Farewell2kings Eberron Campaign

Game Master farewell2kings


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Male Human

Barrakas 5 998 YK

After pouring over maps at the Eldeen Reaches embassy, the Falcon's Falchions determine the likely target of the strange plant like monsters fleeing Argat--a cairn of burial mounds 35 miles away.

Summoning magical steeds the party moves to the area, battling a trio of strange chaos beasts along the way. They enter the burial mound, defeating a pair of plant monsters, walling up a locust swarm with a stone shape spell and bashing a demonic woman's head in the catacombs below a rotating statue stairway.


Male Human

Summarizing several gaming sessions here. This log has been neglected, unfortunately

The party discovered the huge bloated creature wallowing in its own secretions, the apparent source of the green poison that had been transforming Argat's townsfolk. Battling their way to the bottom of the worm-weakened caves, they defeat the tentacled bloated creature and the wysts guarding the extra-planar source of the madness. The party emerges from the caves only to be ambushed by several tough ogres, apparently hired to destroy them. Finding clues among their effects to the location of the strange pagoda in the Icehorn Mountains that was the apparent destination of some vials of the green welcome, the party decides that they must back off and hire some more backup from the Blademark Mercenaries, since their last archer also met his death in the caves below.


Male Human

1d20 + 8 ⇒ (9) + 8 = 173d4 + 3 ⇒ (1, 3, 4) + 3 = 11

Test


Male Human

1d20 + 6 ⇒ (20) + 6 = 263d8 + 4 ⇒ (7, 3, 3) + 4 = 17


This campaign is moving from real life to PBP and Vic Wertz kindly moved the campaign log to the PBP boards from the campaign log area. Thanks, Vic

The Falcon's Falchions retreat back to Argat. The natives and Mother Thrissek remain very hostile and the Falchions retreat to the 'safety' of the Eldeen Reaches embassy south of the ancient city. Word was sent for additional back up from the Church of the Silver Flame for Panzadeya and for additional mercenaries from House Deneith.

It is estimated it will take about a month for your henchmen to get here. What do you want to do in the meantime?


Dispel DM amnesia phase

After returning from the lair of the Source of Sehan, the Falcon's Falchions are attacked by quori on the path, killing two and harvesting some spell ingredients from them. Upon return to Argat, the locals have not forgotten Mirrim's offenses and try to attack the party. Frustrated, Mirrim fireballs random parts of town trying to take down the town's mother. The lab gnomes under the City had also been attacked by the townsfolk and the party has them set up shop at the embassy before they ask if they can go home.

By Barrakas 25, the party's henchmen have arrived and the Falcon's Falchions set out for the Dread Pagoda.

I need some general traveling instructions, watch list, basic standard precautions, etc. from the players.

READY NOW!!!


As the Falcon’s Falchions move up the trail to the Pagoda of Evil, Helix looks over his companions. The lovely yet temperamental Lady Mirrim d’ Deneith is typically scowling about the dirt and cold conditions of the trail, while her “meat shield” Hmm, I wonder how that phrase came about Renzor Karn scans the trail ahead, to the sides and the rear. Impressive bow Renzor has. I hope he fares better than the last hireling she had.
Switching to the equally, but more mellow Lady Panzadeya Helix observes that the armor he created for her fits her new Paladin companion Elbon Vlacknor well, considering how he had to readjust it to fit his wider shoulders and chest. It is a good thing that I keep spare material at hand for such occasions. The new Paladin seems to be in a bit awe of his Paladin sponsor. Hope Lady Panzadeya doesn’t let it inflate her ego.
Taking his gaze off of the two Paladins of the Silver Flame, Helix looks for the last companion, his side kick, Stormblade. Stormblade?, Hmm need to ask if that was his given name or did someone place it upon him, or did he just take it up on his own. Maybe it is due to that monstrous sword he has strapped to his back, the thing is bigger that he is tall. He isn’t hairy enough to come from dwarf stock, but he is short for a human. Ah well, I need to start thinking about transferring some magic energy from some of these useless items into something else. Maybe when we finish with this Pagoda I can make a wand or a rod of some practical use.
“Ladies, I would like to set up camp an hour before the setting of the sun, if you don’t mind” Helix addresses his fellow Falchions. “I would like to set up some proper alarms to prevent any night attacks by those Yakmen or their minions. Also I thought that Lady Mirrim could have the first watch, while you Lady Panzadeya would take the last. Of course I will be up for all the watches and figure that good Ranger Renzor would take the last three with me as I understand it he only requires two hours of rest.” Helix, pauses then lays his red and green eyes at the Lady Mirrim, “Lady Mirrim, by chance is that due to a curse? As I recall our previous Hobgoblin companions needed as much rest as the rest of you. Well never mind”, Helix taps his granite left hand on his mithril chin causing a strange pinging noise. “I would also like to place Elbon on the Midnight to two bells watch and Stormblade on the two to four bells watch. Does this agree with you ladies?”
After hearing their responses, Helix Looks up “Lady Mirrim, has your familiar located anything ahead? He has been invaluable in keeping us appraised of any dangers". Helix scans about the area looking for enemies 1d20=1 cannot tell if anything is out there

Well I believe we should continue, and Stormblade please stop staring at the Ladies, and shut your mouth or a Stirge will fly in and choke you!”

Honestly I don’t understand softskins, with all of their hormones and overwhelming obsession with fornication


I am impatient to get to the Pagoda. A fight for Good is better than a long trail ride. It is great to have a couple of new people to talk to. I have tried to talk to Mirrim and Helix about the church but that is like talking to a stirge. I cannot believe I am thinking, “I miss the hobogoblins”, but they were good fighters and sure didn’t complain like… Not a thought a paladin should be having about a companion. Stormblade seems very proud of his sword and keeps looking at me weird. Elbon is VERY confident in his abilities. The church may need to teach him humility. Helix is a great companion. Has saved me many times, but he does not understand the human heart and being passionate. The conversations about good and evil, about love and hate, right and wrong, have been …exhausting to say the least. I need to get my mind back on the trail. I need to stay alert. We have battled together but Stormblade, Renzor, and Elbon are still new to the party. We may need every advantage. I like Helix’s military thinking. He assigned duties for the trail and camp, arranged watch, and set up camp protections. He is a very logical and steady companion, great healer, and good friend. Yeah, I need a good fight, I am about to start singing church hymns.


Female The toddler dash. Oh, not that kind of race? 5th level administrator/8th level mom

Curse, Helix? I rather think it's a blessing. It suits me anyhow. Mirrim is quiet. She thinks more than she talks. She admires Stormblade's backside.....only his backside. 'Renzor is quite the good replacement for Nilbog. Poor Nilbog. I'd known him since we were children. He died a warrior, though. Oh how the people at home know me. Lovely of them to send me a warrior with good hands.....too bad he's not human. Those hands do send chills down me. Well at least a nightly massage will make this "adventure" more pleasant! And his cooking skills! I'll send a missile at a rabbit just to have Renzor cook it for me. Hopefully when this is over I'll be considered as the head of an enclave. I've certainly earned it and have no dreams of walking the land looking for things to kill!! Ah well......good things come to those who wait!' Excuse me, Helix? What has Calla seen? I shall ask.....

1d20 + 5 ⇒ (5) + 5 = 10 1d20 + 5 ⇒ (6) + 5 = 11 Two spot rolls for Calla...

She shall let us know shortly....'I wonder if there are any good herbs in this area...1d20 + 12 ⇒ (8) + 12 = 20 (Mirrim's profession herbalist roll) Mmmmmmm...the new paladin looks very fine in that armor Helix made....very fine indeed! Maybe I've just found something more to keep me interested on this journey! Elbon, I think his name is....with a family name of Vlacknor....1d20 + 3 ⇒ (16) + 3 = 19(Mirrims intelligence check since she doesn't have Knowledge local).....I wonder if I know them....'

1d20 + 11 ⇒ (5) + 11 = 16 1d20 + 11 ⇒ (12) + 11 = 23 Tracking rolls for Renzor
1d20 + 9 ⇒ (5) + 9 = 14 1d20 + 9 ⇒ (19) + 9 = 28 Spot rolls for Renzor
1d20 + 6 ⇒ (14) + 6 = 20 1d20 + 6 ⇒ (19) + 6 = 25 Listen checks for Renzor
Please add 4 to the above results for humans or +2 for giants

1d20 + 4 ⇒ (3) + 4 = 7 Mirrim's listen 1d20 + 4 ⇒ (3) + 4 = 7 Mirrim's spot


Female The toddler dash. Oh, not that kind of race? 5th level administrator/8th level mom

Sorry! I created an alias and asked to to be the default and it didn't click, I guess. When I started typing the new picture was there and then when I posted it was Silver. I'll try to fix it.


Fixed!


Month of Rhaan, 18th day....

Fall comes early to the Icehorn Mountains. As the Falchions trudge up towards the reported location of the pagoda, snow flurries and a biting wind accompanies them.

The pass narrows towards the entrance of a canyon. According to your maps this is the last part of the mountains before you arrive at the entrance to the Pagoda. It is marked on your maps as "Crafter's Canyon" and will probably take you 5 days to traverse on foot before you arrive at the Pagoda. Snow begins to fall in earnest. At this altitude and as far North as you are, it feels worse than any winter your characters have ever endured in the Five Nations further south.

Renzor returns. He spotted giant tracks for sure, about a half mile into the canyon and fairly fresh. The city residents of Argat warned that Crafter's Canyon was a route for giants and ogres and other raiders from the Demon Wastes to try to reach the Eldeen Reaches.

Continuing into the canyon, the party spots a pair of frost giants about 200 yards ahead, about the time they spot you. It's a male and female, and they have two winter wolves with them too.

Initiative....there is lots of cover from debris, fallen stone slabs and other detrius. I'll post a map as soon as I get your initiative and first declaration of actions.


Initiative for Helix n Stormblade (1d20+2=18, 1d20+2=10)

As Helix rounds a tree he sees the approaching behemoths. He pulls out from his component pouch the finger joint of a war machine and he presses it to his forehead while uttering strange mystical tones, almost musical in their inflection. A slight shimmer encases his body. His coloring darkens as if he has transformed from Mithril to Iron. The sound of scrunching snow is the result of him sinking in the ground as if gravity has increased, and the others note that he sinks a little more in the ground. “Stand fast friends they may mean us no harm” Helix calmly states in his typical monotone.
He cast Iron Construct using a full round to do so. This will last 10 minutes, gives him DR 15/Adamantine, +4 to strength, has 20 strength now, -4 to Dex giving him an 11 Dex. Fire and Acid cause half damage electricity slows for 3 rounds. Oh he now weighs 1,530 lbs

Stormblade pulls and strings his longbow. Pulling a arrow from his hip quiver he readies an arrow, “Looks like I will be eating wolf tonight!” Although his pallid skin belies his bravado.


Panzadeya Initiative = 1d20+3 &#8594; [1,3] = (4)
Elbon Initiative = 1d20+1 &#8594; [17,1] = (18)

Panzadeya eyes two frost giants and two wolves. She and Elbon prepare their bows and notch an arrow, since they are many yards away and look for a defendable position in front of the group. Elbon replies to Stormblade, “ I understand it tastes like chicken.”


Mirrim - 1d20 + 2 ⇒ (3) + 2 = 5
Renzor - 1d20 + 4 ⇒ (15) + 4 = 19
Calla - 1d20 + 2 ⇒ (20) + 2 = 22 - She moves at 40 flying

"If you think they mean us no harm, Helix, then you do the talking. I'll not waste my words on parlay. My words will be better served by roasting them in their boots should they attack!"

Calla follows us whenever we're traveling. A mental image from Mirrim sends her off to see what's behind/around the giants. She'll fly a wide berth around the giants since there are no trees and because she can see very far.

Mirrim will take cover behind something with a line of sight at the giants and their wolves and wait to see what happens. If they attack her first action will be to enact her dragonmark for Mage Armor. Renzor will take up a position between the "enemies" and Mirrim and watch as well. He'll ready his bow and notch an arrow if they start to attack.

Knowledge Nature/Renzor - 1d20 + 9 ⇒ (13) + 9 = 22 for info on Frost Giants
Intel check/Mirrim - 1d20 + 2 ⇒ (16) + 2 = 18 for info on Frost Giants (she doesn't have knowledge nature)

Calla's action will go whether they attack or not. Her spot: 1d20 + 5 ⇒ (16) + 5 = 21 Her hide: 1d20 + 10 ⇒ (4) + 10 = 14 Her MS: 1d20 + 2 ⇒ (3) + 2 = 5


Initiative Order: Calla, Renzor, Elbon, Frost Giants and Wolves, Helix and Stormblade,Mirrim, Panzadeya.

Calla starts to fly her circle. She spots no other enemies. Her flight is made more difficult by the gusty cold wind and snow flurries. Any fancy maneuevers will require a balance check.

Renzor takes cover behind a fallen slab of stone, obviously once part of something made by man or another creature. He knows that frost giants are immune to cold, can run faster than normal humans, are fearsome in melee combat but are particularly vulnerable to fire. They can throw rocks as missile weapons and are very good at jumping and overrunning their opponents.

Elbon takes cover and readies his bow.

Both frost giants take cover behind some huge slabs and boulders but throw rocks at Renzor (miss) and Helix (miss). They appear to be taking pot shots, as the 600 foot + range is probably at the edge of their effectiveness. The winter wolves nuzzle up to frost giant each, also seeking some cover from arrow fire or spells. One of the frost giants yells "Retreat from these mountains, you are not welcome here!"

Helix casts his prep spell and Stormblade readies his bow as stated.

Mirrim activates her dragon mark, since the thrown rocks appear to her to be an attack.

Panzadeya readies her bow and seeks cover.

End of round 1. Ill try to have a map up in email later today.


Knowing that any hit by these creatures will be very deadly, Helix steps up to Stormblade "Stay still while I make you harder to hit"

Helix cast Spell Storing Item into himself; Blink DC=35 on Magic Device Check 1d20 + 22 ⇒ (3) + 22 = 25 spending an action point to speed the process up from one minute to one round. Having failed by 10 GM must determine Mishap to Helix

"Aaagghh, that did not feel so good" Helix staggers from his misfired infusion, "Just fire your bow at them"

Stormblade takes worried glance at his boss, takes aim and fires two rapid shots at the left most giant 1d20 + 3 ⇒ (11) + 3 = 141d20 - 2 ⇒ (14) - 2 = 12 [ooc] in case any hits 1d8 ⇒ 31d8 ⇒ 3


Two frost giants and two wolves, even with our new companions this might be a fun fight. “Elbon prepare yourself for some fun tonight. This might get messy.” Since our bows cannot reach them, we stay behind cover and prepare for a fight. Panzadeya will cast “Bull’s Strength” on herself and Elbon will cast “Bless” on the party. Panzadeya is not sure about her new companion and gives friendly advice. “Once they come into range, shoot them like pincushions. If they get too close, drop your bow and go defensive. Good luck, kid.

At that last remark, Elbon is incensed. I will show you who is "the kid.”


Renzor will take a potion of cat's grace adding 2 to his dex bonus. He is now +6. That makes his AC 22. He only gets an additional 1 point of dex to AC because his armor only allows 5. The giants are too far away to shoot arrows at. If they stay 600+ feet away he won't waste his arrows.

Mirrim enacts her mark and her AC is now 20 plus whatever cover she gets from the stone she is behind. If she must, she'll cast fireball next round which has along enough range to "roast them in their boots". Or, depending on how close everyone is to her and from each other, she may cast Fire Shield, Mass.

Calla continues to fly her wide circle, eventually ending up behind the party, all the while flashing images to Mirrim of what she sees.


Correction to my previous post: Renzor's AC is now 23 since the MW allows an extra point of dex and the whole bonus will get through.


Calla spots the frost giants giving their winter wolves potions, which they drink like they've done it before!

The rest of you complete your actions as indicated. The attacks miss. I'll have the map up tomorrow, but right now the terrain is still as indicated, a broken canyon ground with lots of cover.


Apparently that didn’t work out so well Helix raises his voice “WE ARE JUST PASSING THROUGH, IF YOU DON’T WISH TO SUFFER GREAT PAIN AND LOSS I SUGGEST YOU ALLOW US BY” In a quieter tone, “let us move over to those boulders there Stormblade. I suggest we get a little closer before we fire any more missiles”

Stormblade nods in response and moves with Helix as stealthily as he can trying to avoid being seen by the giants.

Helix hide roll to avoid being seen moving his position (1d20=6)Stormblade's attempt to do as Helix (1d20=19)

Stormblade takes note of Helix's attempt at stealth leaves much to be desired.

Helix n Stormblade move toward the nearest cover towards the giants


Since stealth is out, Panzadeya will yell in her most intimidating but pious voice, “The Church of the Silver Flame wishes to pass. Our fight is not with you….YET.” That should draw their attention from Mr. Metal Man. He is good for many things but not necessarily for his ability with a sword. We will take cover here and see what the next move will be. Panazdeya instructs the pup, “Take cover and search for a good defendable spot.”

Elbon spot 1d20 + 2 ⇒ (12) + 2 = 14
Panzadeya spot 1d20 + 6 ⇒ (20) + 6 = 26


Mirrim will cast Fire Shield, Mass upon the party. They must be within thirty feet of her and each other to get the benefit of the spell. They will now only take half damage on cold attacks or, if the attack allows for a Reflex save and the save is successful, they will take no cold damage. Also, upon a successful attack against them, they will now deal 1d6+11 point of fire damage to their attacker. If the attacker has spell resistance, it applies to this damage. Mirrims spell penetration roll to get passed their spell resistance if they have it is: 1d20 + 11 ⇒ (7) + 11 = 18

Renzor will hold steady until the giants or a wolf is within range. He will make a blurb to leave one or both wolves alive if possible. If not, he has a good recipe for a wolf stew.

Calla continues to fly and scout until she is behind the party. Mirrim sends a mental blurb for an image of the potions the giants are giving the wolves. Calla's spot: 1d20 + 5 ⇒ (7) + 5 = 12


REAL LIFE GAME SESSION NOTES

This campaign moved to a RL game for 3 hours on 12-4-09.

The party tried to close with the frost giants, who retreated after seeing the group's obvious fire power. A truce was negotiated and the frost giants let the party pass, giving directions to the Dread Pagoda.

Along the way the group encountered a tribe of Demon Waste barbarians, who were initially impressed by Mirrm's ability to speak Daelkyr, but turned hostile when the paladins of the Silver Flame appeared.

The barbarians bum rushed the party but surrendered after over half were slain. They were disarmed and sent on their way after a discussion of philosophical differences about killing them between Mirrim and Panzadeya.

note to players

You can find many suitable and defensible camp spots here. Determine how much healing you're able to do and cast your spells and set your guard protocol for the night. Please post for each character. If I recall some of you are wounded.


We make camp with Panzadeya and Elbon taking the first watch, Helix second and letting Lady Mirrim get her beauty sleep and spells. The first thing that needs to be done is changing armor. Panzadeya likes the Chiton armor that Helix made better than the magically enhanced armor. Elbon needs to be a tin cup. While they are at the changing the armor, salves and bandages can be applied to wounds. Panzadeya took a bit of damage since she was surrounded during the fight. Since we are resting for the night, Elbon and Panzadeya will offer to lay hands on their companions. Knowing that we are in enemy territory with possible hostile defeated and wanting revenge, we are keeping a vigilant watch.
Spot for Panzadeya and Elbon 1d20 + 6 ⇒ (2) + 6 = 81d20 + 2 ⇒ (16) + 2 = 18
Listen for Panzadeya and Elbon 1d20 + 6 ⇒ (19) + 6 = 251d20 + 2 ⇒ (1) + 2 = 3


After scanning the surroundings for any further enemies, Helix will signal Stormblade to stand down. Seeing grievous wounds on him “Go to the paladins and request healing if they are kind enough to do so”
He will then use an infusion to heal himself repair light damage 1d8+5=6 . Setting himself up in an advantageous position he will keep watch while resting.


Male Human

Rhaan 1, 998 YK

Fall settling into Ironhorn Mountains
Peace with Yakfolk and Dread Pagoda
Argot resettled but starvation looms
Mother Innaria still at Dread Pagoda, enemy, a couple of hundred loyal followers
Message has been sent to Church of the Silver Flame and to House Deneith--city secured, threat averted, need reinforcements
Party finds a orc paladin named Arok Thaash and a half dozen Ghaaskala barbarians in town, resettled the inn and recruiting locals for the battle in the Labyrinth.
New Mother elected, Mother Varana
While hunting, attacked by erinyes and 40-50 barbarians from Plaguebearer tribe.

Rhaan 5 998 YK
Barbarian attack through tunnels fought off, rubble blocked off again and sentries reset.


Male Human

Rhaan 5 998 YK
Return to the streets to find the City under attack by plague bearing barbarians carried in on Rocs. Some sort of ice demons attack the party in the streets and Elbon is killed. The party retreats, severely injured, by dimension dooring to the old gnome lab underneath the city nearby.


Male Human

Rhaan 6, 998 YK

The party moves out of the gnome lab and back into the City to find that the City is under siege by Daelkyr and their plague-bearing barbarians. Noticing that the main pyramid in town is under siege, the party dimension doors into battle, defeating daelkyr and barbarians in a battle. The new City's "mother" summons elementals in an ancient ritual to defeat the other enemies and the City is saved, albeit at a high cost.

A cleric of the Silver Flame of Ghaaskhala barbarians asks to join the party. Panzadeya gives her blessing. At this time, the Falcon's Falchions consist of:

Panzadeya--8th level paladin/3rd level exorcist of the Silver Flame
Helix--11th level artificer
Vola--2nd level barbarian/7th level barbarian of the Silver Flame
Mirrim-11th level sorceress of House Deneith
Renzor--9th level hobgoblin ranger, Blademark Mercenary


Male Human

The party finds out that Ahmed, the innkeeper, is supposedly at the dwarven city of Glimmerhold, about 200 miles southwest of Argat. A message delivered by an Orion messenger to Mirrim states that Alastair D'Lyrandar is in Glimmerhold as well and that something"odd is going on."

The party travels to Glimmerhold, their trip interrupted by a visit by a woman roc rider named "Geriane" a representative of the Lords of Dust, who tries to unsuccessfully parlay with the party.

Arrive near Glimmerhold at dusk, Rhaan 20 998 YK


Rhaan 20 998 YK; Glimmerhold, 200 miles southwest of Argat, Icehorn Mountains.

The Falchions are on the drawbridge about to enter hte City when they are attacked by evil flying dwarf maidens riding huge horned goats. Many citizens panic, but the party rescues several of them and drives off the attackers.

That night, they are invited to a dinner with King Ezelgar, who relates a story about how a curse from a nearby monastery has stirred up a dragon in the central lake of the City as vengeance for an ancient slight. He asks the Falchions for help after the dragon stirs and the drink at the dinnner party turns to poison.

The Falchions defeat the dragon, which turned out to be a hydra. The following morning, the Falchions leave during a dark rain storm, turning to sleet. More of the flying dwarf maidens, which the locals call 'Doomguides' circle and track the party.

The journey to the monastery is to be about 12 miles, a full day's journey in this weather. A few hours later, on the trail, the party encounters a couple of gaunt giants, who try to attack and eat the party. The party defeats them and continues.

It's about 6 more hours to go. The party will arrive near the monastery at dusk, Rhaan 21 998 YK.


Helix 91/96 AC 19 Vola 92/95 AC21

this rain is most bothersome, we should move to the monastary as quickly as possible

" Ladies, we should move forward and remove ourselves from this foul deluge. It is making my joints feel rusted!" Helix will load his crossbow, nod in approval as Vola keeps an arrow knocked while she scans the skies for additional Doomguides.

Helix will start forward, stop, "Does anyone need healing? Vola will take a look at whoever asked and does
1d20 + 3 ⇒ (17) + 3 = 20

I will post a cure post for those who need it by downloaded the appropriate level healing spell. If it is Jughead who needs it then I will have to have Helix do the healing.


Panzadeya will scan the surrounding area for evil, good, and detecting of thoughts. During the last couple of days she has tried explaining the advantage of sneaking up on an enemy vs charging and squeezing to death and enemy to our newest companion Jughead. He will fall back since he is similar to a Mammoth in full plate armor in a pottery shop when it comes to sneaking.

Panzadeya HP 140/146 AC 29 T 18 FF 24
Jughead HP 105/133 AC 27 T 17 FF 25

In answer to Helix, Panzadeya states that Jughead has a couple of dents. Panzadeya will keep moving forward with sword drawn towards the monastery entrance unless she senses anything evil or detects intelligent thought.


Mirrim will plod along in the rain trying to look as powerful and beautiful as possible. All the while she’s in contact with Calla in regards to what she sees. ( Calla won’t be too far ahead, though, because of the weather. ) Mirrim is greatly anticipating the first chance that she can cast Prestidigitation on herself and thinking of ideas for hirelings to somehow fly and keep her covered in situations like this. She is marching along somewhere in between the two warforged since Renzor is up ahead scouting. While she plods along she’s keeping an eye out for those flying dwarf things and other enemies.

Mirrim’s AC with her Mage Armor is 20.

Renzor is scouting 100 feet or so ahead. Moving silently and hiding. Because of the giant fight, he has his sword in hand in case he comes upon something or something comes upon him. If he spots anything, he will fall back to let the group know what it is.

Calla’s spot: 1d20 + 5 ⇒ (17) + 5 = 22
Mirrim’s spot: 1d20 + 4 ⇒ (5) + 4 = 9
Renzor’s hide: 1d20 + 16 ⇒ (3) + 16 = 19
Renzor’s move silently: 1d20 + 21 ⇒ (20) + 21 = 41
Renzor’s spot: 1d20 + 12 ⇒ (8) + 12 = 20
Renzor's listen: 1d20 + 9 ⇒ (8) + 9 = 17

For Renzor's spot and listen, please add 4 to the roll for humans and 2 to the roll for giants.


The journey is difficult. The path is broken up by many old landslides, and some fresh ones. The estimate that you would reach the monastery by nightfall might have been true during times of clear passage, but not now. The rain breaks now and then and for a few hours the clouds even parted to reveal a view of the mountains all around you. Majestic, snow covered and stark in their beauty. Currently you all are at about 3000 feet. It's cold and clammy but not freezing.

Around dusk, you estimate you're still a few miles from your goal. Do you push on in the dark or make camp?

If you want to develop a standard set of camp rules and guard schedule, feel free and then you can repost it as necessary to remind me if you make camp later on in the game.


Panzadeya states, “Oh this is just a scratch, but Jughead is dented up a bit and needs fixing. Also, I think we should move on to the monastery, check out the surroundings, look for a backdoor or secret entrance, and see if we can get out of the rain.”


MALE DWARF CLERIC 9

"Jughead, stop for a moment, while I attend your damage" Helix will address the large juggernaut, 2d8 + 10 ⇒ (1, 7) + 10 = 18 "That should keep you operational for a little longer. When we find a place to stop I can conduct additional repairs" Helix will tap the bigger construct on his shoulder while scanning the area as he moves with the party to the Monastary.

" We should conduct a perimeter surveillance to make sure there are no more surprises" Helix states to the others, while they walk. This new warforge is quite a formidable ally, but will he be too much of a drain on my resources to keep him going?

Helix looks about trying to see any enemies 1d20 ⇒ 41d1d20 ⇒ 18

Vola also looks and listens for enemies to pincushion with her Holy bow of the Silverflame, 1d20 + 3 ⇒ (11) + 3 = 141d20 + 8 ⇒ (9) + 8 = 17


Renzor hears movement in the trees and ridge above you and in the draw in front of you as you move up the swichback trail towards the monastery. There is enough moonlight to see about 100'. You can see farther than that, but can't make out details.

The party stops upon his alerting and the movement stops as well.

Renzor points out the areas where he heard movement and it's from the areas of the white dots.

See map I sent in email. Ignore the star marked "camp". That is actually the location of the party.


Jughead, “ Thank you, comrade, for the assistance.”

“It looks like a trap and they are trying to surround us. I think we should fall back and then seek out the group to the east and eliminate one threat at a time,” suggests Panzadeya.

Looking around to see if they can spot the threat.
Panzadeya: Listen 1d20 + 6 ⇒ (14) + 6 = 20 Spot 1d20 + 6 ⇒ (2) + 6 = 8
Jughead: Listen 1d20 - 1 ⇒ (7) - 1 = 6 Spot 1d20 - 1 ⇒ (20) - 1 = 19


Mirrim will communicate to Calla to do a fly by on the "threat" to the east.

Calla's spot: 1d20 + 5 ⇒ (5) + 5 = 10
Anything Calla sees will be tramsitted as images to Mirrim's mind.

She'll cast invisibility, greater and fly on Renzor so he can scout from above.

Renzor spot: 1d20 + 12 ⇒ (12) + 12 = 24

Mirrim will stand between the warforged with her back guarded by one of them (as best as she can) and will search for foes.

Mirrim spot: 1d20 + 4 ⇒ (13) + 4 = 17
Mirrim listen: 1d20 + 4 ⇒ (7) + 4 = 11

If Mirrim has time, she will ready her shield spell to cast if she perceives an attack. Her mage armor is already up so her AC is 20. With the shield, her AC is 24


Helix HP 91/96 AC 19, Vola HP 92/95 AC 21

“It appears that we have company, but unknown as to whether or not they are hostile.” Helix will muse aloud. “Lady Mirrim your precautions seem well thought out, I will hold back on any infusions I may cast in case this is not the threat it seems to be.”

my woodland lore is inadequate for determining anything, so I will wait for my companions to flush out what it or who is skirting about us

Vola although will continue with her bow at the ready, waiting for any enemy to pin cushion.


The noise increases slightly, but they are moving fairly stealthily. Several of you pick up on their movements by hearing them. As they approach through the trees, Calla spots them from the air. There are six of them--three more of the gaunt giants you encountered before, each accompanied by a smaller giant creature, possibly an ogre. They are moving rapidly towards the camp, eager.

Renzor spots the group coming in down the draw towards you from the NE and confirms the same information.

Initiative--they'll be on you in two rounds!


Helix HP 91/96 AC 22 (due to infusion magic vestments 12 hrs) He is plus +17/+12 with his club that is infused with Bane 120 minutes giving the damage 3d6 + 8. Vola HP 92/95 AC 22

Enemies inbound, must prepare

Helix concentrates, gathering the magical energies needed for this next infusion. Looking inward he examines the mystical pathways that as an Articifer he can feel and see through his mind’s eye. Seeing the weave for what it really is, he pulls on the specific strands of energy and bends them about his person.

Ahh that should deflect some attacks, next I must enhance my damage capabilities. Again looking inward and not paying attention to the approach behemoths, Helix identifies and selects the needed mystic strands from the Weave and wraps them about his enchanted club, while rubbing it down with the pelt of a rabbit, I infuse with the power of Bane against Giantkind

With magical club fairly crackling with energy, Helix looks about to see what is occurring.

Vola waits for an enemy to appear and lets fly with two shots
If the enemy is of evil alignment then they get 2d6 more damage due to holiness of the weapon (1d20+11=12, 1d8+2=8, 1d20+6=13, 1d8+2=6) Vola Oops, flubbed that one real bad, good thing no friendlies were in front or I would had shot em in the back


Panzadeya HP 140/146 AC 29 T 18 FF 24
Jughead HP 105/133 AC 27 T 17 FF 25

Panzadeya takes a deep breath and thinks of the power of the Silver Flame. She starts to chant (for Divine Favor) and waves her hand in the symbols of the church. At the conclusion of the chant, she will pull her sword and be ready for the oncoming battle.

“We should seek a defensible position,” suggests Panzadeya. “Put our backs against an out cropping of trees or the backside of a cliff, so we are not surrounded and only fighting on one front.”

Jughead pulls out his light crossbow and waits. As soon as he sees an enemy he will shoot off a couple of rounds, drop the bow, and pull his greatsword. 1d20 + 9 ⇒ (1) + 9 = 101d8 ⇒ 11d20 + 9 ⇒ (6) + 9 = 151d8 ⇒ 3 I need to stay by the softskins. The paladin says we are a team. She says a team stays together. No running off. Protect the softskins. Stay with the team. Team stays together.


In the first round before the enemy reaches the party, Mirrim casts her Shield. Her AC is now 24.

"Not these, again!" Mirrim thinks to herself. "Everything about them is disgusting! I believe I'll fight from above or…..away. She looks around for cover. First, though......”

With a few frenzied motions, Mirrim casts a spell and everyone in our group is now bathed in halos of magical green flames.

In the second round before the enemy reaches the party, Mirrim will cast Fire Shield, Mass. It will last 11 rounds and reaches everyone. The party now takes half damage from any fire-based attacks and if the attack allows a reflex save, no damage will be taken on a successful save. Also, any creature striking any of the party with it’s body or a handheld weapon takes 11d6 of cold damage upon a successful attack. If they attack with a reach weapon, such as a longspear, they are not subject to the cold damage. Spell resistance does apply.

Renzor will hover at a distance of 30 feet and will draw his bow and nock an arrow…if there is something to shoot at he will shoot one arrow. He will shoot arrows in the next round as well. Renzor is flying and under the spell Greater Invisibility. The fly will last 12 minutes (4 rounds are gone) and the Invisibility will last 12 rounds (3 rounds are gone).

Renzor growls to himself realizing that these are giants! Then frowns realizing what kind of giants they are. “Not even a decent meal to be had of these…..,” he thinks to himself. "Maybe the other creatures...are they ogres? By the gods! There's no amount of spice in the world that will give them a pleasant taste!"

Mirrim HP 60/60 – AC 24 - +8 with her +2 Adamantine Longspear (when she uses it!) and does 1d8+3 in damage

Renzor HP 92/92 – AC 22 – +15/+10 with his +1 composite Longbow and does 1d8+7 to giant kind. He is +13/+8 with his +1 Greatsword and does 2d6+7 to giant kind. His damage is another +2 to humans or flat out +5 to anything else.

Mirrim’s initiative – 1d20 + 2 ⇒ (5) + 2 = 7
Renzor’s initiative – 1d20 + 5 ⇒ (17) + 5 = 22


Panzadeya HP 140/146 AC 29 T 18 FF 24
Jughead HP 123/133 AC 27 T 17 FF 25

While impatiently waiting, Jughead wonders, Who is going to see who first? This waiting for the enemy to come to me instead of charging the enemy is …difficult.
Initiative for Panzadeya: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative for Jughead: 1d20 + 1 ⇒ (6) + 1 = 7


forgot to do my initiative, Helix and then Vola

1d20 + 2 ⇒ (14) + 2 = 161d20 + 2 ⇒ (6) + 2 = 8


The game moved to real life. The three guilt gorger giants, supported by 3 hill giants attacked the party in the draw. While Helix did get swallowed by one of the giants and many party members were hurt, the Falcon's Falchions prevailed.


The party moved into the ancient monastery and defeated the elementals, undead and other creatures, including the priestess. The walking dungeon stopped halfway down the mountainside on its way to seek the priestess' revenge on Glimmerhold. King Ezelgar rewards the party handsomely and they get use of the forge for a week out of the year. Mirrim sends word to Clan Deneith that this city and forge would make an even better outpost than Argat.

Rhaan 25

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