Greyhawk 5E: Shadows of the Sheldomar (Inactive)

Game Master tribeof1

It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.


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Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Crap, forgot the bless on my last attack roll...here it is

Bless: 1d4 ⇒ 3

That brings the total on my last attack to 17.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

crap, as did i. re-reading it, i also forgot to specify that i was using Vampiric Touch

melee spell bless: 1d4 ⇒ 4 brings the roll of 15 up to 19


Aided by Kierdan's blessing, Eldramin hooks claw-like fingers under the lead warrior's armor, the black magic instantly draining life from the man's body to heal the warlock's own wounds. Surprised, the warrior fails to block an attack from Eldramin's spiritual weapon and is wounded again.

Things don't get any better for the man as others in the group focus their attacks on him, as well. Peaking out from behind a nearby pillar, Rolen lets fly an arrow that sinks deep into the man's gut, before Alistair finishes him off with a volley of magic missiles. With smoke pouring from one eye socket and a hole in his forehead, the warrior drops to the ground, dead.

The half-orc survives only a few seconds later, hacked to pieces by Dragomir and Koralyn.

Bandit Reflex save: 1d20 + 2 ⇒ (18) + 2 = 20

The remaining bandit throws himself to the ground, evading the holy fire Kierdan had directed his way, and tosses aside his sword. Belatedly, you recognize him as Griff, the one of the two "fishermen" you captured and interrogated outside.

"Fancy seeing you again," he says, holding his hands up in surrender. "White flag and all that. Sorry for attacking you, but they didn't give me much choice -- you saw what happened to poor Karl."

He nods meaningfully toward the severed head of his less stoic comrade.

"I reckon I can help you if you let me go and don't put an arrow in my back. Show you which locks have the poison needles on 'em, where the boss kept the best treasures."


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen draws a dagger and again puts it to the throat of Griff.

This is getting fairly old friend. I do not believe that I will have as much patience with you this time around.

Rolen kicks the back of his legs.

On your knees!

Rolen looks to the others.

Someone bind this fool's hands so that we can have him lead us forward.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

There are those still caught up in my hypnotic spell to deal with as well. At least three of them. She then begins to tie up Griff. We showed mercy once bandit and you repaid with lies and a blade. I do not like being lied to.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"I've still some wounds that need healing, I can use the others to do so, unless anyone objects." He punctuates the sentence by holding up his hand, which is simmering with a bloody magical aura.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Thats just... creepy there Eldramin


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

"I have my healing kit...here let me take a look first."

Healer: 1d6 + 4 + 5 ⇒ (6) + 4 + 5 = 15

"Anyone else in need of healing?"


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

That sneak thief caught me a good one - I could use a patch up... and a short rest if we can catch our breath... wouldn't hurt you to re-read your spell book either, right?


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

I took a hit from the half breed with the big axe but it failed to penetrate my shield of life energy. But I thank you none the less for your offer Alistair. Pretty sure you cannot heal back false life hit points.

I do not need to rest so much and will cast my Detect Magic spell to assess these the armor and weapons used against us.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan looks at his battered comrades and says, My friends, we seem to all be a little worse for wear. With your permission, I will recite a Prayer of Healing that will fortify all of us. It is a lengthy prayed, about 10 minutes, but I can recite it as you secure the prisoners and search the area.

Kierdan is proposing casting Prayer of Healing. It heals up to 6 targets that I can see within 30'. Casting time is 10 minutes, but it 2d8+8 on each target.

Prayer of Healing: 2d8 + 8 ⇒ (5, 5) + 8 = 18

So, that is 18 hp per person in our merry band.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Much thanks, Kierdan.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair takes his case over to Dragomir and applies ointments and bandages.

Healer: 1d6 + 4 + 5 ⇒ (6) + 4 + 5 = 15


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

is that healer check how many HP we get?

"Normally I wouldn't suggest such a thing, knowing the generally righteous nature of the group. However, clemency got us into this situation. As a pragmatist, I figured I'd kill two birds with one stone. That said, I've no problem with more conventional healing, but what to do with these others?"


As Kierdan chants his prayer and Alistair employes more mundane methods for stitching wounds, the rest of you round up Griff and the three other bandits that had been stupefied by Koralyn's spell. Rolen searches the bodies but finds relatively little of value -- the gang's weapons and armor are well-maintained, but not enchanted. Mundane swords, bows and axes, if you are interested). The splint mail armor worn by the dead leader is mostly intact, and large enough that Dragomir could wear it, however. The leader also carried a pair of metal flasks marked with arcane runes (a potion of levitation and a potion of gaseous form) and the other dead men all carried small iron keys of simple make.

"For their lockboxes," Griff offers, helpfully. "Dougal let all the men keep their own shares, so's they'd do their own accounting and not be nagging at him. The locks is so the other men wouldn't go counting in their neighbors' boxes."

Feeling much better after Kierdan concludes his prayer (I think everyone should be full?), you march your prisoners past the secret door in the northeast corner of the chamber, through a short curving passage and into the rooms that served as the gang's hideout.

The first room (11) appears to have been the chamber used by the leader and his lieutenant. A table and chairs sits at the center of the room, coins, playing cards and drinks litter the surface. A thick curtain covers an opening in the west wall, beyond which you find an iron-bound door, barred on this side (leading to 12). On the east wall sit several casks of ale and a rack holding about a dozen bottles of wine of excellent Orlanian vintage.

Beyond, a larger cavern (9) contains the bandits' mess hall. A cook fire sits at the south end of the chamber, opposite the crude steps leading up to the great door to the outside. Several tables are covered with plates and the scraps of a recent meal. On the east side of the room, curtains partially conceal the makeshift barracks (10), where you can see rows of bunk beds set against the walls.

"You'll find the strongboxes in there," Griff says, nodding toward the barracks. The other bandits growl, but he ignores them. "Boss kept his own stash behind the curtain there, near the, uh, cold storage. I'd be careful, though. I seen him painting something into the lock a time or two, and gods know he didn't trust this lot."


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Dragomir, grateful for new armour, has no qualms about appropriating it at all.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koralyn busies herself with making sure the prisoners stay well behaved. She comments You guys were here for the long haul. What else were you up to besides just trying to loot this place?


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen first sets to work collecting the keys and opening the lockboxes.

Found two potions on the leader's person. One is to levitate, and the other is to take on gaseous form. Let's see what the lockboxes contain, shall we?


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"Indeed," Eldramin says, gathering up loose coins from the table.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

At this rate I am going to make a big increase in my progress towards buying a tavern... soon all I will lack is a fat bottomed wife.


Your search of the bandits' hideout is relatively swift and painless, though it leaves you with a sick feeling as you gradually realize what murderous business they've been up to.

Griff, the "fisherman" you captured and questioned earlier keeps up a running commentary as you search, while the other three captive bandits glower and protest as Rolen opens up each of the metal lockboxes in the barracks room.

The boxes contain mostly copper and silver pieces, with a smattering of gold. Mixed into the lot are a handful of copper rings, brass lockets and other keepsakes of the sort that caravan guards or simple travelers might have carried.

"No such thing as a victimless crime, eh?" Griff says, only a little bit sheepishly, before pointing toward the leader's room. "Dougal kept the better stuff in there, along with the booze. The ale's nothing to speak of, but all them bottles of wine are from Orlane, and a good vintage. Reckon they'd fetch a good price if you don't have a taste for the stuff yourselves."

Altogether, the coinage from the lockboxes and what was scattered on the leader's table amounts to 280 cp, 638 sp and 134 gp. As Griff warned, the leader's chest is locked and appears trapped with a simple but dangerous poisoned needle, which Rolen will need to disarm before you can access it's considerable contents.

Thieves' tools DC 13:

The chest contains a hoard of coins: 892 cp, 1216 sp and 653 gp. Altogether, it weighs almost 100 lbs.

On failure:

Rolen takes 6d6 ⇒ (3, 6, 2, 5, 1, 3) = 20 poison damage, or half that amount if he succeeds on a DC 13 Con save.

Griff grows visibly nervous as your search reaches the curtained alcove adjacent to the leader's room (Area 12). His chattering continues as Dragomir lifts the heavy iron bars from the door, pushing it open and ushering in the sweet reek of slowly decomposing flesh.

"Food for the, ah, guard fishes, you see -- or bribes for the occasional wandering lizardmen,"Griff says, gesturing uncomfortably toward half a dozen bodies stacked like cordwood inside the makeshift morgue. "Try to use 'em up before they start smelling off, but not, you know, so fast we have to go, um, get more."

The man's nervous smile sticks in your mind as you contemplate what to do next.

The ruined temple of the reptile goddess is a day's travel east -- perhaps two, if the swamp deepens -- assuming Rolen's sister's directions were accurate. You'll have a hard time approaching with any kind of stealth so laden down with treasure, however, not to mention leading four captives. The dryad's grove is a day to the west, and Orlane another day's march beyond that, should you choose to return to town to unload your burdens. And while Alistair believes he can puzzle out the mysteries of the broken soul gem on the road, the research would be easier in a proper lab. Some time spent on holy ground might allow Kierdan to cleanse the soiled cloak you found below, as well.

Loaded down with treasure -- and four captives -- you're ill-prepared to


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen shakes his head, and he sets to work on the chest of Dougal to disarm the trap and get to the contents.

Thieves' Tools: 1d20 + 10 ⇒ (19) + 10 = 29

Since we have gutted this place, I suggest that we return quickly to town and offload the loot and captives before heading straight in on the Lizardfolk.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

I have to concur. Since we are not going to let this lot loose the only other alternative would be to put them down. From the looks of things they may deserve it, but I am not an executioner. Thinking further on the Koralyn she adds With the gold we have found we might be able to better equip ourselves and with the time to figure out the mysteries of some of our items.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"I concur. Executioner though you may not be, there are some of us who would be less bothered by tipping the moral balance back to the middle by eliminating these wicked few. Drag them along if we must, but if they flee, they had better hope they get out of my range before I notice."


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

"Yes, and it might give me time to figure out this strange gem. I am sure I can draw on the resources in town to help me sort this out."

Alistair carefully wraps the gem and places it in his backpack.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

I agree, my friends, we should bring this loot back to Orlane. We can certainly put it to better use there, and, who knows, perhaps we can reunite some of these personal trinkets with the original owner's families. Plus, I am curious to see what we can do with that wretched cloak in that Oeridian temple.


Having agreed to return to Orlane, you see to packing the spoils into the canoes for the trip across the lake. (I've added it all to the campaign tab.)

The three captured bandits seem resigned to being returned to the town, but Griff immediately begins to protest.

"Wait a minute, now -- we had a deal! I told you what I knew of the place and kept you from killing yerselves on that poison needle, and you said you'd let me go. I'll stay clear of you and yours, and keep my nose clean in the future, but a deal's a deal!


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen steps quickly to Griff, and pulls back his head by the hair whilst placing a dagger across his exposed throat.

Die here, and now, fool, or return with us to Orlane. Your choice. We do not have time for this. What do you fear in Orlane?


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan looks at Griff thoughtfully a moment before saying, We had no such deal. You made the offer and began giving us assistance without any of us agreeing to your condition. I will say this, I will vouch for your assistance to the magistrate. If you are respectful to the authorities and express true regret for your actions, I am confident you will only be sentenced to a work unit. I heard the Gran March has those for road maintenance and other public works.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Dragomir is persuaded to take the villains back to Orlane but seems to be in favour of just ending the bandit menace here is the swamps without out the need for authorities and sheriffs.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"He's right. We made no such deal, and even if we had, what right have you to complain? You lost such right the second you doubled around to encounter us a second time. Either walk to Orlane with us, or we will find a permanent way to relieve you of such burden."


Griff does his best to appear wounded.

"You're a right bunch of dishonest bastards, is what you are. All they'll have for us in Orlane is new neckties -- and short ones at that!"

He quiets down before too long, however, and -- perhaps due to the careful watch you keep -- neither he nor any of the others makes a move as you march the two days back to Orlane.

The mayor, Zakarias, is surprised to see you return so soon, but listens with interest as you describe the dryad's grove, your fight with the lizardmen at the standing stone and subsequent discovery of Dalvan Meir's tomb.

"Master Ramne will want to see that crystal you found," the mayor says. "You can put these bandits in the gaol. We couldn't fit all of the confirmed cultists in there, so some have been moved to the monks' cells in the temple. We haven't gotten to cleaning out the dungeon there, but we set the sanctuary to rights and one of the vintners who was a cleric in his youth reconsecrated it to Merikka."

The mayor eyes the chests and sacks of treasure you have with your -- but warily, not with greed.

"You're welcome to store those in my cellar, if you'd like. And you can ask around town if you're in the market for goods or gear. But try not to flood the market with gold, if you can -- I've seen more than one town wrecked by an influx of adventurers' gold. I don't need the innkeeper marking up every mug of beer because you've gone and spent a fortune at the provisioner's."

Let me know what you want to do next. Researching the crystal at Ramne's will require a day's effort, as would cleansing the cloak at the temple. Mundane goods, armor and weapons are available at standard PHB prices in town. If any group members are not doing anything else, they can spend the time asking around for anything more valuable (ie. magical) that might be for sale ... but don't expect a magic mart. You'll have a chance to turn up a random item or two, and prices will be dear.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koralyn would be interested in better armor, an enchanted blade or some stat boost item. Loot does not seem to be going her way. She will spend some time asking about for what might be for sale.

Besides that one ring the only items she has wanted she gave away to other party members who then seemed better suited for. It was hard for her to give up the stat boost item to Alistair a we are both strait wizards with the same int stat but I figured Koralyn has her sword to fall back on.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Hey Koralyn, I am willing to give you the ring if you want it. It really has no effect for me stat-wise (giving me a 19). I am willing to wait and take the cloak of protection if that is fine with everyone else and give you the ring. My next level I will probably increase my INT to 20 anyway...so the ring would not help me too much at that point.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Generous. but lets hold off at least until we find what is for sale here and likely til we level. We are both full wizard classes but since I have the melee bent it made sense to give you the more magey stuff, at least initially. And it still does.


Okay, so Koralyn will spend her time asking around. Need to know what the others are doing.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair will be with Master Ramne investigation the damaged soul gem...he will also ask about possible magical items that might be available for the party to purchase


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Zakarias, you say the temple is purified and is restored as a sacred place? The Shining One be praised! That is good news! I would like to meet this vintner-cleric who took this task upon himself. I have a befouled cloak that I believe can be restored to its former glory with some cleansing in a holy spot. I shall go there at once and introduce myself to this new priest.

As he walks toward the door, Kierdan turns to Zakarias and says, My friend, you need not worry about me spending lavishly here. I have greater need of the coin to aid my people who have suffered for many long years in Geoff, But, I appreciate your concerns.

With a cheerful wave, the priest heads off to the restored temple.

Kierdan plans to befriend the new cleric of Merikka and cleanse the cloak.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin assists with the current items we have that need investigation and/or cleansing.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen agrees to meet back up with the group every morningame, but he soon leaves to visit his sister.


Rolen departs soon after the group arrives in Orlane, in search of his sister, but promises to meet you the next morning.

Alistair and Eldramin head to Ramne's tower with the mayor. The sage is delighted to see they have recovered Meir's soul gem and immediately escorts them to his lab to begin the analysis. The work continues late into the evening, with a few mishaps (Ramne assures Alistair the extra toe should eventually shrivel and fall off on its own, and the skin on Eldramin's back should return to normal with the new moon). At the end, after some magical repairs and few "improvements," the grizzled hedge-mage declares the work complete.

"There were too many cracks in the aetheric superstructure for it to contain a soul again, but enough of the separative magics remained that the gem can still be used to split a soul from its body -- just point, focus on the target and complete a Suloise counter-benedition with the left hand while uttering the command word. It will be easier to accomplish if the target is wounded, as the connection between mind and body becomes strained the more the body is deformed."

"Once you've severed the connection, the body and soul will be separate entities. I expect the body will simply collapse, with nothing to animate it. The soul, if strong enough, might fight on ... I guess. Truthfully, I have no idea what will happen -- I can't wait to find out! It will certainly make for a fascinating story, if any of you manage to survive."

He grins, leaving the exhausted Alistair and Eldramin to wonder if he's joking ...

Kierdan's own work is equally tiring, though with a less worrisome result. After 12 hours of fasting, praying and furious scrubbing with holy water, the stained cloak recovered from Delven Meir's tomb is free of the ghast's taint, both figuratively and practically. No longer fouled by stench and stains, the cloak -- a rich crimson trimmed in intricate silver knotwork -- will function as intended (adding +1 to the wearer's AC and saving throws) once properly attuned.

As the others work at more arcane tasks, Koralyn and Dragomir make the rounds through the town market, perusing the goods on offer and dropping hints that the party would happily part with some of its recent haul in exchange for more ... unusual items.

Some random rolls...:

# on Table B: 2d3 ⇒ (2, 1) = 3
# on Table C: 1d3 ⇒ 3
# on Table D: 1d3 - 2 ⇒ (3) - 2 = 1
Table B roll: 1d100 ⇒ 65 bag of holding
Table B roll: 1d100 ⇒ 19 potion of fire breath
Table B roll: 1d100 ⇒ 98 saddle of the cavalier
Table C roll: 1d100 ⇒ 27 potion of extra healing
Table C roll: 1d100 ⇒ 2 +2 ammunition
Table C roll: 1d100 ⇒ 51 potion of stone giant strength
Table D roll: 1d100 ⇒ 8 potion of supreme healing

They soon hear from a number of people with offers of magical treasures that have been squirreled away during the recent troubles:

* A farmer on the north end of the village claims to have an enchanted saddle once used by his grandfather, a famed knight in Sterich (a saddle of the cavalier, which prevents you from being dismounted while conscious and causes attacks vs. the mount to have disadvantage);

* An old trapper looking to retire with a nice nest egg offers to sell you half a dozen enchanted arrows he's kept in his quiver in case of emergency (6 +2 arrows);

* Another farmer who once made a living as an "independent commodities trader" (read: smuggler) offers to sell you a "bottomless satchel" (bag of holding);

* The remaining clergy at the Temple of Merikka have scrounged up several blessed vials -- available in exchange for a suitable donation -- whose contents promise extraordinary effects (potions available include one each of fire breath, extra healing, supreme healing, and stone giant strength).

All ask exorbitant prices that doubtlessly can be talked down if you have the time and inclination. (Let me know what you're interested in and we can roll to establish a sale price. As a starting place, expect to pay 50-500 gp for each potion, depending on rarity, and up to a few thousand for the permanent items).


Also, as a reminder: I mentioned, but didn't full flesh out, a house rule allowing you to “spend” money on your lifestyle (giving money to relatives, donating to a church or library, investing in a business, etc.) in exchange for various mechanical benefits (probably limited to “fate point” style re-rolls at this time) or to ensure a future treasure hoard contains an item that would be useful to you. Those options stand, so let me know if you'd like to make use of them (price is negotiable, with reward commensurate to what you want to spend).


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen would certainly be interested in the +2 Arrows. You guys would likely know that as well, provided this occurs while he is with his sister.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Dragomir gets folksy with the vendors and tries to haggle them down,

Persausion: 1d20 + 5 ⇒ (19) + 5 = 24

(if given aid another/Advantage)

Persausion: 1d20 + 5 ⇒ (13) + 5 = 18


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin assists in the negotiations on price, emphasizing the fact that giving them a good deal on goods was insurance against future troubles. For instance, no other aid had come their way but the band of adventurers seeking to spend what coin they had scrounged in defense of this sad, soggy tract of land these villagers had chosen to call home. Keeping the group in top condition further served to ensure the safety of the townsfolk.

persuasion: 1d20 + 6 ⇒ (4) + 6 = 10


Dragomir's folksy approach, combined with Eldramin's appeal to the men's practicality convinces both farmer and hunter to cut the group a deal. Altogether, the group is able to obtain the bag of holding and the six +1 arrows for a total of 2,000 gp, mostly in small gems and coins that should see the men well into retirement without wrecking the local economy.

Ramne, meanwhile, offers gold for the four amphorae, which he finds intriguing -- relieving you of the heaviest of your burdens. (Campaign tab updated)

You decide to spend the remainder of the day resupplying, then head back out first thing in the morning. By striking east before crossing the river, you should be able to skirt the swamp that slowed your earlier journey. According to the map you put together, you should be able to follow the edge of the Dim Forest until it begins to cut to the north toward the Gran March. Due south from there, half a day's travel into the Rushmoors you should find the ruins where the reptile "goddess" lurks.

Any last purchases or tasks in town? If so, let me know. Also let me know who is going to claim the de-ghastified cloak of protection. If I see no opposition, the next post will be en route to the ruins.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Alchemist fire available?


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen adds the arrows to his quiver.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Do they have any healing potions in town that we may purchase...perhaps one for each of us? Also does Master Ramne possibly have scrolls we could trade, maybe for those amphora? Finally Alistair asks about the gem...can it be used against anyone? How many times can it be used?
He will also see if he can refill his healer's kit and perhaps purchase another one as backup.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2
Quote:
Kierdan's own work is equally tiring, though with a less worrisome result. After 12 hours of fasting, praying and furious scrubbing with holy water, the stained cloak recovered from Delven Meir's tomb is free of the ghast's taint, both figuratively and practically. No longer fouled by stench and stains, the cloak -- a rich crimson trimmed in intricate silver knotwork -- will function as intended (adding +1 to the wearer's AC and saving throws) once properly attuned.

DM Dark Sun, I already cleansed the cloak, unless there is another step I was not aware of. That was my activity for our "down" day in Orlane. I will present it to the group before we head back into the field and see who needs it.

Having completed the cleansing ritual, Kierdan spends the rest of his time before heading back out with the remaining priests at the temple of Merikka. He discusses repairs that still need to be made and rituals that still need to be performed to make the temple fully functioning again. He offers any assistance, material or spiritual, that he can provide to help bring the temple back up to its former status.

While expressing his concern at the temple's current condition, Kierdan also advocates for the refugees in Hochoch. He explains to the local priests how Orlane's troubles have had a direct impact on Hochoch's food supply. He seeks to enlist the new temple's staff in securing grain and other local produce and organizing a caravan to get it to Geoff. Kierdan offers whatever coin he can spare to help expedite this enterprise.

While waiting to carry on in the wilderness, Kierdan attempts to build a relationship with the local clergy. He offers to assist any way he can in reestablishing the temple, using some of his personal share of the treasure if necessary. Additionally, Kierdan wants to use some of his share of the treasure to finance a food caravan to Hochoch, as soon as it is plausible, to help alleviate the suffering there.

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