DM Frogfoot's Homebrew Adventure - the Wastes of Belkzen (Inactive)

Game Master Dalton the Thirsty

Battlemap

Party Loot


1,751 to 1,800 of 2,567 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>

Armelio Rovil wrote:
Armelio smiles at Lucretia and shakes his head... "What of us? ... Good question. Fight some evil likely... save some lives.. and move on. It is the path we have chosen.. I should have warned you not to get too attached. Like eggs... sometimes you have to break a few hearts.. not for an omelet, but for justice."

Lucretia sighs and flutters her lashes at Armelio for his clever turn of phrase. It...seems lost on Billy-Bob. After a moment of blank staring, he chuckles and laughs, taking out his lute again and beginning to tune it.


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor

Caln thanks the family and their friend for their help. When no one is looking he gives one of his gems worth 60 GP to the head of the family. "Be faithful to each other and remember Pharasma welcomes all when their time comes."

Caln then pulls Arwen and Suny aside. "I need you to know about a sending I received from the Lady last night. She warns "FEAR THE IVORY TOWERS! FEAR THE EYES OF JADE! FEAR THE BLACK SMOKE RISING TO THE NIGHT SKY AND OCCLUDING THE STARS ABOVE! FEAR!" In case anything happens to me you should know about the warning also."

Caln then pats Daisy, hooks her up the wagon and climbs onto the driver's bench ready to move out yet again.


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

the black smoke rising is probably referring to the foundry, and the ivory tower could be the wizards , but tks for the warning


RETIRED

Arthur remains engrossed in pulling his science gun apart and adding some new stuff.


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor
Arwen McLyntier wrote:
the black smoke rising is probably referring to the foundry, and the ivory tower could be the wizards , but tks for the warning

"I fear our time is running out to stop this disaster. We should get moving towards the Wizard's Tower."


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Caln wrote:
"I fear our time is running out to stop this disaster. We should get moving towards the Wizard's Tower."

I thought we wus on the move? Jus' checkin' (^_^)


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

Time is always moving forward Caln and so are we toward the tower.

Yup we are just talking on the move


Billy-Bob blushes furiously when he and his family receive the gifts from the deputies, sputtering a thank-you that he mostly mumbles. Throg returns Jaxx's deputy star, saying, "You've given me something to think about, my little friend. Look for me - in Freedom Town. I expect I'll see you there someday."

It's a fond farewell that separates the Freedom Town deputies and the traveling family. Lucretia and Sienne wave handkerchiefs at you out of their carriage windows, Jed, riding alongside Billy-Bob in the driver's seat of their carriage, nods silently at you as they begin to ride southwest, toward Kaer Maga.

Your battle from last night appears to have driven off much of the local wildlife in the region; only a few birds are chirping this morning as you begin your journey toward the wizard's colony.

As you follow the road into the mountains, you see fewer and fewer signs of evidence of local orc activity. Trees and plants remain unburnt, there are no tribal fetishes anywhere, and no old bloodstains remind you of their tendency toward violence. Instead, you see neater writing carved into stones or tree trunks - far too precise for hand-work, you would guess that they are probably arcane marks made with magic. For the most part, the signs are benign - noting landmarks or trail heads. However, as your trek takes you into higher elevations, you begin seeing warnings - moving images of flames eternally burning, or a simple illusory depiction of a blizzard freezing fleeing orcs.

Daisy dutifully drags the heavy carriage up the mountain road, huffing and breathing heavily as the sun beats down. Around midday, the weather clouds up. You estimate that you've traveled almost a quarter of the way up the slopes of the first mountain of the Mindspin range. The mountainside is rocky but not devoid of vegetation - mostly hardy brushes and mosses growing on stone or in whatever sparse dirt it can find.

Finally, about an hour and a half from sunset, you see - up higher on the slopes - a white tower rising from between two hills. There are a number of tents scattered around its base, and you see a number of people going about their business. There's a small wall surrounding the campsite made up of stones taken from the surrounding mountainside, about chest-high.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny pulls her blanket about herself a little more as the group's wagon draws closer to their destination.


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

Well we are there Arwen will try to find someone in position of authority, explaining who the party is and that they are requesting to see the head of the white tower.

before the meeting he will gather Caln and Suny

Any idea how we could possibly find a traitor in their ranks? if we need to pay attention to the divine warning?


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor
Arwen McLyntier wrote:

Well we are there Arwen will try to find someone in position of authority, explaining who the party is and that they are requesting to see the head of the white tower.

before the meeting he will gather Caln and Suny

Any idea how we could possibly find a traitor in their ranks? if we need to pay attention to the divine warning?

"Arwen, I think we better pay close attention to Pharasma's message. This was the clearest sending I have ever had. I'd suggest letting the kobold bard handle the discussions as she seems well trained in diplomacy. The rest of us need to pay attention to the motives behind what the wizards are saying."

Oozula has big time skills in diplomacy and Caln is pretty good in sense motive (+8)


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

*Giggle* (^_^)


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

i am not so bad myself also. Do you have any magical means that could help, i am thinking of a detection of evil or a spell that handle truthsaying ?


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor
Arwen McLyntier wrote:
i am not so bad myself also. Do you have any magical means that could help, i am thinking of a detection of evil or a spell that handle truthsaying ?

"The Lady grants a couple of powers that could help. Of course, there is the detection of evil that you mentioned. The other allows me to form a zone around myself in which no one can tell a lie. However, that is obvious to everyone so is not at all subtle. Unfortunately I have not prayed for either of those gifts so would need time to rest and meditate before using either."


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet?

(^_^)


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

good to know, these might help if we need to investigate. I am sure the real talk will only happen in the morning, we have to get a meeting set up and that takes time.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

If the party is at their destination Suny will initially help people settle in where ever the group finds a place to stay.

Then she'll help settle the horsey and see about getting it some extra treats as reward for its awesomest efforts.

Once that's done she'll wander off and look around the place, her hat upon her head and her blanket wrapped about herself.

(^_^)


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor

Caln wanders through the campsite seeing in anything seems out of place.

Perception: 1d20 + 4 ⇒ (19) + 4 = 23


Female Kobold 4 dragon herald (bard)

ozoola settles down later near any fire they have, making it bob gently up and down, practicing her new magic.


RETIRED

"Oozula, did you say that you had an idea for something new to make? I would've asked earlier, but if I hadn't done that when I did, I would've forgotten it."
He seems half asleep as they laze about waiting for something to happen.


As you approach the campsite, a towering wall of flame appears in the path between you and the campsite! Daisy stops in her tracks and rears up, whinnying in fear! A towering bass voice booms, "HALT! WHO GOES THERE AND WHAT IS YOUR BUSINESS IN THESE MOUNTAINS?"


RETIRED

1d20 + 4 + 5 + 3 ⇒ (13) + 4 + 5 + 3 = 25Spellcraft on flames
1d20 + 4 + 5 + 3 ⇒ (14) + 4 + 5 + 3 = 26Spellcraft on voice
Arthur isn't startled and calmly examines the probably magic happenings in front of them.
Magic user were always good inspiration. ;)


Female Kobold 4 dragon herald (bard)

"We are deputy's from freedom town. We mean no harm."

diplomacy: 1d20 + 16 ⇒ (20) + 16 = 36 (subtract two if it's a not humanoid, or if it has the reptilian subtype)


Nice rolls guys.

Arthur:
The wall of fire is a...wall of fire spell.

The voice is coming from a Magic Mouth spell, probably cast on some nearby rock or pebble.

Oozula steps forward and hurriedly explains who they are and what their business is. A few simple questions are boomed by the mouth - "CONFIRM WHO YOU SAY YOU ARE," "WHAT IS YOUR BUSINESS WITH US" etc., but Oozula's calm explanation of her motives causes the voice to soften slightly.

"WELL, YOU ARE A KOBOLD, BUT YOU SPEAK WELL FOR YOUR COMRADES. VERY WELL, APPROACH THE MINDSPIN WIZARDING COMMUNITY, BUT KNOW THAT YOU ARE BEING WATCHED!"

The fire wall winks out of existence, leaving no trace of the flames on the path.

The tower...towers over you all as you approach. You would estimate it to be perhaps 5 stories tall, rising far higher above the ground than any of the buildings in Freedom Town. In fact, it's probably the highest tower many of you have ever seen, outside of major cities like Vigil of course.

You see normal-looking human peasant-types meandering around between the tents in the campsite around the base of the tower, going about their own business. Many of them turn to stare at you as you approach - you get the impression that the insular community doesn't get many visitors.

The peasants clear the way as your carriage approaches. Many of them stare openly at your strange crew, riding your battered and acid-burned wagon. You see that many of them are wearing miner's gear and working on strange, iridescent crystals that look like soap bubbles that won't pop.

Nobody seems willing to approach you. Caln, with your perception check you notice that there are some figures in high windows on the fourth floor of the tower that are watching you from behind a curtain.


Human Magus Hp35/35 . AC19 tch12 ff17 . Fort+6 Ref+3 Will+4 . Init+2 Perc+0

"Eeerraalright... I certainly can understand the theatrics. People never take the time to stop and read signs. That is... if they are even literate to begin with."

Armelio gives up on the nod and smile after a few cold shoulders...
"So who exactly is watching us? Kinda seems like we're invisible."


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

Arwen will head up toward the tower's doors. I am Arwen McLyntier of Clan Mclyntier, senior deputy of freedom town. We came here requesting a meeting with the masters of the Tower. We are all here in an official capacity


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor

Caln follows Arwen backing him up. He also gives a jaunty wave to the figures on the 4th floor.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

At the loud shouting Sunny pulls her hat down over her ears. (>_<)

Once the shouting has stopped and the wagon rolled into this new camp, Sunny adroitly hops down off the wagon and....after drifting towards the shiny things...scampers to catch up with Caln, Ooozula and Arwen.

At the tower she steps forwards, seemingly lost in contemplating the structure before herself. Reaching out and placing a hand against it's side. Then stepping closer and pressing her ear to the stones....


Male Gnome Rogue 4

Knowing something about the power of wizards, Jaxx tries to be small...-er.


Suny, the stone of the tower feels cool to the touch. What Suny hears in the stone: 1d20 + 6 ⇒ (16) + 6 = 22

Suny, with your ear to the stone you hear a faint rumbling, but it stops almost as soon as you hear it.

A few moments after Arwen's proclamation, what appear to be two Small-sized robes walk around from behind the tower, bouncing along in a rollicking gait. You can't see under their cowls or long sleeves. Despite their initially comical bouncing strides, you see the peasant folk avoiding their path.

Perception DC 20:
You see fear in the carefully-neutral faces of some of the townsfolk as they glance at the robed figures.

Spellcraft DC 16:
They appear to be Unseen Servants, a relatively simple spell, but slightly modified to be less...unseen. The robes are draped over a shapeless nothingness that has been made to fill the robe and resemble a humanoid.

One of the two figures is holding a stepladder and sets it up for the other robe, which climbs atop it, looks up at Caln and holds out a "hand" to take Daisy's reins. The other figure gestures at a nearby stable, with two human stable hands doing some farming work. You can't see a face under the cowl when it looks up at you, nor is the hand that emerges from the sleeve to take the reins visible.

At the same time as the appearance of the strange robes, the main door to the tower slowly opens, and a chandelier-lit lobby-like room is visible through the doorway.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Perception:1d20 + 6 ⇒ (19) + 6 = 25

Suny happily skips over and help the lil' folks with Daisy the horsey. She brightly explains some of the back story about Daisy's adventures (And valiant behavior) amongst the Goblins during their ambush/attacks, then about daisy's valiant efforts at bringing the wagon/carriage this far all on her lonesome after the other horsey got eated. (^_^)

All the while helping direct Daisy towards the stables indicated/offered.

(^_^)


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16

Smiling Arwen will hands over the reins So since we are invited to enter we should not delay now don't we. and arwen will head inside the tower


Female Kobold 4 dragon herald (bard)

perception: 1d20 + 8 ⇒ (8) + 8 = 16

spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29

ozoola wonders why anyone would need to do that! but whatever. No reason to question it. She will gladly enter.


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23

Why would they dress an Unseen Servant? That's odd

Caln continues to follow Arwen trusting Suny to make sure Daisy is not harmed.


RETIRED

Arthur directs the strider into the town, interestedly looking hither and yond.


Human Magus Hp35/35 . AC19 tch12 ff17 . Fort+6 Ref+3 Will+4 . Init+2 Perc+0

"Huh..." Armelio follows behind.
".. more theatrics..."

perception: 1d20 + 0 ⇒ (8) + 0 = 8
spellcraft!: 1d20 + 10 ⇒ (11) + 10 = 21


Male Gnome Rogue 4

Jaxx follows quietly.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Once Daisy is stabled...fed, watered and combed down for the day Suny waves/grins to whom ever helped her with the chores. Pats the little, bobbing cloaks on the 'head' in thanks and thence skips off to find where every one else has gotten to.

On her way she'll be her usual bright, bubbly, giggly, cheerful self. Possibly even drifting closer to the shiny, glass bubble things that people are looking to add shine to.

"Hey-YA there! I haz a hat!..." *Point* "An' I haz a blank-it!" *point*

Diplomacy:1d20 + 7 ⇒ (8) + 7 = 15

*Giggle* (^_^)


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

Arwen just shruggs his shoulders in order to conceil a smile


Quick clarifying question - are you guys intending to split up as Daisy is looked after by Suny and the rest of you go into the tower, or are you waiting at the tower's entrance for Suny to follow?


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor

I think we should wait.

"Suny, come on, we're going to talk to the wizards."


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

"Okeys!" Suny calls back to Caln who awaits in the doorway.

"♪ ♫ Oh! We're off to the the Wizards! ♫ ♪" (^_^) She sings brightly as she quickly skips along to catch up with the group.


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

Well that is taken care off :)


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

(^_^)


As you all enter the white tower's main lobby, you're struck by how smooth everything looks. Unlike the outer stone surface, which is unworked, everything in here is smooth as glass to the touch. There's a finely-made chandelier hanging 20 feet above your heads, and dual staircases that lead up to the higher floors line both walls, curving along the natural curves of the tower's interior.

On the walls next to the stairs, you see paintings. The overall themed color inside the tower is a light green, displayed mostly through these paintings - they all seem to depict ocean scenes. The crash of the waves, the underwater ruins, the great leviathans of the deep - the paintings are startlingly realistic, and look almost more like windows than art - though of course the pictures don't move.

Nobody addresses you in the lobby, so you decide to climb the stairs to the second floor. You hear the faint sound of organ music coming from higher up in the tower. On the second floor, at the top of the staircase, there are five glowing purple platforms with two small steps leading up to each. The middle platform, marked Reception Hall, is glowing faintly. Arcane sigils pulse with a faint purple light around the rim of each platform. On the walls are several portraits of distinguished- and wealthy-looking humans, staring down at you.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny simply looks in awe at the interior. Lots of soft "Ooo's" and "Ahhh's" escape her lips as she slowly wanders up the stairs peering intently at the images.

Knowledge specific local:1d20 + 1 ⇒ (19) + 1 = 20(She might/should have bonuses to understand both the images and their veracity)

All the while she reaches out and gently touches things, or wiggles her toes against the floor and its smooth polish. As the group gathers at the top of the stairs and examines the glowing purple things she skips to the top of each small, short flight of stairs and puts a dainty toe upon each glowing disk.

*Giggle* "It tickles!" (^_^) She looks to her companions,

"Whut d'them glowin' squiggles be meanin'?" She asks, pointing at the words hovering over the middle disk, "Iz-at where they be wantin' us ta' go?" She adds even as she balances upon the top step, seeming oblivious to the long fall down to the entry hall below.

Sorry for posting so much, but I must add things when and where time permits!

Shall have some time soon to bring the character up to every one else's level. Wishing every one all the very best! (^_^)


Hp 22/22 AC 21 / 11 / 20 (+1 Perc; +1 Init; Fort +8, Ref +5, Will +6)

the reception is our next destination deputies. says arwen hopping on its platform


RETIRED

Arthur directs the Strider onto the platform.

Elven:
"Care for a ride, Suny?"

He raises one eyebrow to Suny accompanied by his usual grin.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny tilts hef head and then looks down at the purple disk upon which she stands.

"I be standin' on one already, no?" She replies in her broken common.


RETIRED

He exhales a short breath through his nose, a short kind of tickled laugh.

Elven:
"I meant on the strider. I want you to come and sit with me, if you'd like."
, he offers with a smile. He moves over in the chair and pats the seat cushion next to him.

1,751 to 1,800 of 2,567 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Frogfoot's Homebrew Pathfinder Campaign Gameplay Thread All Messageboards

Want to post a reply? Sign in.