Beyond the World's Edge: A Frontier Campaign (Inactive)

Game Master vayelan

Current Encounter: Ruins in the Sogg

Resources:
The Village of Haven

River Delta Regional Map

Downtime Calendar
Rooms and Buildings Guide
Teams and Organizations Guide


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Before parting, Mother Shimmerscale also promises that her people can offer more to trade than just friendship and watchful eyes to patrol the coast.

"As you can imagine, we are masters of cultivating the bounty of the sea. We harvest kelp, claims, , and shoreline chestnuts, and we catch squid, crabs, and crayfish. This may be a surprise, but we only rarely pursue fish. During holidays, though, we may set out on hunts for large fish, such as tuna and sunfish. Beyond food, I'm sure you would be astounded at the skill with which our artisans carve and shape coral."

This first contact with the locathah draws to a close as both sides politely excuse themselves. Aristide and his retinue worry they might insult your new friends if they cannot stomach the strong fishy odor, and the locathah are clearly uncomfortable out of the water, though they can breathe air without trouble.

Aristide turns to thank the party again, now that he can breathe a bit easier himself.

"Yet again you've managed to find us allies out in these unknown lands. Of all the decisions in my life, I've come to most appreciate recruiting you fine people to this cause," he says fondly with a half bow from horseback.

The next decision to be made is when you will explore the citadel ruins. Until then, you can continue to work on your building projects.
Also since the rules' GP cost for Earned Capital was causing some consternation, we can waive that for now, assuming that it is covered by the caravan's resources, Aristide, and other abstractions.


Female Human Bard | HP: 24/24 | F/R/W: 2/6/5 | AC: 16 FF: 14 TCH: 12 | Spells (1) 0/3 I OWN NO COPYRIGHTS TO THE IMAGES I USE TO ENHANCE THE POSTS I MAKE

[spoiler=First set of 5 days downtime]

Seraphina finds a nice quiet place to sit down and observe the up and coming town around her. She watches the men and women who protected her along the journey start to construct the necessities for living. She watches as a shrine is brought from the dust into creation. She grabs


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

5 more days of downtime:

At this point, the members of Fendir's tribe are going to keep working guard patrols, but they will also start working on estabilishing permanent residences in the city.

For his part, however, Fendir continues to work on the wall around the city; strengthening it, and starting to form a parapet for defenders of the city to stand on.

Engineering Day 1: 1d20 + 3 ⇒ (10) + 3 = 13
Engineering Day 2: 1d20 + 3 ⇒ (15) + 3 = 18
Engineering Day 3: 1d20 + 3 ⇒ (2) + 3 = 5
Engineering Day 4: 1d20 + 3 ⇒ (14) + 3 = 17
Engineering Day 5: 1d20 + 3 ⇒ (19) + 3 = 22

I get 5 days of work towards my project completed, and I earn 5 points of goods.


Female Human Bard | HP: 24/24 | F/R/W: 2/6/5 | AC: 16 FF: 14 TCH: 12 | Spells (1) 0/3 I OWN NO COPYRIGHTS TO THE IMAGES I USE TO ENHANCE THE POSTS I MAKE

First set of 5 days downtime:

Seraphina finds a nice quiet place to sit down and observe the up and coming town around her. She watches the men and women who protected her along the journey start to construct the necessities for living. She watches as tents are reinforced as sweat rolls off of brows as more permanent shelters are created.

She sees analog come back with a grin, appeared by to be happy with whatever she did. She then catches a glimpse out of the corner of her eye. She sees those that protected her and her kitten along the journey working hard on constructing a more permanent home. She grabs her charcoal and starts to sketch the process undertaken. The end result is is a beautiful work in her opinion.


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Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

The evening they meet the locathah, but after they say their farewells, Kalig has two immediate bits of business to attend to.

First, she goes over to the parents and guardians of the children of the caravan and tells them in turn:

"There are crocodiles in the river. They will see your children as a tasty snack. There are two ways to protect your children: one is to find a way to keep them from going to the river unattended. The other is to let at least one of them get eaten, and then hopefully the other children will get the idea they shouldn't play by the river. I'll leave it to you to determine the best course of action. And before you ask--but why don't you kill the crocodiles? Well, we will if we have to, but there's also tracks of cougars in the area, and I figure the crocodiles help keep the cougars from getting too close, and they chase farther than crocs do."

At one point this erupts into an argument with Seraphina about not telling her what to do with Mabel, which Kalig walks away from halfway through.

One that business is over with, she gets to her second plan: she calls together Fendir, Dorick, Francoix, and Soraya near her tent.

"I wanted to do this the night the council voted on where to settle, to mark the formal end of our journey, but the mood was overcast by the discovery of the fate of the fishing village. But today we've proceeded in our plans, and made new friends, so that is worth celebrating."

She pulls out a bottle of Oldlaw whiskey. "I've been saving this for such a celebration, and as the chief scouts for the group--and all of us have survived so far--I invite you to celebrate with me.

"Tomorrow we should chat about the ruins and what to do about them--but tonight, let us drink to our continued success."

She uncorks the bottle and takes a good swig, then passes the bottle around. She is not herself interested in drinking to excess, just wants to share a good moment with those that have helped one another get here.

I actually have another post in mind to chat about the ruins, and downtime plans, but I'll leave this here as its own thing for now.


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Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

The following morning, after her usual rituals and berry picking, Kalig seeks out the party at breakfast.

"Now, the citadel ruins. The pressure of settling sooner rather than later from the caravan and other matters, including just getting settled, have kept us from exploring them as we'd hoped. We all knew they were a risk, but the other advantages of settling here led the vast majority of us to agree to settle here--but it is all the more reason we need to deal with them sooner rather than later. At least we now have Mother Shimmerscale's thoughts on the matter, even if they are minimal.

"The weird... overgrown nature makes me think there is some kind of nature or druidic magic at work there. Since I've got the altar up, I want to try to commune with the elements to see if inspiration strikes as to what might be going on. But druids aren't priests--we've no formal training in augury. So I want to be clear right now, I might go into a trance and get nothing from it but the feeling of a nice nap. If I get nothing after a day of work, I'll leave it be--Gozreh's winds blow where they will. We should also prepare for exploring the place--get supplies put together, maybe ask Harkan advice for ruins delving. That'll probably take a few days, while we're working on our other stuff. What do the rest of you think? What are you willing to do? Or should we just let alone?"

****

However the group responds and makes plans (by all means chat if you're so led; if not, cool), that day Kalig goes to her altar. She offers some appropriate fetishes and good she gathered in the morning (and any leftover whiskey, as that never hurt anything), and prays for insight from Gozreh as to the forces that have overtaken the citadel downriver. She fasts for the day, while she is trying to commune with nature.

There's nothing mechanical going on--no spell being cast, just praying and hoping for the best. If there IS something you want me to roll, let me know.

If she receives no insight, she shrugs and eats herself a hearty dinner and reports no luck. If she does...?


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

At the meeting

"Good bye and good luck, Mother Shimmerscale!", Dorick says as he waves goodbye.

And hearing Aristide, he half bows himself.

"Your vision brought us here."

******************

That night

"Oldlaw!? By the gods, yes! My thanks, Kalig!"

He takes a decent-sized swig before passing on the bottle.

******************

The morning after

"Kalig, if you think communing with the earth might grant us insight, then by all means do so. Shout should you need aid."

*****************

Work, to be done at some stage:

Handle Animal: 1d20 + 10 ⇒ (1) + 10 = 11
Handle Animal: 1d20 + 10 ⇒ (19) + 10 = 29
Handle Animal: 1d20 + 10 ⇒ (12) + 10 = 22
Handle Animal: 1d20 + 10 ⇒ (19) + 10 = 29
Handle Animal: 1d20 + 10 ⇒ (13) + 10 = 23


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

The previous night:

Fendir will gladly accept Kallig's shared company, but he passes on the alcohol.

"Wall is coming along nicely. We should have a good defensive wall around the city in a month or two. Then we can start working on repairing roads and getting a dock setup."


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

Soraya is glad to share in the whiskey. She's never had Oldlaw before, but has heard of it. It's nice to sit down with friends and relax, at least for a bit.
As the chat turns toward the ruins, she nods at Kalig's suggestion. "I think it's a good idea to see if we can get any insights, celestial or otherwise, into what's in that place. I'm afraid my own talents down run toward prognostication either, but it does seem like a good idea to get a feel for that place sooner rather than later."


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

"That's good to hear, Fendir. Those walls are important. Maybe the locathah can provide some advice on how to protect the docks when the time comes."

Kalig nods to Soraya. "Can your owl spot if anything odd happens around the site?"


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

"He can certainly try," she nods. "But he can't fly forever. There are a few perches he might be able to occupy from time to time, but... I kinda like having him near me when I can," she says, rubbing the little guy under his chin.


DM Screen:

Francoix Profession (Cook), Earn Goods: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Francoix Profession (Cook), Earn Labor: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Francoix Profession (Cook), Earn Labor: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Francoix Profession (Cook), Earn Labor: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Francoix Profession (Cook), Earn Labor: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10

The 7th of Gozran arrives with much progress having been made.

Fendir's tribe finishes collecting stone blocks salvaged from the remnants of ancient walls and towers further afield. With considerable aid from Fendir's geokinesis, these blocks are brought closer to the settlement site and laid out to form the foundation of the first town wall. With much sweat magic, they begin fitting subsequent layers of stones on top.

Sir Dorick, with aid from Miss Kensley, raises the sturdy posts that will form the frame of the first animal stall, and he starts upon nailing the next boards in place.

Soraya completes her simple stone-walled home. The first time she rests upon her rough chair, sitting at her unpolished table, she feels a well-earned sense of ease and accomplishment wash over her. She lays her bedroll down atop a straw pallet for extra comfort from the ground, although she will spend much of that night bonding with her friends before laying down to rest.

Francoix and his wife take good care of the settlers, preparing meals for them. In turn, the settlers take care of the couple, preparing and arranging materials for their cabin, although much work will yet be needed to finish the home.

Kalig completes her shrine to Gozreh, upon the natural spring, just in time for Currentseve. Much to her surprise, more than a few settlers visit the shrine and offer their thanks to Gozreh for guiding them safely along the river's course to this new home. They also offer prayers for calm weather in the coming weeks until proper shelters can be completed.

Kalig:
Perhaps it is due to fasting or the lingering effects of the Oldlaw, but during your communion you slip into dreams.

Through the timeless memory of wind and rain, you see a thickly bearded priest lying dead upon the plains. His blood stains his woolen robes as well as the lichens, moss, and yellow and white wildflowers bordering his body. Years seem to pass in moments, and you watch the body decay and return to the earth - but something else happens next.

The grasses and mosses begin growing wild, forming a new shape. The vegetation grows into a replica of the dead priest's body. Once complete, the priest rises again.

This creature shambles to the ruins of the citadel and, over untold ages, you see the creature wither and rot, only to rise again. Eventually, the series of mossy corpses left behind carpet the ruins in verdant growth.

As the vision fades and you awaken to the soft sound of water from the spring, you become certain that this creature - something between a plant and an undead - still lurks in the citadel, caught in a cycle of death and regrowth.


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Dorick isno stranger to hard work, though raising a stall himself is new.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig offers her thanks to Gozreh. Once the holiday is over, Kalig reports to her compatriots.

"It may just have been a dream, but I did receive a vision while serving at the altar. An ancient priest, or druid, died in the plains. As the body decayed, it... merged with the vegetation in a mystic way, and the corpse rose as some sort of plant creature. He went into the citadel and, it seems, as the vegetation that makes his body withers, he sheds the husk and grows a new body. It's like a reflection of the lifecycle... gone a bit twisted. I didn't get a sense of how immediately this presence--if it is there--could affect us, but even if it stays within the citadel and we well without, I worry the effect on the vegetation may cause problems with crop growth--or even affect those who die in this region. So it is something we should investigate... but carefully. Maybe it's an intelligence we can communicate with. Maybe it's a lost soul yearning for rest. Or maybe, she adds matter of factly, "He wants to devour our souls and use our bodies for compost."

"Soraya, do you think you could use your skills to craft some alchemical defoliant? Undoubtedly there's a lot of dangerous, if not hostile plantlife, We may also need protection from undead energies, if anyone has some good ideas there--maybe we could do something with the silver ingots we found? I have a little coin to offer--not a huge amount, but I'm willing to contribute whatever I'm able to preparations. Maybe we could buy some potions from Mia if we can think of what would be most helpful. What do you think?"

"Also, I'll inform Aristide of what I saw, but I'd rather not give details to the townsfolk--I don't want to start a panic. They should know to stay away until we understand it more, and we don't understand much yet, which is the truth."

The rest of the week, as she works to help the town and in turn get started on the beginnings of a house with her kitchen, she talks to the others about what useful supplies they might be able to put together for ruins exploration.


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

"Yes, yes I can." Soraya isn't about to let any sort of plant creature cause this venture to fail. Not while she can do something about it. She gets to work.
alchemyDC25: 1d20 + 10 ⇒ (20) + 10 = 30 sweet!


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

"Kalig, I know not the ways of magic or spirits, but I and Caragus will be ready, whether day or night, when the word comes to strike."


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

He wasnt one for hard spirits of any sorts, but he accepted a taste of the powerful whiskey, it would be rude not to otherwise. He was still feeling a bit strange in his surroundings. Since his youth he had always remained standoffish, only letting a few get close to his life. Perhaps it was finally time to change that. Kalig was right, this was up to this point a successful venture, their little group had been invalueble to its success but there was more work to be down for sure.

"I've been a city dweller all my life, I dont know much about plants or plant monsters, but just tell me what needs done and I'm there."

He added seconding Sir Doricks' sentiments.


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Soraya makes phenomenal progress on whipping up an alchemical defoliant. If she can keep up such productivity, it should be ready on the following day.

Your Craft check doubles the base progress for the day, meaning the Defoliant is 16gp/30gp complete. The raw materials cost will be 7gp and 5sp.


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Huzzah!


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

"Not much of a spiritual man. That's more my first wife's doing, but I do understand what it means to communicate with something greater than myself. Perhaps we can come to an understanding with this creature, as you say, but if it wants to eat me, it's going to choke first."


On the following day, with fortuitous aid from Mia, Soraya finishes the defoliant.
If Kalig's vision proves true, this could be a potent tool against whatever lurks within the ancient citadel.

Will the party venture into the verdant ruins now?

Defoliant crunch:

This milky fluid can be mixed with water to quickly kill light and medium vegetation. One flask of defoliant kills light brush and small trees in 50 5-foot squares. Light vegetation (anything but trees) dies within 1 hour and can be cleared at a rate of 10 minutes per 5-foot square (representing uprooting dead plants and breaking stumps into gravel-sized pieces), leaving barren ground. Medium vegetation (anything but massive trees) dies in 2 hours and can be cleared at a rate of 1 hour per 5-foot square. Massive trees can usually survive a single dose of defoliant, and using defoliant doesn't make clearing them any easier. Defoliant can be used as a splash weapon against plant creatures. A direct hit with the undiluted fluid deals 1d6 hit points of damage, 1 point of Strength damage, and 1 point of Constitution damage (Fortitude DC 20 negates the Strength and Constitution damage); plant creatures within 5 feet of the target take 1 hit point of damage.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Are there any supplies we should gather before going in? Potions?


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

Fendir is good to go.


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

cool, is that in vials? like how many do we have total?
Soraya isn't much of an "explorer," but she has her gear packed and ready whenever the group is ready


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig nods in thanks to the others. "Dorick and Fendir, we'll need to count on you for tactical approaches. Francoix, you for morale and for when we need to solve a problem with some subtlety, which a good deal of the rest of us are not so keen with, myself included."

"Shall I bring my donkey to help carry supplies? She's pretty surefooted, but if it gets narrow or it gets too dangerous, it may be less of a good idea."


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

"Go ahead and bring your Donkey, but tie it up outside the danger zone."


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

"If space is tight in the ruins, Caragus can stay outside also."


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

"She'll stay put on her own, but yes, I think that's generally a plan."

If Kalig can buy an extra pouch of sling bullets from someone, she will; otherwise she's ready to go.


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Soraya, the defoliant is in a large flask with a topper similar to an aspergillum. It can either be sprinkled on areas of vegetation to cause it to wither and die within an hour (containing enough to affect 50 5ft squares), or it can be thrown as a splash weapon dealing to plant creatures 1d6 damage, 1 Strength damage, and 1 Constitution damage.

Kalig, since it's for the protection of the community, and with Viscount Aristide's nudging, you are given an extra pouch of sling bullets at no cost.

With your gear secured and animals harnessed, you make the short march to the ancient citadel. The distance is less than a mile, but as you grow closer, you are better able to see the vegetation that has taken root within gaps between the bricks.

Entering the rubble-strewn courtyard, you find that much of the walls have eroded, collapsing any entrances that may have once existed on the ground level. To gain access to the inner halls and chambers of this citadel, you will need to climb the long, moss-coated stairs to the citadel's summit.

About the Linked Images:

I tried to find a mix of images that could represent aspects of the citadel, which is essentially a ziggurat. The first and last links are meant to characterize the architecture, while the others are meant to characterize its condition. My apologies for the somewhat mismatched images, and I hope they give a good enough impression of the site.

Also, I obviously do not own these images. I used links to the Wikipedia or DeviantArt pages in order to give proper credit to the sources.

Coaxing the animals to the top could be tricky, but not impossible.


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

"I wonder how slick that moss is going to be underfoot."

He began with a slight scowl taking a step on it and seeming to sway back and forth for a few moments trying to shift his feet testing his balance so to speak on the mossy steps


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

"I think we can leave Caragus and Matilda out here while we advance."


The animals are left to graze in the narrow courtyard, eager to feast upon the lush greenery.

As the party ascends the stairs, each step is taken nervously. Is the moss merely squishing underfoot, or are the bricks themselves buckling under the unfamiliar weight?

Midway up the ruins, atop the main mastaba, the path becomes more difficult. Some manner of gatehouse or outer shrine has become a morass of overgrown rubble. Beyond here, the path splits into three. The stairs continue upward to the summit, where a broad green heap marks the remains of some temple or keep. To the left and right, parapets lead to broad, uneven plazas upon the wings of the mastaba.

Proceeding further will require DC 10 Climb or Acrobatics checks as you pick your way through the rough terrain of the ruins. You must also decide whether to continue up the stairs or look for an entrance to either the left or right.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Sorry, I had started typing a post last week, and clearly I never finished when I thought I had. I'd actually originally wanted to make the checks to keep Matilda with me, but I'm not going to ask for a retcon at this point. P.S. updated spells.

Question, are the skill checks required just for heading up, or also for going left or right

Kalig protests at the idea of leaving Matilda behind so early--especially as the donkey is carrying a good deal of equipment that is too heavy for her to carry herself without magical aid--but realizes that they'd probably have to leave them behind eventually and better they stay outside and able to run away in the worst case scenario.

She grumbles as she picks her way up the stairs and the morass of vegetation thickens. She looks carefully along the plaza walkways, wondering where an entrance might most likely lie.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Add +2 if her scavenger trait--which helps find hidden things like secret doors==would apply

"If we need to, you think we can burn some of this stuff away without risking our own deaths?"


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

acrobatics: 1d20 + 1 ⇒ (10) + 1 = 11
Soraya carefully picks her way through the vegetation, trying to watch out for any places that might collapse beneath her.
"Looks like we need to go left or right. Left okay?" she asks the others.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Also forgot to roll for goodberries this morning. Okay if I do it now? 2d4 ⇒ (3, 3) = 6


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

Climb: 1d20 + 6 ⇒ (13) + 6 = 19

Fendir easily hoists himself up the steps, surefooted as if he was connected to the stone underneath.


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25

Left is as good a path as any at first i think.

He began loosly heading that direction keeping his eyes peeled for anything...dangerous looking.

perception: 1d20 + 6 ⇒ (2) + 6 = 8


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Climb: 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2

Dorick finds himself having great trouble ascending, given the sheer bulk and weight of his armour.

"Left...whew...left sounds fine!"


The skills checks' importance varies depending on which way you chose to go. Since the party is going left, Dorick's failed check just means he stumbles and it slows down the party's progress. Had you continued upward, he would have fallen backward down the stairs.

Sir Dorick's sabatons catch upon a mix of fallen bricks and thick ivy. He stumbles and falls to his knees, just inches away from the edge of the parapet overlooking the courtyard below. He struggles to catch his breath and calm his breathing as he looks down the sheer drop he narrowly avoided.

As his allies move to his aid, picking their way more safely across the overgrown rubble, you hear a new sound coming from the way you came. Matilda the donkey is slowly, uneasily climbing up the mossy stairs. The animal has evidently decided it wants to follow Kalig. Still looking down, Dorick notices Caragus still waiting in the courtyard. The horse seems to watch the donkey with uncertainty, unsure whether to stay or also follow.

On the left-hand plaza, formed from the top of the broad base of the citadel, the weathered bricks remain more exposed and the plant growth is thinner here. The erosion makes this part of the mastaba almost seem to be sagging beneath the weight of time.

Kalig:
Along the wall formed by the next tier of the citadel, curtained by hanging vines and creepers, you espy what could be an entrance into the ruins.
Also, it's cool to roll for the Goodberries now.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

"Wai-" Kalig is about to call out to the others, when she hears the familiar plodding footsteps behind her.

"You pest," Kalig remarks as affectionately as annoyedly. She is secretly glad she followed, though of course concerned for the group's needs and the animal's safety. "I swear she is trained," she calls over to the group, "But donkeys also have their own mind." She points to Matilda. "Just have the sense to run if you need to, you fool."

Kalig points up. "Anyway, look, on the next tier. See that overhang, there--the way the vines are hanging down, it may be covering an exit. If you don't see anything of interest, should we try there?"


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

"Well, as long as everyone can climb some stairs, it should be fine." says Fendir, mocking grin on his face as he stares at Dorick.


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Dorick pants, but grins back at Fendir.

"This armour has spared me from worse than a few stumbles."

He looks back at Caragus and whistles for him to follow.


Caragus responds to his master's command and begins awkwardly trotting up the stairs, trying to catch up with Matilda. Sir Dorick carefully makes his way to the stair's edge and waits for his steed.

A strong breeze causes the vines to sway gently. As they move, a narrow, crooked door is revealed just behind the plant growth, yawning open into a shadowed hallway.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig tries to move toward the door.

1d20 + 1 - 1 ⇒ (1) + 1 - 1 = 1

She trips over her robe. Gangly limbs go flying as she falls on her face.

"I could just stay here with the animals I suppose. No, hold on."

She carefully stands, then waits for Matilda to come to her. When the donkey arrives, she takes the rope off Matilda's pack saddle.

She tries to lasso it around a firm cluster of vines near the doorway.

Touch Attack? with a rope?: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1

She tries again, cursing the gods that both giveth and taketh away.

Touch Attack? with a rope?: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4

While marginally more successful, she cannot get the rope to latch. She holds it out to someone else. "Anyone else want to try? If this doesn't work I'm burning this mess out, and if we fall through the ruins so be it."


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

Dorick resumes his trudge, now towards the door - and carrying a rope.

Climb: 1d20 + 6 - 5 ⇒ (6) + 6 - 5 = 7

However, he gets bogged down.


HP: 64 | AC: 18/19 | Init: +3 | Saves: Str: +3; Dex: +3; Con: +6; Int: +0; Wis: +2; Cha: +0 | Inspiration: [ ] Rage: 3 (3) | Passive Perception: 15; Passive Insight: 12 |

climb: 1d20 + 6 ⇒ (8) + 6 = 14

Climbing to the next ledge, Fendir turns around and then sees the state of his companions.

We're going to need to set up some training when we get back. he thinks to himself as he watches the others flail about.


F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:

do we need another roll? just in case
acro: 1d20 + 1 ⇒ (11) + 1 = 12
As she scrambles along, Soraya asks her owl to circle above and notify them if he sees any danger.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

"No. No help? Thanks, you useless jerks." Kalig rolls her eyes.

Kalig tries again with the rope.

Throw rope: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6

And again...

Throw rope: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1

And again...

Throw rope: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18

Finally she gets the rope secured. Holding it out, she calls out to Dorick.

"Here, Dorick, try holding onto that to help keep you upright as you go up to the next tier, and I'll follow after you."


Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19

"My thanks, Kalig. Come on, Caragus."

Dorick is red from effort, the heat, and not a little embarrassment. But climb he shall.


By the time Kalig secures the rope, the party has managed to pick its way across the unsteady, overgrown rubble. However, the rope will at least make descending the citadel a much easier prospect once your business is finished here.

It has been a slow, clumsy process to reach this possible entrance to the inner ruins, but progress has been made nonetheless.

Francoix approaches the door to inspect the aperture, but he suddenly flails in a panic. He struggles at the vines hanging down from the stonework, and you fear that the plants are animate and attacking him. However, as he stumbles back and trips onto his rear, you realize that it was only another gust of wind that set the vines in motion, sparking the cook's already heightened nerves.

In his thrashing, Francoix tears away some of the overhanging vegetation, better revealing that a narrow hallway leads into the side of the citadel.

Tomorrow, I will try to draft and post a map of the ruins' layout to keep track of exploration and potential encounters.

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