Shifty Group Runelords (Inactive)

Game Master Nik B.

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Male Human Paladin 10| AC 28 T 14 FF 26 | HP 99/99 | F +15 R +10 W +13 | Init +2| REACH

"Maybe." Karlan responded. "Understand this is not a reward. It's mercy. It's trying to turn something vile into something of worth to a people who've only been victimized. And its under the trust that you're sincere in your desire to be left alone. But if you betray this trust, if the people, or the rangers, or the guard find out that you've returned to old habits."

Karlans face adn tone darkens. "Your life will be forfeit."


Female Changeling(Hulking) Bard/10 (HP: 82/82; AC27; FF23; T14; F+7, R+11, W+7; Perc: +11, Init +10)

Standing next to the paladin, Ailetha nods in agreement, her arms crossed in front of her and staring at the hags with no showing of her usual merry nature.

We shall always be guardians of Turtleback Ferry. If word should come of you harming any intelligent non-evil life, we shall be back in the blink of an eye, and next time there shall be no negotiating.

Sczarni

They seem satisfied enough with the proposal "We'll be right here maintaining our appearances, perhaps one day our princes will arrive..." then there is a spark in the humpacks eye "...but should things change for you, good knight, you know where to find us" the look salacious and scandalous.

With everything calm and tranquil, given the circumstances, it eventually becomes clear that there is some greater magic operating on the hags - that they truly see themselves as captivating beauties and are completely transfixed on finding a quiet spot to endlessly weave their magic to sustain their 'youthful appearances' - you wonder if they are under a mighty curse of divine proportions.

***

The caves now cleared, the Hags dealt with, a giant in chains, and a dead body packed away - the party is now in the position of determining the next course of action.


Female Aasimar Cleric 10 hp 81/83; AC 22, FF 19, T 14; Channel Energy (5d6) [8/10]; Touch of Good [8/9];Agile Feet [9/9];Holy Lance [1/1] Fort: +12, Reflex +10, Will +17; Init +3, Diplomacy +19, Perception +17

"So with the threats all dealt with here in the cave, I'm happy to teleport some of us back to Sandpoint to give a warning. Which of you wish to join me?"


Female Changeling(Hulking) Bard/10 (HP: 82/82; AC27; FF23; T14; F+7, R+11, W+7; Perc: +11, Init +10)

How long is it to Turtleback Ferry? And how long from there to the ghost Princess? How long if we are walking that is?

I am asking because we need to accomplish things at both places, and only have one person who knows how to teleport.

My plan would be for Celestra, and someone else, probably Karlan who has been deputized, to teleport to Sandpoint to report about the giants attack. It should probably be two people, probably Bree or Sable, since she can take 3 people with her which would allow her to get the rest of us on the second trip. She would then teleport back to Turtleback Ferry, a well known locale, tomorrow while the rest of us head to the ghost to return the body. After returning the body, we would meet her at Turtleback Ferry, and then all teleport to Sandpoint the following day.

Sczarni

The trip back down the mountain would take about a day and a half (faster than getting up, that's for sure) and its a day downriver to the Ghostlady...


Male Human Weapon Master 6 ~ Inv. Rager 4 | AC 24 T 13 FF 22 | HP 129/129 | F +14 R +6 W +7 | Init +2

'Oh, they're definitely hideous...looks like the crew is getting soft. Its a gods damned shame.' Kabal replied quietly to Bree. A part of him wished they were a million miles away but Kabal wasnt much on wishing. 'Come on, lets see whats up.' and he took her by the hand and strode back towards the others.

'So what's the plan? Sounds like we need to get a move on. Maybe the rangers can help with getting word to Sandpoint. Hopefully there still set up out side here.'

Kabal kept his eyes on the hags just knowing they would try to stuff one of them in their cookpot if they had half a chance.


Male Human Paladin 10| AC 28 T 14 FF 26 | HP 99/99 | F +15 R +10 W +13 | Init +2| REACH

"We're talking it over. Celestra may have a way to get us there faster and still finish affairs here. Come on we still have to let the army outside know what's going on." Karlan says leaving the cave.


Female Human Rogue-Knife Master/10 (Init: +4)

Bree shakes her head in bemusement as Karlan seems to say pretty much the same thing that Kabal just said. She doesn't understand these new people at all, and wishes that Harry had at least stuck around long enough to translate for her. She shrugs her shoulders and starts towards the exit, Kabal's hand still in her own.


VC - Sydney, Australia

Ok someone toss me a summary and a general outline and I can then tidy up :)


Male Human Paladin 10| AC 28 T 14 FF 26 | HP 99/99 | F +15 R +10 W +13 | Init +2| REACH

I believe the general plan is to let them know the hags are down there and they agreed to offer their services to the town in exchange for amnesty. Karlan will let them know they are evil and quite likely mad but in that less harmful and easily dealt with way. Essentially they'll be prisoners in there own mountain who work to the benefit rather than the detriment of the town and the rangers. As long as they're treated with some measure of kindness this should turn out to be a beneficial relationship.

After that we have to split between the ghost and warning the town Karlan should go to sandpoint but at the same time I recall one of the only ways we even got to the ghost was Karlan's not insignificant aura against fear. We could try to enter the swamp together and if we face the same obstacle we can decide than.


VC - Sydney, Australia

Karlans immunity to fear and the radiation of his divine awesomeness was what pretty much turned the horror swamp into a theme park :)


VC - Sydney, Australia

The band of heroes explains the finer points of the Three Hags and initially all look somewhat perplexed, however after some conjecture, and the realisation the Hags might have some uses for good (possibly be petitioned to stop the worst of any storms, important given the state of the Dam) they warm to the idea.

Rushing to the Shimmerglens, the group finds the navigation to its centre a lot easier, even though the dark terrain has somehow become even darker and less forgiving – a sense of anger and rage somehow being exuded as the Ghost was drawing closer to her deadline.

Hearts started to fall after Celestra raised the problems with recovering the dead Ranger, that reincarnation was known only to be effective for a short period, there was no raising the dead if they’d been repossessed as an undead vessel, and there were doubts to anyone having faith to call on a true resurrection. How this news is going to be taken is cause for concern...

As the party arrives at the meeting place, the ghostly form coalesces and begins turning into the spectre of the broken fae creature.

OK you have a dead Ranger, some concerns, and some talking to do...


Female Human Rogue-Knife Master/10 (Init: +4)

We really don't want to leave this part up to Bree, folks :D Probably best to not let Kabal start talking either, lmfao.

I think he forgot to mention it here, but Dragonblood472 (Sable) is out of commission for a few days at least, his son was born yesterday and so he's doing the new dad thing!


VC - Sydney, Australia

This is the end game of Book 3, so what happens here closes the final chapter before we move to Book 4


Female Changeling(Hulking) Bard/10 (HP: 82/82; AC27; FF23; T14; F+7, R+11, W+7; Perc: +11, Init +10)

I figured that Karlan or Celestra would be the ones doing the talking here.

Ailetha, uncertain as to why the more religious types were not stepping forward, takes a step toward the ghostly fey.

Gaining her composure, she speaks:
My Lady, Princess of this land. We have done as you requested. We travelled to the horrid Hook Mountain lair where your beloved was being kept. He had been turned into an undead, a wight I believe. But, there was clearly some of his sentience left as he continued to fight with his bow rather than undead powers as most wights would. We killed the wight that controlled your Lamatar, and also the evil stone giants who ruled the caves. We have since returned with the body of your beloved, as well as his prize bow and other equipment.


VC - Sydney, Australia

Will summarise and wrap tomorrow night, just in case of any last minute thoughts etc... ie how Celestra's knowledge/issues might be handled :p


Female Changeling(Hulking) Bard/10 (HP: 82/82; AC27; FF23; T14; F+7, R+11, W+7; Perc: +11, Init +10)

No clue where DMHW/Celestra is. School started for him this week, but he is usually around.


Female Aasimar Cleric 10 hp 81/83; AC 22, FF 19, T 14; Channel Energy (5d6) [8/10]; Touch of Good [8/9];Agile Feet [9/9];Holy Lance [1/1] Fort: +12, Reflex +10, Will +17; Init +3, Diplomacy +19, Perception +17

Celesta approaches the ghost binging the wrapped corpse with her. "I am most sorry for you loss, my dear. It breaks my heart to tell you, but your love was probably tortured and broken before being tuned into a wight. His original spirit is no longer in control of his remains and I'm not sure that he can be reincarnated. I give him my blessing and the blessing of Cayden Cailean as I leave him with you. I am sorry that I could not have done more, but I leave him in your loving care in the hopes that you find solace. May you feel peace once again and become whole once again."

Celestra steps toward the ghost and humbly lays down the corpse. She then steps back politely after leaving him at her side.

Diplomacy to express empathy and ease tensions: 1d20 + 19 ⇒ (8) + 19 = 27

"My heart reaches out to you and I tell you that I feel your grief. I too have lost my dearest love and I too feel a great loss in her absence. I just wish you healing and offer all of my compassion for you. I truly hope that you can find love again!"


Female Human Rogue-Knife Master/10 (Init: +4)

Fearing that the deranged spirit is not going to take kindly to this news, Bree crosses her arms beneath her chest resting her finger tips on the daggers that are now in easy reach. She shifts slightly from foot to foot keeping her knees bent, ready to move quickly if she needs to.


VC - Sydney, Australia

The ghostly form of Myriana solidifies.

She looks at the party with grave concern and is troubled deeply by what she hears, but her concern breaks as she looks at the bent, twisted, and hacked body of her former love – it dawns on you that in a way they bear a similar appearance, both once beautiful but now profoundly broken.

As she draws closer she becomes overjoyed, and she begins weaving a spell as she caresses him gently and tenderly – an impossibility – thinks Celestra, the magic cannot work. The body begins to repair and transform, taking on a distinctly elven appearance. You are stunned when you see the chest begin to move.

There is a nimbus of light glowing within Myriana, she looks to Celestra who offered warmth and consolation in her hour of need, and the light extends to the Caydenite like a warming caress.

Lamatars eyes flicker open, a look of shock on his face then suddenly a smile - matched by Myriana!

The reunited lovers have barely two heartbeats together when Myriana begins to fade away softly, still smiling... and moments later she vanishes, never to return.

The light remains within Celestra who knows now how it all came to be, such a powerful love could not be overcome even by death, and the strength of it broke the bounds of what was thought to be possible.

Celestra:

Inspiration (Su) A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craftchecks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.

Tending to Lamatar, he is disoriented but soon understands what happened. He is at first shamed by his failure to protect both Fort Rannick and his lover, but decides not to waste the new life she gave him. He becomes the new guardian of Whitewillow and the Fey community, and will not return to civilization.

As Karlan watches, Whitewillow and the Shimmerglens start losing their darkness – he can already see that this once beautiful place is already being mended, and he knows he was at the heart of making that happen.

End book 3!
Loot split is 10,000gp each


Male Human Paladin 10| AC 28 T 14 FF 26 | HP 99/99 | F +15 R +10 W +13 | Init +2| REACH

"Right, we've got an army to race."


Female Aasimar Cleric 10 hp 81/83; AC 22, FF 19, T 14; Channel Energy (5d6) [8/10]; Touch of Good [8/9];Agile Feet [9/9];Holy Lance [1/1] Fort: +12, Reflex +10, Will +17; Init +3, Diplomacy +19, Perception +17

"It is clear that love is a very powerful magic! I would not have thought such a thing was possible, but their love has brought him back to life. We would do well to remember that in the difficult times that lie ahead."

"Well, my friends, even though my heart has been lightened, we still need to make haste and return to Sandpoint to bring them news of the danger they are in. Which of you will accompany me?"


Female Changeling(Hulking) Bard/10 (HP: 82/82; AC27; FF23; T14; F+7, R+11, W+7; Perc: +11, Init +10)

Ailetha looks around the group.

My advice is that Sable and Karlan accompany you. Bree, Kabal and I shall return to Turtleback Ferry where we will meet you tomorrow. Then we can all return to Sandpoint the next day.


VC - Sydney, Australia

With that the party begins the transition to Sandpoint, to find it a town unaware of impending doom...

Next book starts Friday afternoon my time :)

I assume you have the ability to purchase what you need with the 10k each


Female Human Rogue-Knife Master/10 (Init: +4)

Open to gear/upgrade suggestions.


Female Human Rogue-Knife Master/10 (Init: +4)

Got a pair of Jaunt Boots and am hanging on to the rest for now. Ready to move forward.


Male Human Paladin 10| AC 28 T 14 FF 26 | HP 99/99 | F +15 R +10 W +13 | Init +2| REACH
Bree Longfield wrote:
Open to gear/upgrade suggestions.

Basic upgrades+mobility or ranged stuff for you and kaal in particular.


VC - Sydney, Australia

The party begins leapfrogging back to Sandpoint.

Upon arrival, they find everything is very much business as usual.
The sound of the ocean, the waves lapping on the beach, the gulls cawing as they anticipate a free lunch from the fishermen unloading their catch in Sandpoint harbour - and the noise and smells of various cottage industries plying their trade.

You even manage to get the passing hello from friendly locals who recognise the heroes of Sandpoint.

They clearly have no inkling of what is coming.


Female Human Rogue-Knife Master/10 (Init: +4)

Bree looks around at the calmness of the town before asking Karlan, "Alright, who do we talk to? I'm guessing we shouldn't run around warning every person we see of their impending doom. Unless you're wanting a riot; I'm sure we could find something worth looting in the chaos."


Male Human Paladin 10| AC 28 T 14 FF 26 | HP 99/99 | F +15 R +10 W +13 | Init +2| REACH

"Well we start by telling the sheriff, then we tell the council, followed by the harbor master, check back with the sheriff, rally the militia, find out where the army is, see how much time we have, discuss with the council again, organize a defense or an evacuation, and if we have time try to get support from Magnimar, Riddleport, and if we're really lucky Korvosa." Karlan says in rapid success as he heads for the Sheriff's office through now familiar streets.


Female Human Rogue-Knife Master/10 (Init: +4)

Bree can't help but to scoff as she follows the Paladin, "Riddleport? Really? Have you, uh, have you ever been to Riddleport?"


Male Human Paladin 10| AC 28 T 14 FF 26 | HP 99/99 | F +15 R +10 W +13 | Init +2| REACH

"If we don't succeed here there might not be a Riddleport to go to."


Female Human Rogue-Knife Master/10 (Init: +4)

She mumbles to herself, "That probably wouldn't be the worst thing to happen..."


Female Changeling(Hulking) Bard/10 (HP: 82/82; AC27; FF23; T14; F+7, R+11, W+7; Perc: +11, Init +10)

Any thoughts on equipment for Ailetha? I can be boring and just upgrade her Ring of Protection and Cloak of Resistance. But something else would be more fun.


VC - Sydney, Australia

Moving forward...
Karlan is just the right person for the job. With both experience and authority, he alerts the correct people and the militia is called out - there is a sense of urgency and concern, but not panic.

Barricades are hastily raised, buckets of water located at strategic points, and by and large most people keep foot traffic to a minimum. It is a long afternoon that leads to a fatigued evening. The occasional calls from watchmen mark the hours in the darkness, and every once in a while there is a flurry of action as a false alarm is raised.

The morning sees most people tired and restless as first light breaks.

DC30 Perception

Indicate where your location(s) is/are generally...map is loaded

Liberty's Edge

Male Elf Witch/10 (HP: 27/27; AC15; FF13; T15; F+2, R+5, W+10; Perc: +31, Init +2)

Perception: 1d20 + 31 ⇒ (8) + 31 = 39
Or if Visual
Blind Perception: 1d20 + 29 ⇒ (9) + 29 = 38

Sable will stay near Bree, wherever she happens to be.

Sorry for the delay, son has colic. Will update with purchases when able.


Male Human Paladin 10| AC 28 T 14 FF 26 | HP 99/99 | F +15 R +10 W +13 | Init +2| REACH

Perception: HA ha, no.

Karlan will be sleeping at the barracks for the duration of the potential siege after ensuring as many soldiers as possible are armed with appropriate longspears and pikes.


Female Aasimar Cleric 10 hp 81/83; AC 22, FF 19, T 14; Channel Energy (5d6) [8/10]; Touch of Good [8/9];Agile Feet [9/9];Holy Lance [1/1] Fort: +12, Reflex +10, Will +17; Init +3, Diplomacy +19, Perception +17

Perception: 1d20 + 17 ⇒ (13) + 17 = 30

Celestra returns to Rusty Dragon and makes herself at home, visiting with Bethana.

"Bethana, my dear! How have you been? It looks like you have been keeping the Dragon up and running! Oh how I've missed you! You would not believe all of the adventure I have been on."

Once she settles in, she moves to more serious business.

"So, Bethana, I trust you have heard of the oncoming threat from the gathering army of giants from the Storval Stairs?"


Female Human Rogue-Knife Master/10 (Init: +4)

Bree likely spends her time waiting in the one place in town she'd feel the most comfortable - the tavern.

Perception
1d20 + 13 ⇒ (20) + 13 = 33


Female Changeling(Hulking) Bard/10 (HP: 82/82; AC27; FF23; T14; F+7, R+11, W+7; Perc: +11, Init +10)

Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Ailetha spends most of her time encouraging the town and raising their morale, unfortunately she is not really paying attention.

Sable, my guess is that Celestra will have memorized a Remove Blindness spell.


Female Aasimar Cleric 10 hp 81/83; AC 22, FF 19, T 14; Channel Energy (5d6) [8/10]; Touch of Good [8/9];Agile Feet [9/9];Holy Lance [1/1] Fort: +12, Reflex +10, Will +17; Init +3, Diplomacy +19, Perception +17

Sable, are you blind? I am sorry if I missed that. I am happy to prepare Remove Blindness if needed. Just say the word."


Female Changeling(Hulking) Bard/10 (HP: 82/82; AC27; FF23; T14; F+7, R+11, W+7; Perc: +11, Init +10)

He has been blind since the fight with the Stone Giant.


Female Aasimar Cleric 10 hp 81/83; AC 22, FF 19, T 14; Channel Energy (5d6) [8/10]; Touch of Good [8/9];Agile Feet [9/9];Holy Lance [1/1] Fort: +12, Reflex +10, Will +17; Init +3, Diplomacy +19, Perception +17

On the first night of rest from that battle, Celestra would most certainly have prepared Remove Blindness. She would then cast it first thing in the morning. She is here to serve, and if she is not being of service, she is simply unaware of a situation. This always makes me wonder if I should always leave one slot of each spell level empty so that she could prepare a spell if needed. The problem is that I may go without ever using that slot during the day.


Female Changeling(Hulking) Bard/10 (HP: 82/82; AC27; FF23; T14; F+7, R+11, W+7; Perc: +11, Init +10)

Empty slots are always good - skip a Remove (Disease, Restoration, etc) spell. They are usually not time sensitive, so taking 15 minutes to get them is not likely to kill someone. Pretty much any long term buffing spell or healing type spell (other than the Cure spells that you can spontaneously cast) can be done via an empty slot.


VC - Sydney, Australia

What a shame the most perceptive people who would best spot signs a pending stealthy attack are all firmly ensconced in a tavern...

Bree, Sable, and Celestra are enjoying fresh breakfast in the tavern, Celestra has just finished Bethana if she has heard about the pending attack when the question becomes moot.

The thunderous crack of stone against stone rings through the air. As Sandpoint discovers itself under attack, screams and cries of terror mingle with the growing howls and roars of the attacking giant army that seemed to materialise out of the dawn mists undetected.

Sir Karlan notes a few of the militia hoofing it to the cathedral to ring the bells to alert the whole town.

Karlan is at the Garrison (Location 10)

Kabal is probably with him (?)
Ailetha, tavern or Garrison?

Bree, Sable, and Celestra are at the Rusty Dragon (location 37)

Distance between the Garrison and the bar is ~700'
Garrison and the gate is about 600'

Over to you guys.
Battle Prelim
Initial actions?
[ooc]Assume 5 rounds worth of prep and movement and that you can leave from your present location immediately[/oov]


Female Aasimar Cleric 10 hp 81/83; AC 22, FF 19, T 14; Channel Energy (5d6) [8/10]; Touch of Good [8/9];Agile Feet [9/9];Holy Lance [1/1] Fort: +12, Reflex +10, Will +17; Init +3, Diplomacy +19, Perception +17

I am assuming we've had a night of rest since Celestra teleported to Sandpoint. If that is not the case, kindly let me know.

"Bethana, our visit it cut short! Go and hide until the all clear is announced. We must go now!"

"Bree, Ailetha, Kabal, let's go! Connect hands and we will teleport!

Rounds 1-3
1. Celestra casts Longstrider
2. Celestra casts Bless
3. Celestra casts Teleport (Grabbing Ailetha, Bree, and Kabal). Celestra will select a location halfway between the garrison and the wall, a familiar location on Cliff street near building 4.

I will wait and see that we are all there safely before casting Blessing of Fervor. Can we see if the front gate is still intact?


Female Human Rogue-Knife Master/10 (Init: +4)

Were Ailetha and Kabal with Celestra and Bree? I know Sable was, but Shifty assumed Kabal was with Karlan at the barracks and Ailehta wasn't specified.

"Bloody hell. Can't even have five minutes for a drink," Bree begins to head towards the door, drawing daggers along the way when she catches Celestra's words and pauses. Hesitantly, she slips the daggers back home and bracing herself for contact she extends her hand to Celestra, sliding her other hand into Sable's.


Female Aasimar Cleric 10 hp 81/83; AC 22, FF 19, T 14; Channel Energy (5d6) [8/10]; Touch of Good [8/9];Agile Feet [9/9];Holy Lance [1/1] Fort: +12, Reflex +10, Will +17; Init +3, Diplomacy +19, Perception +17

Sorry about that. My mistake. Celestra grabs hands with Bree, Sable, and Ailetha if she is with us.


Male Human Weapon Master 6 ~ Inv. Rager 4 | AC 24 T 13 FF 22 | HP 129/129 | F +14 R +6 W +7 | Init +2

Seeing the men run to the alarm bells, Kabal rises and stretches before barking a rough 'Looks like the party is about to start. Sandpoint better have their steel sharpened for this one. '

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