Follow the Flood Road (Inactive)

Game Master Transylvanian Tadpole

The spring storms are over and the Flood Road lies open. Dierik Ironcoffer musters his caravan for the Realm of the Mammoth Lords, but can the adventurers he has hired protect him from the orcs of Belkzen?


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Male Half-Orc Redeemer-Shining Knight 3
Stats:
HP 28/34; AC 19, T 10, FF 19; CMD 17; F +8, R +3, W +5 (+1 vs. fear); Init +0

Lol! I had a character in a Skull & Shackles game who was a Tilernos!

Master Aloysius Kejanus Tilernos, a.k.a "Young Tully"

What do you think... cousins??? =)

I like the background. I had a real nostalgic memory of Rikki-Tikki-Tavi while I was reading it.


Interesting reference, totally see it, but had not used it as inspiration for the record. Lol


Visitors finally dismembered and fed to the sharks. Hoping to make tomorrow a big campaign catch up day. Thanks for patience guys.


Glaive of Resonance

Aura Moderate transmutation CL 16th
Slot none Price 16,000 gp Weight 11 lbs
=======================================================================
Although heavy and large in its dimensions, this glaive is nonetheless beautifully crafted – a feat made all the more impressive seeing as it appears to be made from a single piece of adamantine. The long haft is a little over five feet long, leading to a crosspiece from which extends a wide, single-edged blade. In colour the weapon is the grey of a stormcloud, but it glitters with a silvery sheen when the light catches it.

The polearm has the qualities of an adamantine glaive+1 in addition to the properties outlined below.

When the glaive of resonance strikes metal it chimes like a bell. This sonic ability can be harnessed by the wielder to shatter items of metal, ceramic, stone, glass and other materials of rigid structure (wooden items are not affected). It is an equally dangerous weapon against constructs of similar materials.

To use this ability, the wielder must first make a successful sunder attempt. This has no effect other than to activate the glaive’s primary power: calamitous pitch.

Calamitous pitch lasts for 1d4+2 rounds and is a sonic effect: a rising, reverberating chiming that continues until its duration expires or immediately ends if the wielder is disarmed or voluntarily releases hold of the glaive of resonance. The effects are as follows.

Successful sunder on the 1st round: calamitous pitch triggered.

Successful sunder on the 2nd round: ignore 20 points of hardness and deals +1d6 extra damage to constructs and items.

Successful sunder on the 3rd round: ignore 25 points of hardness and deals +2d6 extra damage to constructs and items. Target is also deafened for two rounds unless a DC 20 Fortitude save is made.

Successful sunder on the 4th round and any subsequent round: ignores 30 points of hardness and deals +3d6 extra damage to constructs and items. However, there is a 1% chance per total damage inflicted that the glaive of resonance itself reaches critical pitch and explodes. The explosion deals 4d6+5 damage to all within a 10-ft. radius (DC 20 Reflex save for half damage, no save for the glaive’s wielder). In addition, all within 10-ft. are automatically deafened for 1d4 rounds (no save).
=======================================================================
Construction Requirements Craft Arms and Armour, discordant vibration, shatter Cost 8,000 gp


Although I'm posting this mainly for Kyras' benefit, it could be a useful refresher for all.

The Story So Far

In the fortress city of Vigil, Lastwall’s bastion of defence against the orc hordes of the Hold of Belkzen and the insidious threat of Tar-Baphon, the Whispering Tyrant, the enterprising merchant Dierik Ironcoffer recruited four adventurers; Bonegrit, a half-orc trail guard, Delkaneth, a Chelaxian fortune hunter, Dunagan, a dwarven forgemaster and Pyotr, another half-orc; a warrior and ward of the Cathedral of Sancta Iomedea. Dierik’s ambitious (some might say foolhardy) plan was to lead his caravan north through the Hold of Belkzen to the Realm of the Mammoth Lords, to make a fortune on the ivory to hunted or traded for in that distant land. The four adventurers were to aid in the defence of his men and wagons, as well as bringing some unconventional skills and attitudes missing from his regular followers.

With Dierik’s help the four men procured fine horses for the journey. Impressed with Bonegrit’s skill at riding, Dierik asked him to ride his own steed, the magnificent Isabellina’s Arrow, in the upcoming Strander Stakes horse race. The adventurers learnt that Dierik had once been a hero of Vigil, but had gained notoriety for his unchivalrousness, eventually leading him to abandon Lastwall altogether. His surprise return to Vigil and unpopular plan to lead a caravan through the heart of enemy territory had set the tongues of gossips wagging across the city.

Bonegrit won the Strander Stakes whilst his companions disrupted an attempt to fix the race with magic. Bonegrit’s was a controversial victory due to his orcish ancestry and Dierik’s sponsorship, but many of the spectators recognised his horsemanship and the quality of his steed.

During the Strander Stakes a fifth adventurer signed on to Dierik’s venture, a Vigilant scout and magus named Pellius Fullona seeking to find his brother, who had been captured by the orcs of Belkzen. After the race Pellius discovered his old friend, a retired halfling jockey called Caleb Varadin had fled Vigil for parts unknown.

Following the Strander Stakes, Dierik’s caravan departed Vigil, following the Esk upriver to the Ghostlight Marshes and the start of the Flood Road. Their first night on the trail was interrupted by an aging Vigilant knight known as Haisnar Rosencroft. Many years ago Haisnar had lost his love to one of Dierik’s cavalier flirtations, and now demanded satisfaction in the form of a joust. Dierik defeated him easily, but Haisnar treacherously ordered his retainers to attack the merchant. The adventurers intervened, and Haisnar was sent back to Vigil in shame, bearing neither armour nor weapons.

Two days out of Vigil, the caravan encountered a column of wounded Lastwall soldiers returning from a great engagement on the border. An unknown force of orcs, one of the largest hordes of recent years had fought a pitched battle against the forces of Lastwall beside the Ghostlight Marshes. Dierik agreed to travel to the site of the battle and bury the slain men left on the field.

Dierik sent the adventurers ahead to scout the area. At the battlefield they discovered an enormous, crudely constructed representation of the battle god Gorum’s holy symbol constructed by the bodies of butchered humans. They also rescued a paladin, one Modoru Redgrave, a paladin from Castle Firrine who had been left for dead after being trapped beneath a fallen hill giant.

Reuniting with the caravan, they decided to construct a cairn to entomb the fallen men. Before the work could be started, a dog that habitually followed the wagons was lured into the Ghostlight Marshes by a will o’ wisp. The adventurers and Modoru followed, but Pellius, Pyotr and Dunagan opted to return to camp after a battle with twig blights. Bonegrit, Delkaneth and Modoru continued alone, encountering an obtuse, insectoid fey known as the Conductor of the Fens who would only communicate with them through song. They finally found the dog, but were ambushed by a ring of will o’ wisps. The will o’ wisps spoke to them cryptically, briefly attacking Modoru and Delkaneth before disappearing.

With the cairn finished but with clear indications large orcish forces were on the move in the area, Dierik abandoned the Flood Road and instead turned the caravan towards the Freedom Town, a nefarious human enclave of exiles, vagabonds and scoundrels on the edge of the Hold of Belkzen.

One night the adventurers snuck out of camp to explore one of the ruins of Harchrist’s Blockade, one of the forgotten borders of Lastwall past. They battled and destroyed a disgusting carrion golem, which disturbingly bore the face of one of Pellius’ former comrades who had been captured by orcs alongside his brother. They also restored the sanctity of a chapel dedicated to Iomedae’s Saint Lymirin, which had been defiled by a cluster of crawling claws – the hands of cowardly Lastwall who had cut off their own hands to sever the marks of justice that bound them to defend the keep to the death.

They returned to the caravan, battered and bruised, only to receive a thorough dessing-down by Dierik the morning after for abandoning their posts.

The caravan arrived at the Freedom Town with both Pellius and Delkaneth feeling sick following their adventure in the keep. Whilst Pellius recovered, Delkaneth’s fever has only increased. After receiving their pay, the adventurers begun exploring the rundown streets of the Freedom Town. Delkaneth fell in with local sage and drunkard Sleer Huddlegrew, learning much despite the exorbitant cost of this scholarship. The others bore witness to an assassination attempt on Dierik in the middle of the town square. They pursued the old mercenary who’d made this blatant attack and defeated him, only to discover the crossbow bolt he’d fired had been envenomed with a rare and deadly poison.

With the help of Khozin and Alagor, a pair of adventurers living in the Freedom Town, they travelled to the nearby Curbril Wood to consult with the hermit that dwelt there. The hermit Banthorl revealed that the cure for the poison afflicting Dierik was a mushroom that could be found in the Hungry Mountains and that the witch Navareene might be able to offer more counsel on exactly where. Careful negotiation with Abram Sharpe, one of the leaders of the Freedom Town, secured an audience with Navareene, who provided them with a guide, a half-orc magic-user named Agtharda.

This group of seven set out towards the Hungry Mountains to secure the antidote for Dierik, but they hadn’t gotten far when they discovered the half-elf Khozin had stolen an expensive ring from Skaraben Sharpe, one of the Freedom Town’s most influential and dangerous scions. No sooner was this discovery made than a group of ruffians under Skaraben’s employ caught up with the adventurers to demand Khozin and the ring be returned. Knowing a grisly fate awaited Khozin for his foolish act, the adventurers reluctantly defended him, slaying some of his attackers and putting the rest to flight. One of the scoundrels proved to be a dim-witted, aspiring squire named Commor, who served Ser Yevender, an exiled Vigilant knight living in the Freedom Town. Pyotr took him under his wing and spent the next few days fruitlessly trying to teach the idiot true chivalry.

Agtharda guided the adventurers to the mountain known as Taxathar’s Bane, where they entered the Garrison of Arith-Zind, an undead captain in the service of Tar-Baphon, the Whispering Tyrant. After battling ghouls and other undead, they confronted Arith-Zind himself. The loquacious wight told them the tale of how Alagor’s sword had slain him as a mortal man, before falling once more to the blade of Pyotr.

The adventurers pursued a tomb mote deeper into the Garrison, having realised the creature was festooned with the rotcrown mushrooms they sought. They cornered the mote in the lair of an inert undead behemoth, and their quest completed wisely opted not to explore the Garrison further. Before retreating Agtharda copied the magical symbols decorating the bones of the silent, motionless monster.

On their way back to the Freedom Town the adventurers came across the camp of a dying Knight of Ozem; Ser Vythes Brightbrooke. With his last breath, Vythes transferred stewardship of his squire Leodegraine, to Ser Pyotr the Bellknight. Meanwhile, Alagor and Khozin elected to head towards Vigil rather than facing the vengeance of Skaraben Sharpe.

Returning to the Freedom Town, Delkaneth, Bonegrit, Pyotr and Pellius hope that their cure will save Dierik from death’s door.

The story continues . . .


Male Half-Orc Redeemer-Shining Knight 3
Stats:
HP 28/34; AC 19, T 10, FF 19; CMD 17; F +8, R +3, W +5 (+1 vs. fear); Init +0

Great synopsis! Most of that was still pretty clear in my memory, but it's nice to read through it anyway.

The Glaive of Resonance is a really interesting and powerful weapon. Sunder is not a tactic I've ever used as a PC. Usually, the benefit you gain during combat is offset by the loss in wealth when you can't sell/use the weapon and armor.

It's also a tactic that I have always feared from the DM. "I really like my +2 Holy Flaming-Burst Longsword, aaaaaaannnd... it's gone." But, for me, that just underscores the power and usefulness of Sunder in combat.

So, with the imminent prospect of hordes of Orcs, I wouldn't mind testing the power of the glaive in combat. But, that is somewhat dependent on what my companions would prefer. Is everyone okay with the use Sunder against armed and armored opponents? Would you be okay with the potential loss of wealth? Without getting too meta-gamey, should I focus in on sundering the 'grunts' and use more traditional attacks against 'bosses'? Should we just bring Dunagan back as an NPC, so he can repair anything Pyotr breaks? =P

Keep in mind, the glaive itself has tremendous intrinsic value. Selling it (along with the rest of the loot) could probably equip most of the group with magic weapons...


M Human (Chelaxian) Archaeologist 1 / Lore Warden 2
Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

I'm always torn about selling magic items. I'd hate to lose such a cool and unique item, but I know that if Delkaneth found magic shortswords I wouldn't change the character concept for them and would want to cash them in. A paladin who believes in justice but would rather disarm his enemies than kill them outright is a pretty cool concept, and "disarming" them by breaking their s#%^ is also pretty cool.

Just don't sunder anything that looks too valuable!!


“Mithral Champion” Paladin 4 | hp 36/36| Init +3, Per +7 (Darkvision 60’) | AC 16, T 13, FF 13 | Fort +10, Ref +8, Will +9(acid/cold/electricity resist 5)| Rapier +7 (1d6/18-20)

I suppose the real question would be:

Would Pyotr be willing to risk the health of those around them by the use such a volatile item?

I know I'm not in the game (yet), but you were looking for opinions, so HAVE AT THEE!


Male Half-Orc Redeemer-Shining Knight 3
Stats:
HP 28/34; AC 19, T 10, FF 19; CMD 17; F +8, R +3, W +5 (+1 vs. fear); Init +0
Kyras Tilernos wrote:

I suppose the real question would be:

Would Pyotr be willing to risk the health of those around them by the use such a volatile item?

I know I'm not in the game (yet), but you were looking for opinions, so HAVE AT THEE!

Hahaa! Dodge. Parry! RIPOSTE!

It's worthwhile to consider. But, honestly... I would much rather have a weapon like this, that has a lot of character (and let's be honest: if I'm going to go on calling myself "the Bellknight" it's pretty darned thematic!), than just a bog-standard "+X Standard Energy Damage 2-Hander". Drawbacks, like the potentiality for total annihilation, are just gravy!

That kind of speaks to Del's point, too. Pyotr's concept doesn't really depend on a particular weapon. (It would be a Longsword, if anything...) Plus, I would like some combat options other than pure beatstick. And, well, sunder is at least different-y beatstick-ing...

I guess my big concern is that Pyotr is hoarding like 90% of the party's wealth, and now he's threatening to break the rest of the stuff... (not really, but you see what I mean, I'm sure.)


Male Half-Orc Ranger 3
Stats:
HP 28/29; AC 15, Flat Footed 12, Touch 13; CMD 17; Fort +4, Ref +6, Will +3; Perception +10 (+11 to avoid being surprised); Scent; Initiative +3

I think there's way too much thematic appropriateness for Pyotr to not put the glaive to work, personally. The Bellknight swinging a weapon with a pitch magical effect, who is also a Redeemer who prefers killing as a last resort.

And don't worry about the loot spread—it goes well on sandwiches.


“Mithral Champion” Paladin 4 | hp 36/36| Init +3, Per +7 (Darkvision 60’) | AC 16, T 13, FF 13 | Fort +10, Ref +8, Will +9(acid/cold/electricity resist 5)| Rapier +7 (1d6/18-20)

I had actually discussed bringing a crafter in, but decided against it given the limited downtime y'all have seen. I could have fixed all our busted loot!


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Male Half-Orc Ranger 3
Stats:
HP 28/29; AC 15, Flat Footed 12, Touch 13; CMD 17; Fort +4, Ref +6, Will +3; Perception +10 (+11 to avoid being surprised); Scent; Initiative +3

Replaced arrows in Bonegrit's quiver as well.


Another point on the subject of the glaive - selling it in the Freedom Town would tricky, cos very few could afford and most people know it used to belong to Tanerit.


Male Half-Orc Redeemer-Shining Knight 3
Stats:
HP 28/34; AC 19, T 10, FF 19; CMD 17; F +8, R +3, W +5 (+1 vs. fear); Init +0
DM Tadpole wrote:
Another point on the subject of the glaive - selling it in the Freedom Town would tricky, cos very few could afford and most people know it used to belong to Tanerit.

Fair point. But, I didn't want to pretend like that option didn't exist.

It looks like nobody really objects. So, Pyotr will attempt some judicious, moderate use of the glaive, and see how it goes... =)


Current stats:
Male human (Chelaxian), Magus 3, AC 15/13/12, HP 26 of 31, Fort: +5, Ref: +3, Will: +4; Init +4, Percep +3

for reasons explained above, I think you should use it. Besides, the DM will somehow make other items available to us.


Been working on an update to bring Kyras into the campaign, but it's not ready yet. Hopefully later in the week.


“Mithral Champion” Paladin 4 | hp 36/36| Init +3, Per +7 (Darkvision 60’) | AC 16, T 13, FF 13 | Fort +10, Ref +8, Will +9(acid/cold/electricity resist 5)| Rapier +7 (1d6/18-20)

Yay!


hp 25/25 | Init +2, Per +6 (Darkvision 60’, Scent) | AC 16, T 12, FF 14 | Fort +4, Ref +5, Will +1 (+4 vs Poison and Petrification, electricity resist 5) | Bite +5 (1d6+2]

Don't forget about me.

Lol


Still chipping away at some updates, not much helped by that fact I have to spend an hour at the hospital each day of this week. Got bit by a dog, and it's not healing well. :-(


Boring real-life s+@! continues to kick butt. Your patience is appreciated.


DM Tadpole wrote:
Boring real-life s#+& continues to kick butt. Your patience is appreciated.

The above continues to be true. Tomorrow putting the missus on a plane back home for a 10 day visit back to Vietnam. Might have a bit more free time after that. Although I'll suddenly be having to cook for myself!


M Human (Chelaxian) Archaeologist 1 / Lore Warden 2
Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

just checking in with a quick note....leaving tomorrow night for a family trip to worship at the altar of The Mouse yet again, will be on the road for about 1.5 weeks.

will check in from time to time but less regularly than normal, so feel free to bot as needed.


Male Half-Orc Redeemer-Shining Knight 3
Stats:
HP 28/34; AC 19, T 10, FF 19; CMD 17; F +8, R +3, W +5 (+1 vs. fear); Init +0

Just popping in to note that I am still checking this thread regularly. I hope your real life worries ease up on you...


Hey Pyotr and all. Thanks for your patience again. Everything here is still crazy. Nothing particularly bad ... just work and life stuff keeping on the go most of my waking day. This week looks set to follow the same pattern ... hopefully this weekend things we'll get back to normal ???


Well my friends, I’m afraid to say at this point I cannot see any expected end to my suddenly super busy situation in the coming months. I’ve been given a lot more responsibilities at work (which is kind of fun, but … you know) on top of the extra study I’m doing (which hasn’t even really started yet but is bound to take six or seven hours a week to do it with a hope of passing) Follow the Flood Road is getting squeezed out. One does, after all, need to sleep at times.

Though I certainly don’t want to call time on our adventures (which in so many ways, have only just started), realistically I think I must request a hiatus of at least few months. As you all know, I have an epic scope in thought with this campaign, so I hope we can restart when my life becomes calmer once more.

I’ve got everyone’s email addresses, so I’ll keep all advised for as and when that might be (this includes Alagor and new addition Kyras). In the meantime, my sincerest apologies and thanks for being part the campaign.


M Human (Chelaxian) Archaeologist 1 / Lore Warden 2
Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

Real life has to come first, and it sounds like you've got quite a bit on your plate. Good luck with everything and definitely keep us posted - this has been a great experience for me and I'd love to jump back in it if the opportunity arises!


Male Half-Orc Redeemer-Shining Knight 3
Stats:
HP 28/34; AC 19, T 10, FF 19; CMD 17; F +8, R +3, W +5 (+1 vs. fear); Init +0

Ugh... Worst news I've had all week. No guilt-trip here. Just very, very sorry to lose this game.

I will be around if it starts back up!


Current stats:
Male human (Chelaxian), Magus 3, AC 15/13/12, HP 26 of 31, Fort: +5, Ref: +3, Will: +4; Init +4, Percep +3

I also hate to see it go but I want to thank you very much for the game.

I'll be around so please contact me should your time free up enough to game again.

L8r,

Fabian


Male Half-Orc Ranger 3
Stats:
HP 28/29; AC 15, Flat Footed 12, Touch 13; CMD 17; Fort +4, Ref +6, Will +3; Perception +10 (+11 to avoid being surprised); Scent; Initiative +3

Take as much time as you need. I'll be here when you get back ;>


Bonegrit wrote:
Take as much time as you need. I'll be here when you get back ;>

Apologies again people, and thanks for your understanding. It’s especially difficult to this considering the great effort people have put into developing their PCs for this campaign. However, I hope Bonegrit has the right of it here. From what we’ve learnt of each other, it seems like we’re lifelong gamers. So long as the Internet doesn’t combust, perhaps this campaign can be one of those ones that stops and starts over the years, or even decades. Just not at the moment :-)


“Mithral Champion” Paladin 4 | hp 36/36| Init +3, Per +7 (Darkvision 60’) | AC 16, T 13, FF 13 | Fort +10, Ref +8, Will +9(acid/cold/electricity resist 5)| Rapier +7 (1d6/18-20)

You do what u gotta do man. When u kick this back off, I'll be here.

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