GM BPChocobo TK1 |
Howdy!
Creating this so there's a tab for you. Please introduce yourselves as you await your orders in Adril Hestram's large office in the Grand Lodge of Absalom. Also, if you haven't, please read the Campaign tab to read about my rules for this PbP. I'll be fully ready to go tomorrow evening, so thank you for your patience!
GM BPChocobo TK1 |
As everyone sits quietly in Adril Hestram's office, the man finally lumbers in from a backroom, clutching a rolled parchment in his large hands.
"G'morning, Pathfinders!", exclaims the broad-shouldered man. I know ye ain't used to meeting at this time of the day after what that daft Dreng puts ya though. But me, I need my morning coffee before I send you into harms way!", bellowing a boistrous laugh at his own joke.
The large warrior then reaches unfurls the parchment on his oaken desk, revealing a map of the Inner Sea that leads north from Taldor. "This here is the collection of various 'governments' that loosely are grouped as the River Kingdoms; we've been doing some work exploring this untamed area recently and a new ruin inthe town of Thornkeep in the Echo Woods has been brought to our attention. Not much is known to us since we don't have a reliable foothold in the River Kingdoms, but the Society quickly compensated the current lord of Thornkeep, Baron Tervin Blackshield, for exclusive rights to the lair in the center of town. I arranged for the Decemvirate to have you guys make the first Pathfinder foray into Thornkeep ruins. Your goals will be to do an initial sweep of the lair and to keep a low profile in the process. It's alright if you need to use the town's services, but try not to let the numerous criminal organizations that are common through the River Kingdoms know of your status as a Pathfinder. We wish not to encourage those Aspis dogs to head into town and give us trouble exploring those ruins, let alone the dictator of Lambreth or gothic Ustalav to impede us. And if the ruins go much deeper, I want to to return back to the Grand Lodge; we'll want to do more research before sending a team in that deep if the ruins are more expansive than we were led to believe."
"You won't have a guide," contiues Venture-Captain Hestram, "so keep your wits about you. The Echo Woods is known for banditry and what we know of Thornkeep is that it is controlled by a small number of organizations, most of 'em criminal. Think backwoods Riddleport if that'll help paint a bigger picture. Travel and provisions has already been arranged for tomorrow and it should take you about about a month travel by boat, river ferry, and foot. This journey will take you across the river borders between Andoran and Taldor, Kyonin and Galt, and finally travel alongside the edge of Razmiran until you hit the Sellen River and Fort Riverwatch. From there, it's a half day's journey to Thornkeep on foot. Finally, we want you to stay in Thornkeep no more than 4 days; unfortunately that was the request by Lord Blackshield so we'll have to respect that. However, I am sure that's more than enough time for you to tackle the ruins under Thornkeep. I hand picked you for a reason after all! Any questions before you start making preparations?"
GM BPChocobo TK1 |
As a heads up, supposed to return home today, but home being the Black Hills of South Dakota, which got somewhere between 30-48 inches of snow between Thursday night and Saturday, so there's a fair chance I will either be getting home late or even delayed until Monday. So if I'm quiet, I'm stuck somewhere in Denver awaiting my airport to be cleared out :P
Amarthecthel |
"What do we know of the interior of the keep?" asks the elegant elf dressed in silk robes and bearing a rapier at his hip.
Horgrym |
An obese halfling clad in blood-stained hide nods approvingly at the question offered by the finely dressed elf.
"That's a good question! And are there any tales or rumors on what these ruins might have been?"
Sue Basilbottom |
Sue will bow to the venture captain and gracefully accecpt the mission but not ask any questions at the moment.
Guido Sansone |
Guido eyes the Gnomish monk suspiciously. I'll bet if I could pick a fight with her I could learn a thing or two. I don't think the VC would like that too much, though."
I'd like a K Local check to see what I might have heard about this hive of scum and villainy.
K Local: 1d20 + 6 ⇒ (8) + 6 = 14
Sue Basilbottom |
Sue eyes Guido back. Those beady eyes, I bet he's looking for trouble. Perhaps he will make a good sparing partner later though. .
GM BPChocobo TK1 |
"Not much...", Adril answers. "The ruin has been uncovered for a while now and I believe a cabal of wizards in the town has done a minor bit of exploration. Of course I can't imagine those backwater hooligans would appreciate the potential wealth of knowledge that may be laying beneath their feet." Turning to Horgrym, he continues. "We do know that the 'keep' the town's named after used to be the site of an unusual goblin kingdom that held power for a couple of centuries. Twould be possible that something to do with those meddlesome pests might be under there."
@Guido: Thornkeep itself isn't much on the radar at Absalom; most of what you hear is that that area of the River Kingdoms is thriving with banditry and several organizations vie for power and control of the area. It is also known that warlords and despots have ruled the area off and on, a new one popping up with the death of the previous.
GM BPChocobo TK1 |
Unless everyone agrees to head out immediately, I'll let you guys RP banter a bit more/get supplies/whatever before pushing you to Thornkeep :) tomorrow morning.
GM BPChocobo TK1 |
In hindsight, because Thornkeep level 1 takes a bit longer than normal, I'm going to just put in the travelly text here and drop you into town. Any purchases noted before Thursday will be assumed to have occurred while in Absalom unless you tell me otherwise. Also, any questions to VC Hestram or Knowledge checks (I'll allow Geography, Local, or History) made before Thursday will considered done before the trip to Thornkeep.
GM BPChocobo TK1 |
The next day, the party trepidaciously starts their journey towards the lawless wilds of the River Kingdoms. The first day's travel ended in Cassomir. Despite Guido's best efforts at drunken revelry (due to a large amount of Taldan honey wine), the party make a hasty exit the next morning without attracting any attention from the damned Aspis Consortium.
The later week's travel past Bellis finally brought the party to the border of Galt. Stopping by at Woodsege for a resupply of foodstuffs and camping gear, party then spent the majority of the rest of the trip out under the open stars. The river journey was thankfully uneventful past Kyonin as the party finally reaches the outskirts of the River Kingdoms. The party quietly made their way past Lambreth after causing a minor ruckus near Tymon's arena (Guido was double-dog dared and it took all Sue, Hogrym, and Llathander had to get out of the area peacefully), and finally reached the unclaimed territory that holds the vast portion of the Echo Woods.
Fort Riverwatch provides the last 'safe' refuge before the 10 mile trek to Thornkeep. The paladins of Iomedae, notified by the Society already of your mission, allows you lodging for the night, but cannot spare any horses for travel due to their already small number of horses they need to maintain something of a semblance to a cavalry. After a good night's rest, the party is now ready to make the expeditious trip to Thornkeep.
At this point, I'd like 3 Perception checks from everyone.
Sue Basilbottom |
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Guido Sansone |
Is this everyone? I thought I saw 2 others in the discussion thread. At any rate, Guido is buying 3 potions of Mage Armor before we leave.
"I could have done it you know. Besides, he dared me, so he had it comin'.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Horgrym |
Before leaving Horgrym will purchase a backpack, 50ft of silk rope, and 2 sunrods.
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
GM BPChocobo TK1 |
@Guido: We are missing 1 person, but since the stuff up ahead is mostly RP since the only thing that I can really hit you with is in the dungeon, I'm alright moving ahead.
And Guido & Horgrym, all purchases noted.
Waiting for another person or two to make their Perception checks before continuing.
Amarthecthel |
Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Perception: 1d20 + 2 ⇒ (12) + 2 = 14
GM BPChocobo TK1 |
@Amarthecthel: Interesting on the 3 12's in a row.
Appearance: 1d3 ⇒ 2
??? Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
The morning sun provides the perfect illumination as you trek the forested road from the fort to your destination. Warned of potential bandit strikes, everyone is on their toes. However, Sue has an eerie feeling about halfway through the walk. The gnome's monk sense is tingling that something has been following them. Honing her ears, she can roughly guess there are three of them. She cannot make them out in great detail, but notes their short stature when she casually looks in the direction of the noise.
@Sue: You can make 1 full-round action before other stuff happens.
Sue Basilbottom |
Sue's ears perk up. "Somebody short, 3 somebodies short."
Sue will activate crane style, move herself in between the party and the stalkers and full defense.
GM BPChocobo TK1 |
As Sue raises one hand, ready to block whatever might be ready to pounce on the party...
instead of arrows or impending doom, the gnome is greeted with high-squeaked banter in a mix of Common and some other dialect she is unfamiliar with. "... should we now?.... think it's them ....shanks....shortshank sees us!"
At that last line, a trio of goblins jump out from the brush. At first ready to deflect dogslicers, Sue is instead assaulted by the unarmed greenskins with a screech for tuning before they begin to sing.
For the inspiration and the music to listen to this to, check out this song from The Bard's Tale.
Oh, it’s bad luck to be you.
Exploring Thornkeep’s ruins isn’t new.
When you think you’re full of skill,
Monsters will go in for the kill.
Oh it’s bad luck to be you.
Some other goblins tried to make their start,
Go to the dungeon and tear it apart.
We haven’t seen them as of late.
We’re sure you’ll meet their fate.
And something nasty feasting upon your heart.
Oh, it’s bad luck to be you.
Fleeing is the safest thing to do.
We are sure that you won’t fail,
To run and turn your tail.
Oh it’s bad luck to be you.
We heard that someone had secured the rights
And you see those creepy ruins in your sights.
But you shouldn’t hold your breath.
Your bosses led you to your death!
10 gold says you won’t last a night.
Oh, it’s bad luck to be you.
Don’t think for just a second it’s not true.
When your life is run amuck,
you will see that you’re the schmuck.
Oh, it’s bad luck to be,
really bad luck to be,
nobody could disagree.
It’s a freakin’ guarantee!
It’s bad luck to be you.
Diddly doo.
After singing their song, the goblins giggle and run off into the forest. If anyone wants to catch one of the lil pests, I'll need an initiative and a grapple check.
Amarthecthel |
Goblins! Amarthecthel hates goblins!
Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Mwk cold iron rapier: 1d20 + 4 ⇒ (8) + 4 = 12 <-Probably not.
damage, just in case: 1d6 + 2 ⇒ (3) + 2 = 5
GM BPChocobo TK1 |
Gobbo Init: 1d20 + 6 ⇒ (8) + 6 = 14
@Amarthecthel: With Sue doubling over in laughter, you leap over the gnome and nearly skewer one of the goblins through. With a screeched "EEEEP", the slowest of the three ducks under the black iron weapon before scampering back into the tree line.
Horgrym |
Horgrym takes a single step towards the goblins before his swaying belly convinces him that it would be a futile effort.
"That may be the strangest thing I've ever seen. Nobody's going to believe it when we report it..."
Horgrym stares off in the goblin's direction, as his voice trails off, with a look of utter confusion.
GM BPChocobo TK1 |
The one that Amarthecthel misses, Guido catches! The other two goblins leave their compatriot behind after the lumbering Varisian moves much faster than the carolers thought.
"No! No, let me go longshank!", the stopped goblin cries out!
Horgrym |
Horgrym waddles over to get into the goblin's personal space and glare in an attempt to help Guido put the squeeze on him.
Aid Intimidate: 1d20 ⇒ 9
The Ringmaster |
"Ah! I see you captured one of those goblin pests! Let me help you to get answers from that vile creature! Let me call forth a dog from the depths of hell to eat the knowlegde from his green head!
SLA: Summon Monster I: Dog
Intimidate: 1d20 + 13 ⇒ (12) + 13 = 25
GM BPChocobo TK1 |
@The Ringmaster: Cuz these are goblins, I'll give you a +4 bonus to Guido's Intimidate roll :)
GM BPChocobo TK1 |
Guido's Intimidate roll: 1d20 + 8 + 4 + 2 ⇒ (12) + 8 + 4 + 2 = 26
Surrounded by the 3 intimidating men, the goblin instantly cracks. "I dunno what's in the ruins you longshanks wanna see! I just know that the chief sent some guys to look for a legendary goblin weapon that's supposed to be hidden there! Think there's one-three-seven.... more than this many to look for the Sword of Zog!", cries out the goblin, holding both of his hands and fingers outstretched.
"Now pleeeeeeease don't feed me to the hellpuppy!" as the held goblin starts balling in the Varisian's arms.
GM BPChocobo TK1 |
"Great Chief Graalsk! The Sword of Zog is a legendary weapon made during the great kingdom of Zog's reign over you longshanks many many many many many many years ago! Supposed to be hidden somewhere. With its mighty mightiness, us Brambleclaws can rebuild the kingdom of Zog! ZOOOOOOOOG!", screeches the goblin with much bravado before remembering the situation he's in.
Sue Basilbottom |
Sue is still highly amused and does her best to stay out of the way and to keep a straight face.
Guido Sansone |
"Graalsk...Brambleclaws... Zog..." Guido mutters to himself to help remember later. "Okay I'm done with you. Anybody else?"
If no one else has questions proceed to the next bit.
To the goblin, "That's it, time to go to sleep."
With that Guido delivers a knockout punch. Non-lethal damage.
GM BPChocobo TK1 |
With a satisfying crack, Guido easily renders the goblin unconscious.
The next hour goes by uneventfully, although everyone is on alert for more goblin antics. Finally, Thornkeep is in your sites! Despite what Captain Hestram noted, the town is much livelier than one would expect. As you walk into Thornkeep, the afternoon business of traders and traveling merchants intermingle with woodcutters carrying in lumber, a blacksmith hammering out a piece of steel, and children playing a game of 'bandits' in the streets with small sticks as swords. While mostly human, the sight of a family of half-elf farmers catches your attention as well as a goblin arguing over the price of a meal that he couldn't read.
The first shops to pass you by are 'Brodwyr's Smelter' to the left, and 'Kevith Glaziers' to the right.
The map to Thornkeep is now updated in my profile link. Besides the two building mentioned above, other important locales are marked on a map provided by Venture-Captain Adril Hestram. If there's any location you wish to head to, please move your character there and also roll a perception check. This also includes any unmarked areas; as you explore Thornkeep, I'll expand the map's locations.
Horgrym |
Sue speaks up "Well guys, where to?"
"I think we should scout out the entrance to the ruins and try and find an Inn or something nearby to use as a camp. And perhaps get some food!"
Sue Basilbottom |
"I have my doubts regarding the quality of food here, but a safe place to retreat to could be invaluable."
GM BPChocobo TK1 |
Following the directions given by Captain Hestram, the party makes its way to the base of the hill sporting the namesake fortress.
Amarthecthel Percep: 1d20 + 2 ⇒ (17) + 2 = 19
Guido Percep: 1d20 + 7 ⇒ (11) + 7 = 18
Horgrym Percep: 1d20 + 1 ⇒ (18) + 1 = 19
Llathander Percep: 1d20 + 2 ⇒ (17) + 2 = 19
Ringmaster Percep: 1d20 ⇒ 13
Sue Percep: 1d20 + 9 ⇒ (3) + 9 = 12
Inspecting the entrance, it appears that it was once boarded up and blocked, although it is no longer. The excavated tunnel descends down into a number of steps that, from low-light and darkvisioned eyes, go for about 60' before turning a corner.
Amarthecthel, Horgrym and Llathander: You all note that the entrance and debris that previously closed off the entrance was removed previously by someone human-sized; as evident by crowbar marks along the rock. Furthermore, all three of you see a large number of small footprints in the dirt going inside the dungeon before you.
Guido Sansone |
Holding out a wand to Ringmaster,Hey Ring, if things get dicey use this, just use it on me first."
It is a wand of Mage Armor. I'll track charges.
To everyone, "Are we going in?"