheer rocky walls. To the north, the peaks of the Iron Mountains can be seen, their eastern flanks cast in shadow by the warm evening sun.

It's been a long day's hiking - you should be thinking about camping for the night.


Male Halfling Rogue/11 AC:26 HP: 92{92}

"It feels odd being this far from a City. Who's doing the cooking?"


male Human Shoanti Fighter 10 xp 80962

"Not me."


Male Human (Shoanti) Cleric 11

Survival 13+7=20 to find a good campsite. I'd like to be a bit removed from the water and, preferably, somewhat hidden between some trees.

"I'll cook." Alwyn finds a good campsite and unloads the mules there; once the beasts of burden are free of their packs, he leads them down to the river while carrying bags of beans, potatoes and salt pork. "A warm meal by the riverside? This is proper living."


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Sefayll finds a place to sit and read, grateful for the chance to get off her feet but too much of a Hellknight to say so.

She once again draws forth the stone giant's spellbook and peruses it, having prepared read magic this morning.


Contents of the spellbook:

Spoiler:
The giant wizard would appear to have had a very strong leaning towards necromancy.

1st Chill Touch, Mage Armour, Magic Missile, Ray of Enfeeblement
2nd Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Spectral Hand
3rd Fly, Ray of Exhaustion, Vampiric Touch
4th Animate Dead, Fear


male Human Shoanti Fighter 10 xp 80962

Hudak'll sharpen his sword, snickering every once in a while.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

The wizard mutters as she studies,

"Interesting."

"Ah, that makes sense."

"Well, that's rather distasteful."

Anyone, spoilered for space:

As I understand it, preparing spells from someone else's spellbook takes more time. Is that still the case after you 'own' it and have more time to study it? If so, she will start transcribing spells over to her spellbook as time allows.

To that end, there are really no 'mass' damage spells which I would prioritize, but there are some reach out and touch someone spells (literally). She will transcribe spells in the following order: Spectral Hand, Blindness/Deafness, Ghoul Touch, Chill Touch, Vampiric Touch, Ray of Exhaustion, False Life, Fear, Command Undead, Animate Dead

I don't remember if it is an hour of study per spell or an hour per level per spell, but she should automatically make any necessary Spellcraft checks for spells of these levels.


Male Halfling Rogue/11 AC:26 HP: 92{92}

Camlo will follow Illes and do whatever fetching and carrying he can to help. Probably ruining the slience as he does so...

"I've never been this far out into the wilds. I thought Sandpoint was about as depopulated as it gets, felt a bit like a ghost town after living in Cities so long."


Sefayll Valerian wrote:

The wizard mutters as she studies,

"Interesting."

"Ah, that makes sense."

"Well, that's rather distasteful."

** spoiler omitted **

I wasn't sure if necromancy was one of your restricted schools.


Alwyn finds a good, dry campsite in a thicket of cherry trees. The fruit are green and still unripe, but the location is screened from any prying eyes in the mountains above.

OK, try a Survival check, DC 20 - you may all assist. If you succeed, you have found sufficient forage - fish in the river, wild mushrooms, that sort of thing - to provide a meal for all of you and avoid using up five man-day's rations.

What is the rota for the watches at night?


Male Halfling Rogue/11 AC:26 HP: 92{92}

Survival Assist: 1d20 - 1 ⇒ (10) - 1 = 9

Camlo will take whatever watch is most convenient for the group.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight
Aubrey the Demented/Malformed wrote:
Sefayll Valerian wrote:

The wizard mutters as she studies,

"Interesting."

"Ah, that makes sense."

"Well, that's rather distasteful."

** spoiler omitted **

I wasn't sure if necromancy was one of your restricted schools.

I had to double-check, too, but conjuration and illusion are her restricted schools.

Survival aid: 1d20 + 3 ⇒ (15) + 3 = 18

Sefayll will watch early or late to allow rest for replenishing spells.

It does appear that it will take an hour per spell she tries to transcribe. With eight hours of rest and time necessary to do the other tasks necessary around the camp, I'm thinking she would only have enough time for a couple of spells tonight. Is that reasonable?


male Human Shoanti Fighter 10 xp 80962

survival assist 1d20 ⇒ 16

Alwyn first watch, then Sefayll, then Camlo, then Hudak, then Illes.


Sefayll Valerian wrote:
Is that reasonable?

Yes. This trip on foot is expected to last five days (this being the end of the first day) so you should be able to copy a reasonable number of spells, assuming no distractions.


Male Human (Shoanti) Cleric 11

Survival base check 11+7=18. With Hudak's Aid Another, that brings us up to 20.

Hudak wrote:
Alwyn first watch, then Sefayll, then Camlo, then Hudak, then Illes.

Looks good. Camlo has low-light vision, right?


male Human Shoanti Fighter 10 xp 80962

Shoanti Boys Can Survive!!!

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Alwyn Agnarrson wrote:

Survival base check 11+7=18. With Hudak's Aid Another, that brings us up to 20.

Hudak wrote:
Alwyn first watch, then Sefayll, then Camlo, then Hudak, then Illes.
Looks good. Camlo has low-light vision, right?

Actually, no....Not that I can see on pfsrd anyway...


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Sefayll's aid roll was successful, as well.

Halflings don't have low-light in Pathfinder. Seems like they did in an earlier edition.

Barring distractions, Sefayll will transcribe Spectral Hand and Blindness/Deafness tonight.


HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5

Illes sits on a log idly watching while Camlo gathers kindling or whatever he is trying to do. "Wait- what now? You never been out on the open road in your life? Better say a prayer to Desna tonight kid. You're a stranger in her realm now. Lucky for you to be traveling with one of her chosen people then, eh? Just stick with me kid and you'll do fine. Speaking of... that's a chuckley pear bush you're tramping on. We can eat those berries."

Back in camp once everything was set up, Illes stepped into the center and made a dramatic gesture like the first step of a Varisian dance. He sings the fist line or so of a caravan song then stops with a half smile. "Phos" he says in his native tongue and a dim light illuminates the center of the campsite. By the time the others are looking at him like a moron impressed with his ability to conjure a light that will make them stand out to everyone on the surrounding hills the temperature quickly begins to normalize to a comfortable level. "Come see this..." He takes a short walk outside the camp and those who follow him realize the site is cloaked by an opaque black dome from the outside. "We can cook or boil water without too much worry about standing out like a beacon in the hills." Illes offers an exaggerated bow. "Now, what's for dinner?"

Tiny Hut. 20 hours or until dismissed.
Transparent from inside, opaque from outside.
Temperature control and protection from the elements (wind, rain, etc.)

Survival: 1d20 - 1 ⇒ (20) - 1 = 19


Alwyn whips up a wild grain risotto with flakes of freshly-caught trout and brown mushrooms, followed by stewed chuckley pears, proving that wilderness exploration doesn't have to mean bad food. The party settle down about the fire and, as darkness falls, they take turns on watch through the night.

For the DM:

Spoiler:
1d5 ⇒ 1

Alwyn, Perception check.


Male Human (Shoanti) Cleric 11

Perception 12+14=26. I'm wearing leather armour.


It is the early part of the night, and Alwyn is on watch. Though the day was warm, under a clear, star-filled sky the heat has leached away and it has become decidedly chilly. There is no moon and the darkness is almost absolute.

For the DM:

Spoiler:
Stealth 1d20 + 15 ⇒ (1) + 15 = 16

Alwyn:

Spoiler:
Something rustles in the shadows just beyond the edge of Illes' conjured shelter.


Male Human (Shoanti) Cleric 11

Alwyn quietly takes a half-step over to Hudak's bedroll before kneeling down and clamping a hand down over his mouth and gently shaking him awake. Quiet, he mouths, nodding towards the rustling outside the magical shelter. We have company.


male Human Shoanti Fighter 10 xp 80962

Hudak'll try to get his chain shirt on; he's got his bastard sword handy.


You don't have time for that. However, you can sleep in light armour so maybe you didn't take it off - up to you.

The bushes shiver and part as a huge feline the sixe of an ox pads slowly out. Its hide is striped in tan and black and jutting down from its upper jaw are a pair of huge curved teeth like scimitars. Its paws are huge but it places them on the ground carefully and almost silently. It seems confused, moving cautiously and sniffing the air, clearly picking up the scents of man and mule but unable to see them through the perimeter of Illes' spell. But it continues to approach the edge of the campsite and will be throughh in a few seconds.

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