Red hand of Doom (Inactive)

Game Master Nicos

Elsir Vale
Drellyn´s Ferry


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It is the promise to take then to authorities true? If not then make a bluff check.


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Spica is genuinely ready to drag him over to Drellyn's ferry and let whatever justice operates there deal with the hob, if it comes to that.


For Karla, the promise is true.


Human Magus (Bladebound) 5| AC 21 FF 16 T 15 | HP 36/36

Kenchi's keeping his mouth shut. He's not very convincing and doesn't really care either way.


What about flynn?


I suppose Lemmy died under the intense heat of brazilian beachs

All right, If you spare my life I told you. We are here because we hate you, we already killed 5 of you just today, and many others in the days before, we were doing it in the Name of our godess, But you defeated us, the shame is over me.

The hobgoblin points to a near by farmer house, you find there the 5 bodyes he was talking about. 2 farmers, one merchant and 2 bodyguards, all savaguely killed.

Treasure
+1 short sword x2
Masterwork studded leather armor
14 potion of cure light wounds (evey regular had one of them)
Scroll of spiritual weapon
+1 banded mail
12 mmasterwork longsword
12 composite longbow (+1 str)
335 gold coind.


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.

Still alive. And not in Brazil anymore. I wasn't home this weekend, though, so I forgot to post.

BTW, has anyone identified the goblin's religious symbol yet?


"That's it!? Because you hate us? I did not promise to live with or without tongue and thumbs so that you could tell me what I already know. Tell me more or prepare to die, scum!"

I had rolled Kn (religion) earlier.


Karla Teg wrote:


I had rolled Kn (religion) earlier.

I missed it. You failed by one pint

============
Yes! We hate you! We will take your land, kill your men and slave your women and childrens! - Scream to you the hobgoblin filled with fanatic fervor.
Forgive me mistrees cause I have been weak! - He scream.

=======
INIT
Party: 1d20 + 7 ⇒ (3) + 7 = 10
Hob: 1d20 ⇒ 13
=======
Even tied the hobgobling is able to release a wave a negative energy

Will DC 13 for half: 2d6 ⇒ (6, 2) = 8

I do not want to spend more tiem in this scene, can we just say you kill him and move one?

And before there is avcomplaing about the intimidate check, figthing to death is what the adventure say :)


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.

How does he do that without a religious symbol?


Flynn Wildstrider wrote:
How does he do that without a religious symbol?

Pff, you do like to make me look bad, dont you lemmy?


He had one disguised as a nose ring?

If attacked, Karla will smile and kill the hound first, then the hobgoblin.


The guywill fight to death, there is no point to run the encounter since you clearly will win. At this point there is no bluff, diplomacy or intimidate check to do otherwise (The only way is by magic means, like charm person). So, does somebody have a problem with just end the scene and start he next one?


Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:
Flynn Wildstrider wrote:
How does he do that without a religious symbol?
Pff, you do like to make me look bad, dont you lemmy?

Only if you're a Rogue! ;)


I'm good with moving on.


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.

So am I. I guess we kill the goblin, then...?


Ok. We move on.

The red hand will avenge my death and crush you all!- Scream the hobgoblin before dying.

The group take the loot and continue their journey. Drellyns ferry is close and you spend little time getting to it.

The road descends into a small town built mostly built mostly on the side of a broad, sluggish river. Six old stone piers just from the water, marking the spot where a bridge once stood, but the span itself is lone gone. Instead a couple of long thick ropes cross the river, each secured to a flat bottomed ferryboat. Brown fields and green orchards surround he town. A group of armed townsfolk stands guard, watching you warily.
Halt and state your business, strangers - one of the guard says


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Why ARE we here? I've already forgotten.


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.

Good question... What are our business???

Oh, well, might as well use the universal language... Money.

"We are just travelers, looking for a place where to spend our gold on food, ale and a warm bed. There is no need for alarm"


Your characters are new to a region called the Elsir vale. You are a band of aventures and are here for bussiness. In a reacent dungeon incursion you found a map that points to a hauted place called "Vraath keep" and hints a hidden vault containing a great (undescribed) treasure, so here you are, searching after it.

Your character will begin to the campaing traveling to a town called Drellins ferry, the last settlement before you enter the witchwood in search for Vraath keep.

Suit yourselve then. The old Bridge Inn is just ahead, on your
lefl. Or, if you prefer, try the Green Apple, on the other side
of the square. I like the Old Bridge, myself.

But, I warn you to mind your manners and stay out of troubles
while you're in Drellin's Ferry. Iomedae knows we've got enough
of it without thugs and ill -mannered louts looking to start
some more.


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

"The Old Bridge sounds like as good a place as any for the night."


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.

Flynn sighs a bit. He seems somewhat disappointed with the perspective of sleeping indoors.

"Well... It probably doesn't have the comforting breeze, relaxing cricket sounds and beautiful night skies of the wild, but I suppose it's good enough for a night's rest... We should check if the locals know anything about the posse of goblins that attacked us."

The young druid carefully collects a few specimens of poison ivy and stores them in his spell-components pouch.


Human Magus (Bladebound) 5| AC 21 FF 16 T 15 | HP 36/36

"Old Bridge sounds good to me too. It'll be nice to have a warm bed for a change.


I was forgetting about counting the time

Day 1, Evening

About an hour later

You are just settling in your room when a knock comes at the door. Outside in the hallway stand a tall, balding man of about and a capable looking swordwoman

Man: Sorry to trouble you travelrs, but I would like a few minutes of your time. I am Norro Wiston and I´m the town speaker of Drellyn´s ferry. This is our guard captain Soranna Anitha

The woman salute you briefly.

Norro: I´ll get right into the point. We´re in a lot of trouble, And I was hoping to persuade you to help us out.


Human Magus (Bladebound) 5| AC 21 FF 16 T 15 | HP 36/36

"What kind of trouble, exactly? More hobgoblins?"


NOrro: Yes, Our town is under attack. Hobgoblins raiders have been harrying our lands for several days now. They have attacked and killed people in the outlying homestead, and they have been waylaying travelers along the Dawn way.

Captain Soranna: We´ve had some trouble with them before. A quick ride on homesteads on the west side of the river, ussually not that bad. It looks like a large and aggresive tribe has moved down over the Wyrmsmoke Mountains. Frankly I fear they might be numerous enough to sack the town.

Norro: Beyond the inmediate threat on our home, the road is our lifeblood. If the hobgoblin make the Danway impassable to the west, travel won´t come this way and we will be ruined. not only do we need to repel the riders but we need to keep that road open. Can you help us to do it?


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

"I will gladly help; these fiends will meet the only fate they deserve. What do you say, friends? Shall we spare the time?"


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.

Flynn speaks with a calm, almost somnolent voice as he adds yet another webbing to his pouch.

"I don't enjoy spilling blood... But it's preferable to seeing innocent people pay the price for my inaction... Besides, I could use the fresh air..."

He turns to the two new-comers and speaks.

"So... What do you guys know of these goblinoids? Anything that could help us to find and defeat them? The ones we fought seemed to be part of cult."

Just because I'm paranoid, I take 10 on both Perception (total +24) and Sense Motive (total +12) to notice anything odd or simply worthy of note in Norro and Soranna. In fact, it's easier to assume I constantly take 10 on those 2 skill checks (assuming I can take 10, of course).


Norro: You Already fought them and prevail? good!. What can I say? the hobgoblins are using fearful monsters and evil magic against us. Until you showed up, we haven't had any heroes here who could stand up to them

So, you all agree to help us?


Human Magus (Bladebound) 5| AC 21 FF 16 T 15 | HP 36/36

"I have no love of goblins. I'd be more than happy to help wipe out the filth."


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

"I would like to ask, however, can you provide any supplies? It would certainly help us help you."


Karla tries to hide her steely smile as she mutters a prayer of thanks to the Lord in Iron.

I see your work, Great One! Your servant thanks you for this opportunity. To think I was about to venture in some stupid tower to find money to feed me. This is much, much better!

When eyes turn to her, she says with a stone face: "Sure, why not."

She then moves to the side and sits down, raising her feet, trying to get some rest while the others talk business.


Norro: Yes, We can provide you with help. We can get you minor magical assistance in the form of potions of scroll. Plus mundane item that are at our hand


By the way, for everyone It woudl be good if The stats under your alias have yoru saves, Initiative, perception, CMB and CMD


So, what do you do/say?


"Bring these to us. We'll pick what's best for the battles to come." orders Karla, with a hint of steel in her voice.


Norro: We can give you money to buy whatever you need for the travel, the decision of what help you more is up to you, since I am not an adventurer myself. You can buy weapon at the smith or the armory, or perhaps scrolls or potions with our brother Derny at the Saranrae temple, or, well, there are a couple of other options

I posted a Map of the town. As Drellyns ferry is small you can learn about it pretty quickly. In the campaing info there is, well, info about the town.


"Then I'm going to see your smith. I hope I'm not disappointed! Could you point me the way?"


This information is avaliable to you just by asking or wandering the town. The map is up there below the name of the campaing. You can go whatever you want

1. Watch posts : Due to the trouble with marauders over the last few days,the folk of Drellin's Ferry have set up five watch post on the major roads leading into town

2- The Green: At the center of Drelhn's Ferry is the green, a broad grassy field where children play and farmers from outlying homesteads sell their produce.

3- Town Speaker 's House : One of the larger house in town.

4- The Green Apple: A cheerful taphouse and inn on the north side of the Green , the Green Apple carers to travelers who have somewhat less coin to spend than those who slay at the old Bridge (see area 10 below). the locals prefer to do the their drinking here.

5- Morlin 's Smithy: This is the workshop of Morlin Coalhewer, the town smith. Merlin also happens to be a talented armorer and weaponsmith; he takes on blacksmithing work to fill in between working on weapons or armor. There are normal, masterwork and magical weapons on sale.

6- The Shrine of Saranrae : A small temple of the same fieldstone and wood construction used by many other buildings in the town, the shri ne is in the care of priest called Derny.

7- House of Sertieren the Wise: THis is the house of a reclusive wizard called Sertieren. He occasionally trades some minor magic items crafted by him.

8- Old Toll House: The largest and sturdiest building in
Drellyn´s Ferry is the old dwarf-built toll house, which still stands
where the foot of the bridge once stood. The Toll House serves as the town hall, courtroom, jail, and Town Guard headquarters, housing twenty of the guard members (the rest have small houses of their own in and around town).

9- Armory: Mostly mundane armor and weapons for the town militia.

10- The old Bridge Inn: Somewhat larger and busier than the Green Apple, the old Bridge is favored by merchants traveling the Dawn Way. The old Bridge is run by the Shadowbanks family, a clan of halflings a dozen strong.

11- Jarret's Sundries: The town's general store.. Jarethf Nurth buys finished goods such as clothing, pewter goods, lamps, oil, rope, tools, wine,and fOY Sfrom Brindol and Dennovar and has them shipped by wagon to Drellyn's Ferry along the Dawn Way.
For Sale: Adventuring gear, special substances and items, tools and skill kits ,and clothing. Jarett also carries a few potions of
Cure light wounds.

12- Delora 's Livery Stable: Stable things

14- The Ferry: Two enormously thick ropes span the Elsir here, affixed to a huge wooden capstan. A pair of draft horses harnessed to the capstan turns the device, drawing the ropes, to which a large flat-bottomed barge (the ferry)is secured . Another capstan and team on the far bank works a second ferryboat if needed. When drawn by horses it
takes about 6 minutes to make the crossing. The ferry is 30 feet long and 10 feet wide.
A stable by the riverbank houses the draft horses, and nearby worksheds hold spare ropes and various other materials for keeping the capstan, barges, and hawsers in good repair.
It costs 1 sp to cross on foot, or 3 sp with a mount.

15- The Dwarf bridge : The ruins of the old bridge consist of a set of old stone pylons that stand to to 20 feet above the water.

16- Gauler's Brewherhouse:Occupying the old barracks where
a small garrison of Rhestilorian soldiers formerly guarded the
bridge, the brewhouse is, of course, a brewery .A half-orc named
Gausler runs the place.

18- Sterrel's Provisioning: Ben Sterrel caters to merchants and caravans passing along the Dawn Way,selling tack, harness, food, and their stores useful for folk traveling a long distance.
For Sale: Adventuring gear, clothing, mounts (riding horses) and related gear, and transport

19- The old Ones : A small clearing in the woods on the west bank of the Elsir holds an old circle of smalls menhirs known as the "old ones" by the townsfolk. The circle has long served as a druidic sacred place,and the druid Avarthel now fends the Old Ones.


Karla makes her way to the smithy: "Hail Morlin! My name is Karla. I have the towns leave to buy whatever I want from you, on their coin. What have you got for serious battle? Anything bearing enchantments?"


Ok, so Karla left the group to go to the smythy. It is about 7:00 pm of DAy one, unless you people want to wait to the next day.

@Karla

A sturdy but somewhat shorter than average dwarf
Girl, nobody have told me about that. I have a small amount of magical weapons and armors, plus arrows and bolts, but unless you have money in hand those thing will remain in my possession

Lol!, I am pretty sure that was not the deal with norro :)


Karla curses and goes back to the others: "Where is Norro?! The smith doesn't want to hand his weapons without assurances he'll get refunded!"

It's not like I have nothing else to do than walking back and forth, shopping!!"


Karla come back to the Inn to find htat Norro have left a purse with 800 gp for the party.

remember that you also have 24 masterwork items. x2 +1 short sword and a +1 banded mail, those are at least 6000 gp ;)

rAnd also remember that the help Norro promised was more about Potions and scrolls :P


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

This may be an adequate time to split up the loot. Anyone care to give us a tally?


6,800 gp? ;p


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Not seeing much gear she's missing, Spica leads her horse Procyon to Sterrel's, where she seeks to have the horse fitted with masterwork chain barding.

Masterwork Chain "Shirt" for a horse: 4*100gp + 150 gp for masterwork = 550. Is that a correct purchase, GM? Spica will save up the remaining 583 GP from her share for later.


Karla Teg wrote:
6,800 gp? ;p

Rounding the numbers It is like 7,200 gp. So 1800 each for each of you.

EDIT: THis is assumming you sell all the gear found in the last fight.

Spica Antares wrote:


Masterwork Chain "Shirt" for a horse: 4*100gp + 150 gp for masterwork = 550. Is that a correct purchase, GM?

Not sure if by RAW you also have to multily the masterwork price. But that woudl be excesively expensive so yeah, lets say it is correct.


Female Elf Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

I doubt it's multiplied. The price doesn't rise for a larger armor, and doesn't reduce for a smaller one, nor does it change depending on the armor type. Added the extra 400 to Spica's saving. The problem with a caster is that you really just need big ticket items.


Male Human Druid (Menhir Savant) - HP 36/36; AC 21 (touch 12; flat-footed 19); Perception +14; Sense Motive +12.

Flynn walks around town, trying to learn more about the town and it's citizens. He is particularly curious about how the locals see druids, fey and other nature related creatures.

He mostly observes his surroundings, without saying much other than the occasional greeting to whoever finds the time to say hello.

Flynn has always been curious about cities, seeing them as the humanoid equivalent of bee hives. He learned long time ago that most common folk would rather have a good relationship with nature, but they often forget or don't even know how to maintain balance, and it's Flynn's duty to enlighten them.

Perception: 1d20 + 14 ⇒ (18) + 14 = 32
Sense Motive: 1d20 + 12 ⇒ (14) + 12 = 26

Flynn goes back to the inn at whatever time the party agreed to rendezvous before goin on their mission

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