Legendary Planet - an Adventure beyond this World

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 2, 'The Scavenged Codex'

...in which our heroes, seeking an ancient artefact, arrive upon Rythes...

Party Health
Zoreck the Unclean: 63/63HP (nil Temp HP), 3 Hero Points
Rikkan Anardi: 47/47 HP, 3 Hero Points
Drancis Mordaron: 50/54 HP, 6NL, 3 Hero Points
Ravboom: 22/50HP, 3 Hero Points
Palomia Kasic: 48/48HP, 3 Hero Points
Relas: 42/42HP

List of technological, phantasmagorical and arcane wonders... plus some junk.

Maps
Rythes
St. Albats - the Underneath


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Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis hurries over to where Rikkan is standing just outside the hut entrance. "I can get those bottles out of there without too much trouble but some of the heavier items I cannot lift using my bubbles."

Drancis' Telekinesis can lift anything 5 lbs. or less. He will 'grab' any bottles Rikkan indicates and get them out of the hut.


The bottles, upon closer examination of the label and sniffing the residual fumes from the dregs, previously contained a particularly potent moonshine. There is no evidence of anything more than very bad alcohol ever having been within any of the bottles that Drancis brings out of the hut...

...whilst the friends attention is fully on the hut, several crows have flown from the trees and, perched upon the mutilated mule, have started to scavenge... One or two have already started to hop towards the dead men - 'cawing' inquisitively.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan ponders the situation briefly and quickly comes to a decision. "No, click. We can't let the crows eat them. Nasty. We can brrr, put all the bodies in the hut. If we need to, we can burn the hut. That's proper. Not bird food. "

He directs Drancis in what needed to be moved. Despite the awful scene, Rikkan was quite impressed with the bubble magic. If the others didn't join in, he'd go back in the hut and remove the weapons and the locked chest, if he were able to lift it, carrying everything outside for study. "Can anyone detect magic?"


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Illonna attends to removing the more difficult items from the hut. Her unique anatomy meant she was relatively unaffected by the stench.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Locke grimaces and shoos the crows away from the corpses, "I agree that we should at least bring them inside for now. We don't know what burial rites they may have wished for."

He also responds to Rikkan's inquiry "I can detect magic, I'll inspect everything as you bring it out."

I will proceed to do just that.


Dragging the heavy lockbox out into the open, Illona notices that there is no padlock securing it closed – cautiously examining it, Locke detects two faint magical auras swirling around each other… one is very clearly a transmutation aura whilst the other appears to be conjuration magic. Considering it for a little longer, Locke is fairly sure that the auras come from the contents of the box rather than the box itself…

Whilst Illona, Rikkan and Locke consider the contents of the hut, the other friends have a moment to examine their surroundings. The ferry itself is a flat-bottomed skiff that is wide enough to carry two wagons side-by-side… as far as you can tell, the method of propulsion is by pulling it across the river using the rope that is tied to a thick pole on either bank… and, with the river flow so turbulent, it is likely to be a strenuous task…

…beyond the ferry and through the rain, the outskirts of the village can be seen – set back a little way from the river bank, a modest looking farmhouse and a barn sit amongst several fields of overgrown crops… and beyond that, a track heads southwards into the mist…

Perception DC15:
There is movement towards the rear of the farmhouse… shapes that are difficult to make out through the rain but are probably human… or, at least, humanoid.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Perception 1d20 + 7 ⇒ (14) + 7 = 21

Rikkan was totally focused on the shiny items, but as the others took his attention to his surroundings, his sharp eyes focused on the back of the farmhouse, and the movement he saw. "Tsst, there are others. Look behind the farmhouse. There are shapes moving....they look, click, humanoid. Someone take the spear and the cross bow, and let's get this lockbox open. If there are others here, they might be on us before we realize it."

Rikkan opens the box to see what items were held inside.


The box itself contains two stoppered vials – confirmed as the source of the auras – and an assortment of loose coins (a quick assessment suggests about 20 sp worth of silver and copper coins).

Spellcraft DC16:
One of the vials is a Potion of Cure Light Wounds whilst the other is an Elixir of Swimming.

As and when the carrion birds are shoo’d away from the dead men, they take to the air with an indignant ‘caw’ and, fighting against the rain, fly across the river and into the village…


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Craft Alchemy to ID potion 1d20 + 10 ⇒ (4) + 10 = 14
Craft Alchemy to ID potion 1d20 + 10 ⇒ (2) + 10 = 12

Rikkan couldn't figure out anything about the two strange potions. "Let's quickly get the bodies back in the hut. We need to go check out the, whht, the humanoids moving over there. We can burn them properly later."


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis nods in reply to Rikkan. "Yeah that is a good idea. We need to get these bodies out of sight." He decides to leave the weapons, coins and potions for the others to deal with.

As he drags one of the bodies along, he soon discovers breathing through his mouth had little effect on the growing stench of the corpses. Is this what it will be like all the time?


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Illonna will take over the duties of administering last-rites to the bodies and moving them inside the hut.

"Something needs to be done with the survivor." she comments.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

I now notice absolutely no one in our party has spellcraft, do you mind if I switch out a skill for it while we're still early on? I think we'll need it no matter what.


Locke - yeah, no problem...

All - don't forget, you can also establish what potions are by sampling them and making a Perception check (DC16 in this case)... Although, that may carry a certain risk of poisoning or other unfortunate consequence!!!


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Can Rikkan try a Perception check after already failing to identify them with Craft Alchemy? If so, I'll give it a try, but I wasn't sure.

Rikkan unstoppers the potions and wrinkles up his nose as he takes a sniff of the draughts.

Perception 1d20 + 7 ⇒ (6) + 7 = 13

Perception 1d20 + 7 ⇒ (10) + 7 = 17

"Well, click, tjhat first one confounds me. But the second is an Elixir of Swimming. That would come in handy in emergencies," he muses, as he looks around at those in the heaviest armor.

Who is in heavy armor? I think they should take the exilir to avoid drowning.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis nods in reply. "That is good to know Rikkan. I'll taste the other potion here, hopefully it does not taste horrible..."

Perception: 1d20 + 5 ⇒ (6) + 5 = 11

After tasting the other he shakes his head, "Well, it doesn't taste TOO bad I suppose."


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

This will probably be my only chance to post until Tuesday...

"Well, let's take what's in the box, and then use the ferry to see what's going on in the rest of the village. I really don't like this."


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"Agreed, Zoreck. Humanoids over there...click, be quiet on the ferry and investigate.". Rikkan hands the one armed paladin the swimming potion. He gives the barbarian the other one. "Zoreck, keep this until we figure it out."

Be sure to write down the items. Is anyone taking the spear or the crossbow?


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Zoreck nods and sticks the potion into his satchel. He also picks up the crossbow and case with nine bolts. "I guess this could come in handy."

...especially since I only have powder for one shot from my gun...


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis sees Zoreck picking up the crossbow and the case of bolts and decides to pick up the spear. Hefting the spear in his hand, he nods to the others. "Now I don't need to completely reply on my gift to defend myself now." He eyes the armor Illonna is wearing and adds with a chuckle,"Don't look for me to charge into battle anytime soon!"

Drancis will take the spear as he is proficient in it. He is not wearing armor so don't look for him to be on the front lines though he he.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Astraea seems to waver on her feet as the party struggles to make heads or tails of the situation. "So..." she says, voice barely above a murmur, "we're taking the ferry across?" She gulps. Steady, she tells herself. Trust the stars to guide you.

"Rikkan's right. We need to be stealthy when we're crossing. There are definitely people down by the farmhouse. Pulling the ferry along is going to be tough in this weather, though... I'll try to help using my magic, if you want. All I can do is bolster someone's strength a little, but you never know. It might help."

Specifically, Astraea will use guidance on anyone who needs it during any checks that might need to be made to get the ferry moving. I can cast it on more than one person at a time, right?


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

"Perhaps I could serve as a distraction." offers Illonna.

"With the Elixir Rikkan provided I can cross independent of the ferry, ahead of the group. From there I can draw away the group by the farm house so that you all can pass peacefully."


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"Judging from the response we just got, whrrr, I'd rather keep all of the group together. Strength in numbers and all that. If we get across, we will have the water to our back, so we will be safe from that side. I'd say we go together, but that's your call, of course."


All - looks like you are heading across the river... Please determine whether you are going with Illona's strategy or are all crossing together... And, also what you are doing with the unconscious (and bound) man.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Id say we bind the man and put him in the hut with the bodies. I'm a vote for all going together.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

I am with Rikkan here too. Since we don't have a dedicated scout we should stick together.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

That's fine, we can all go together.


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With the weather steadily growing worse, the still-warm bodies of your crazed attackers are dragged away from the carrion and the relentless rain and into the ferryman's building. With little other option, the unconscious man is also left in the hut – when he awakes, he will be surrounded by corpses but away from the rain and the scavenger birds, he will at least be alive.

Looking upstream, there is no evidence of any habitation on this riverbank and, as such, the obvious way forward is to cross the river. The raft is easily large enough to accommodate the friends with a lot of room to spare; however the size of the vessel, almost certainly designed to support the movement of trade items in and out of the village, proves to be a liability as the friends struggle to haul it out into the river. Using the rope that spans the river to pull against and also to guide the raft, the crossing is a constant struggle against the furious flow of the river… at least twice, it seems that the river will win the battle and the raft will be swept away but, on both occasions, the friends hold fast and defy nature’s will. Twenty minutes after setting off from the north bank, the raft finally grinds to a resting position in the mud of the southern bank – it’s crew tired and drenched…

…and, now through the rain, some of the buildings that make up Holver’s Ferry are visible. The farmhouse that could, just about, be seen from the far shore now looms above you – a modestly built farmhouse with a large barn overlooking several vegetable gardens and a large field of overgrown grain. Just beyond the farmhouse, a wagon that is stacked high with provisions and furniture is being drenched by the rain – the two horses hitched to the wagon, stamp their feet impatiently, straining against the brake… but of the people that Rikkan saw through the mist, there is no sign…

Locke:
This is the Redthistle farm – the Redthistles, a pleasant enough family, have been farming within Holver’s Ferry for many years… probably decades.

Beyond the farm, the trail heads south past a large grain store – standing some thirty feet tall on the western side of the track where the ground is sodden and uncultivated – before passing another farm and disappearing into the mist…


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"After we are done exploring, we need to click remember those poor horses. If their owners are not capable of caring for them anymore, we should help them out. How about checking the farmhouse first, then we can finish the barn, and then the grain store? If we are orderly, we won't miss anyone we might be able to help."


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis looks over the farmhouse with an uneasy look on his face. "Yeah I agree with you Rikkan, but what worries me is why these horses were abandoned to begin with." He grips the haft of his spear tightly. "Do you think we should check out the farmhouse or continue past and try to find those people we saw earlier?"


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

"If we stop to search every structure along the way we'll be here all day. We should make directly for the town proper and see the full extent of this crisis."


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"We can move ahead in a hurry alright, ack, but that leaves our back exposed. Rikkan prefers carefulness, but will help if the group wants to hurry."


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

"This is the Redthistle farm. Normally I would say they would be a very welcoming family, but I would say we should tread carefully after our own welcoming to the village. I would like to check inside in case they are in need of our help though..." Locke sighs as he feels conflicted, Getting to the center of this is probably our best bet, but I can't just turn my back on the individuals either.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

"Those people we saw earlier might know what is going on here, and they may be hiding in the farmhouse wondering just who we are. I say we check it out...I mean not everyone is going to be as crazed as those other farmers right?" Drancis volunteers in an uncertain voice.

Because if everyone is crazy then how will we survive...


Trudging along the rain-soaked trail into town, the friends cautiously approach the first of the farmhouses… and, as the rain almost doubles in its intensity, a man steps out from behind the horses secured to the wagon. His features are hidden beneath the brow of the heavy cloak he is wearing and, in his hands, he is wielding a shovel – positioning himself between the wagon and the friends, he growls, ”Stay back… lest I have to put you down like I done the last folks!!!”

Perception DC12:
There are two other figures hiding behind the wagon.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Perception 1d20 + 7 ⇒ (16) + 7 = 23

Rikkan notices they aren't alone, but doesn't say anything. He tries to pull his hood a bit tighter, not wanting the man with the crossbow to become unnerved, if he has never dealt with a ratfolk before. Rikkan waits for one of the 'normals' to talk to the crossbowman.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Drancis raises his hands up in a non-threatening gesture (he hopes) while his eyes catch sight of another rock lying nearby. He sends a bubble to hover above the rock ready to fling it at the man's head.

This is getting easier for me to do...

"Uhh...we don't mean you any harm. We were sent here to figure out what is happening here. Do you know what madness has afflicted your village?"

Diplomacy: 1d20 + 2 ⇒ (5) + 2 = 7


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Locke is both releaved to see normal people alive in the village and saddened to see the terror on their faces. "If 'the last folks' were anything like those we fought across the river than I can understand. We aren't like them though, we came here to help the village in any way we can. Why don't we all have a talk about what has happened here?"

Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25


The man relaxes as you call out, "I don't know how to explain it... a sickness hit town a few weeks ago. It weakened a lot of folks and clouded their minds. A bunch of them went mad whilst some just shut down and babbled like idiots, but others were much worse. They either killed themselves or started killing each other. It was a bloodbath! I bet half the folk who lived here are dead now—most of them dragged from their homes or cut down in the streets. A few buildings burned, too, including House Formidable and the lumber mill.”

"Say, did you say you came across the river? Is the ferry on this side? Oh thanks to the gods - Erastil and Desna both... We can get out of this forsaken place..."


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan wasn't terribly happy about the ferry being taken back to the other side, but worst case scenario, they could swim for it. "Yes, the ferry is on this side. If you go, could we use your home as a safehouse? Click, we are investigating what has happened, and being able to lock your door if things get bad would be good."


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Astraea approaches cautiously, hoping to have the chance to help. "It's good to know that not everyone here has lost their minds. What we saw before was... unpleasant. Are you Mr. Redthistle? Is the rest of your family safe?" She glances toward the wagon, though she hopes she has not made her knowledge of the other two people hiding there too obvious or threatening. "We're friends. We came here to find out what happened to this town. Were there any outside attackers, or was it just the locals? Please, any information you could provide that might be helpful to us would be invaluable..."

She gulps, wondering if she sounds too official.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Locke is happy to have calmed the man, Still, should we let them take the ferry? Others will need to cross, but the longer they stay here... "Perhaps one of us should ferry you across and then bring the ferry back? If there are more survivors we cannot expect them to swim. However, it would be most appreciated if you can tell us anything at all that could help in our investigation before you leave."

Would one of us be able to take the ferry back or would it take more than one? If it would take more than one, how many of us can fit on it?


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

I think your friendly, neighborhood Paladin is up for some shepherding. I ain't much for investigating anyhow.

"I can attend to the civilians, if they wish to evacuate. Holver's Ferry is two days journey, they'll be safe there."


Shieldmaiden Illona – er, this is Holver’s Ferry!!! I think you mean Galduria is two days downriver.

When it becomes clear that the friends pose no threat, the two figures behind the wagon move into view – a woman and, now being carried, a toddler… The shovel is thrown back in the wagon but the man wastes no time on pleasantries such as shaking hands – as he goes around the wagon checking that the load is secure he talks, ”Yeah, the name’s Ambrin Redthistle and this here is my farm… was my farm. We’ve been here feeding the folks of Holver’s Ferry and beyond for three generations… I guess my son won’t be following in his father’s footsteps – least he is alive… I lost three others to the madness here”

Ambrin is lost in thought for a moment before, slinging a key chain towards Rikkan, ”There’s provisions inside for a week or so… after that, you’re going to have to scavenge what you can. Do with the old place what you will - we won’t be returning to this forsaken place”, and then, answering Astrea’s query, ”There wasn’t anybody from out of town so far as I know. It was just locals that went crazy… the priests tried to find the source of the sickness but they never did – in the end, some of them just ran and those that didn’t boarded themselves up in the chapel; I don’t even know if they are still alive. The only other person who might be able to help you is the sheriff… I haven’t seen her for a week though”.

The horses stamp impatiently as Ambrin tightens the harness, ”Now, if you folks are agreeable, I’d like to get what’s left of my family over the river and far away… If you want to cross with me and then bring the ferry back, that’s fine… but we gotta do it now”

Several people (probably the entire party if you so wished) could fit in the ferry with the wagon.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

The way your earlier post sounded, DM, was that the ferry took a lot of work from all of us to get it moving back and forth. If I am right in that, we probably all need to ferry them over and come back, as Illona might not be able to maneuver it by herself.


Rikkan - it took a lot of effort from everyone to get the raft across - the dead / hacked apart mule on the northern bank would normally have been used to pull the raft across...


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"I think all of us need to work the ferry over the river and back. Wrrr, let's get this group to safety, then go looking for the clerics and the sheriff. They might know something..."


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis nods in reply. "Yes if we all work together we can get this family to safety quickly. Then we can track down this sheriff. We should start our search at the chapel. I believe we will find some answers there...hopefully."


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Sorry, I guess I wasn't following things as well as I had thought.

Illonna will help the civilians get on the ferry while agreeing with Drancis. "Indeed, but we will need to make preparations. It seems that there is a good chance things will become more assault then rescue, depending on how many taken by the madness are still around."


Ambrin's family need no further invitation than the farmer unhitching the horses to climb aboard their wagon... Traumatised, they barely make eye contact with any of the friends as Ambrin leads the wagon away from the farmhouse and on to the ferry. With the gorses secure, the farmer calls to Illona and Zoreck, "You folks going to give me a hand or not?"

...the trip back across the river takes a little over an hour, during which time the Redthistles make no attempt to talk - their faces grimly fixed upon the north bank of the river. With the wagon unloaded, Ambrin tilts his cap, wishes the friends luck - urging them to stay indoors overnight and sets the horses trotting along the path to the west. Within minutes, they are around the bend in the river and are gone...

...and when the ferry finally grounds once more on the southern bank, Zoreck and Illona are near exhaustion from the exertion of the trip...

Exploring the Redthistle Farm, heading into Holver's Ferry or something else?


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Not quite! Androids are immune to fatgiue/exhaustion.

Illonna moves inside the farm house and takes a quick look around, trying to get an idea of the layout and contents while she considers her next move.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

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