The 5th Mendevian Crusade (Inactive)

Game Master Brian Minhinnick


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Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa's sword talks as they walk down to the biulding.

"Тој е во право за Демони, тие имаат извидници чување сум око на она што ги испраќа во на демонот земји"

infernal:

"He's right about the Demons, they have scouts keeping am eye on what the keep sends out in to the Demon lands."

She pats her sword and nods.

"Thats good to know Dark, ill bear that in mind"


Male Human (Shoanti) Druid 6 hp 57/57, AC 19, (T13/FF 16), Init +3, Perc +12. F+9/R+7/W+9

Cinderfang and Sun-Eater proceed as directed, ready for adventure.


Assuming that the others follow along. If any of you need to make last minutes purchases or anything else, just put it in OOC in your next post. We'll say it happened before you left.

08/18/4712 07:45 Day 2

The ferry ride across the river takes about twenty minutes, the water is fast running and smells strongly of sulfur and decay. It's an odd brownish red color. On the far bank is a small staging area where a dozen paladins arm ballistae pointed away from the Mendev side of the border. Along with the paladins are several people who could only be arcane casters, standing vigilantly in their robes. Before you stretches an open plain. It's already five degrees hotter than it was on the other side of the river. Most of the ground is dry sun baked dirt, cracked and devoid of plant life. The plants you do see are tough looking yellowish grasses, short thorn covered bushes and few and far between some short twisted trees gathered into small groves.

So where do you want to go? You can either start exploring this hex completely, or cross it heading in any direction you please. I will make a separate version of the game map for each group when I get home from work.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

show us a map with us on them and where we can go then we will, numbers for hexs and A link to the map would be usfull, slacker :)


Working on it, should be done in time for me to edit this post. It's already on the campaign info tab of the original game. Along with all the info about travel speeds.

Edit: *Here's* a version specifically for this group, I will track your progress on it, and mark anything you find. You can choose whether or not to share any information you end up with when you return to the keep. The green dot is you, in case that isn't clear enough.

*Gameplay tab* has the travel speed info. Who is the slowest one in the group?


Nathaniel, what does your eidolon form look like, and will you summon it before going on the ferry?

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

A slight grin appears upon Nathaniel's face as he gazes out over the open plain, resting against the edge of the ship.

A new land to explore and conquer... and demons to destroy, to boot! muses Nathaniel as he thinks to himself.
Demons and devils should not be taken so lightly, little one. Those of the planes think an act in ways not predictable to you menfolk.
Awake now, are you? Or are you just chastising me in your sleep? What called forth this wisdom now, my friend?
Well... the sun does shine down so very warmly. And I never miss your starting of a new venture.

His smile growing larger, Nathaniel hefts his backpack and sword as the ferry slides into the Crusade.

Onwards.
Onwards.


Bought items:
9x waterskins, 9 gold
50x trail rations, 2.5 gold
Total weight bought: 90lb

GM, i've had my eidolon summoned since this all began; Hat of Disguise, remember?


I see, I was wondering why you mentioned flying earlier. PM me what it looks like then, I'm just curious.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

ok will go for that Hax there I would give you the number but seeing how you have but no number system on its hard, so the one down and to the left flanked by 3 good sides, if we can take and hold that even with other partys is a good move.

"We shall move south west, down into the slot of land between the river bends, its safe on three sides and has littel in it, once cleared and taken it will become our staging post. This will be hard, others would have thught the same thing and gone into there, so some thing is there that made them not come back. Let us find it and scout it."

We should go for it before the other party gets to it. Its the safist looking with good points to get back across the river.

Before Rosa heads out she will ask around the guys at the fort if they know who and when any one headed into this area.


I'm gonna wait for input from everyone before advancing this, but...

The paladins tell Rosa that a few amateurish looking groups have headed in that direction over the past couple months, none have returned.


rosa will ask have any big groups headed out in any direction?

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Nathaniel is okay with all this so far. Let's go southwest!


No, that's been tried and failed too many times to count. This crusade is all about adventuring companies.


AoO:
[dice=AOO (large cold-iron demon-bane bastard sword)]1d20+16[/dice [dice=Damage]2d8+10[/dice 1
Warped Demonspawn (custom tiefling) Invulnerable Rager 10

Sounds good. I was tempted to suggest heading upwards to the nearby city (Drezen), but I suspect the cities will be hotbeds of power and it may be better to power up a bit ourselves before attempting.

Is there a way to have this show up on my campaign tab, or will I just need to bookmark it?


Bookmark, because the keep thread is already attached to the campaign. Remember you probably heard Balbeck Morann's warning that there is a vicious Marilith general who rules out of Drezen back at the inn. Which means going there is suicide at your level :P

That's four people agreed to head SW, making it a majority. Do you want to explore the hex fully? With Rosa moving at 20 feet you're looking at a four day operation.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

I vote we skip the hexes in the immediate radius, or at least don't explore them fully. Just travel through normally.


Male Human (Shoanti) Druid 6 hp 57/57, AC 19, (T13/FF 16), Init +3, Perc +12. F+9/R+7/W+9

I'm fine witextending SW to start. Until we know more, it's really just a coin toss.


Is that a vote to explore or pass through, Cinderfang?


Male Human (Shoanti) Druid 6 hp 57/57, AC 19, (T13/FF 16), Init +3, Perc +12. F+9/R+7/W+9

[ooc]Explore. I'm basically saying that this square is as good as the next until we learn more.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

"My idea is this is our test area, if we can take this area we gain land and we have joind up a cross point into the bad land for the Crusaders, we sell off the right to be on the land to the next lot and move on, this is about clearing an area not planking down in the middel of nowhere with Demons all around and thinking you can hold it, we clear we take over we move on. The red spots on this map are hotspots of demon kind, we keep away. This close in we can get back up and we can also run away of needs be. Do not forget other have gone before and not come back, That will not be us. It will be if we go running deep into bad lands, this is tainted land, we need to push that taint back. we can do a sweep in 4 days and come back here, restock and then head back out, once we feel we can hold the place we do so. We need to show we are not amaters to the powers that be. Lets survive one four, day trip and take it from there, well thats my view point."

Rosa looks at the others, then she gos and sees the paladin comander and tells him her plan, She may need back up but of they can joint the two outcrops from the river that can become a starting point to make a push to the sea and split the badlands in two, The smaller of whitch can then be take out befor the bigger. If they can get the 1st area and if they live to come back.


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

SW is fine with me. I vote we explore as we go. The last thing we need is to get caught between 2 hostile forces if we have to make a run for safety.


Bought more rations, trail x8 and rations,wandermeal x8. SW is fine by me at this point we are basically going in near blind, and because of that explore seems like the wiser choice.(For now) And damn you people have been busy, hopefully I do not miss anything.

"Well since you asked for my suggestion, on the matter. Nathaniel is the centerpiece on the account of being able to fly so he can move where he is needed despite the fact that there are people all around him. Rosa will take the other flanking position because of her size allows her to control a bigger area than anyone. Cinderfang will be the other flank and Sun-Eater will be at the front so issuing commands to him should not be an issue. Between Nathaniel and Sun-Eater will be Torin because of his choice of weapon. And last Barek will be holding as a rear guard as I believe he can hold his ground against enemies alone before someone can reach there. I am not sure how well trained Puppy is so I did not place the dog anywhere."

"As far as our journey goes I think we should first start with a stronghold of sorts near the keep. First go South-West as was suggested for a while then North and from there North-East so making a circle and if we manage to cleanse the land it is big enough area to erect a ward stone. In the case we need to return before completion we are still relatively close to the keep. Also thinking about the future, it means there is a settlement close by already. That would be my suggestion on the matter, of coarse we may discover new information as we go further in to the wilderness."


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa asks the Palidins about settelments inside the bad lands that area safe.

"I'm happy with going with Viorels mrching ordor. But Going to a Demon settelment is not a good idea for me, as for as I known there are no other kinds of settlements in the badlands, its why we are here to make the 1st none Demon one. Here is the point the past four Mendevian Crusades lead to the Crusaders making the nice keeps the Local demon Lords now live in, Not one servived so I belive. A vergin area is better for now. It may be that way becouse some thing big and bad is in it but the only way to find out is to see. The short run gives us a chance to see how we work and whats out there, small steps, this is a kind of pertrol, one sweep local see how hot it is out there then back, then biger step. Remember a lot of partys have headed out and only a few have come back. Thats my view and I think the majoraty agree, I say this becouse The paladins tell me that a few amateurish looking groups have headed in that direction over the past couple months, none have returned. We will need suport from the Crusaders here, to get that we have to show we CAN come back, heading off for miles is not the way, 4 day loop, local on land that is some what stable. Then work on bigger things, as has been said we are going in blind. Well thats my views"


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa talks to the Paladings come more then comes back.

"Now one good thing about having an evil bastard in your party is that I get to think about what I would do if I was comming here, and heres one thing I would have done. I would have signed up and headed out then stopped just outside of here.. Why, becouse I could get very rich just waiting for all thows magic item loaded greenhone dumb as bricks bricks adventures to come wandering into the wilderness. Then I would say, meet them, befriend them, and then rob them blind. or! set a nice 'help me, help me' ambush on land I know and the greenhorns did not. So keep an eye out and do not rush off to help the 1st lone soul you see stuck in a mud hole, her chums maybe just out of sight waiting for you to show your butt as you pull her out, nothing is safe out here, nothing".

Rosa smile at them then points a thum at herself.

"and just remember, your! evil bastard is right here"

She winks and then starts to head out.

"maniacal laugh, maniacal laugh, maniacal laugh"

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

As the mighty Rosa speaks and strides away, Nathaniel stops still for a moment looking at her retreating form with a somewhat stunned look on his face. Recovering, he moves over to Viorel and conspiritoraly whispers into his ear: "Dibs."


Viorel smirks accompanied with a light chuckle. He then responds in a lowered voice. "إذا كنت تعتقد أنك تشعر المقلية الحرة يمكن التعامل معها. انا غير مهتم."

Elven :
"By all means feel free friend if you think you could handle her. I am not interested, although I do appreciate that you would consider me a competitor."

He reaches for his empty journal and starts making notes to refresh his memory later when making maps.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

GM 4 days scout and patrol, whats the day night like here, normal of out of whack? With out eyes in the skys over head the idea we have an over view before. Some of have rings of Sus, so its two hours sleep per night for us, and I have a spell that dos the same of the others. That means rest is down, we march day and night. what time frame we talking with that? also my speed is silly slow, just found a whole in pathfinder, a round is 6 seconds, I move 20' walking speed in 6 seconds or I can fall over at my feet and get up at my head every round and move at the same speed. 20' hehehe


@ Rosa - What spell are you talking about? Even with a spell that removes fatigue or something without a ring for Rosa she's gonna need 8 hours rest to get her spells back. But if you find someway to go day and night without being exhausted it would essentially double your speed, minus two hours.

Everyone who memorizes spells, can you post what you took today in a spoiler with your next post please?

It's hot enough that you need endure elements if you don't have fire resistance.

08/18/4712

You head out into the boiling heat of the morning, making your way west and south, planning to travel in wide sweeping arcs exploring the land. The going is slow, and the land empty. Aside from the occasional small reptile, and tiny figures far off on the horizon, the only sight are waves of heat rising from the baked grass. After several hours of wandering...

1d100 ⇒ 83

10:45

You see a thicket of trees a short way off in the distance. Though they more resemble giant thorn bushes than any trees your used to. It's the largest gathering of plant life you've seen out here so far.

Those of you without endure elements or fire resistance need to make 3 Fortitude saves. Starting at DC 15, and going up by one each save. Wearing armor adds a -4 penalty to the roll. Failing a save gives you 1d4 points of nonlethal damage. Characters trained in survival can make a DC 15 check to avoid the heat, but need move at half speed thus reducing the whole group's speed. For everyone 1 by which they exceed DC 15, they can help another character.

Knowledge (Nature) DC 10:

For so many trees to be in one place there must be water.

Knowledge (Nature) DC 14:

Where there is water, there are usually animals.

Perception DC 24:

There's a large lumpy thing under the trees on the ground. From this distance you can't tell if it's a rock or something else.

Updated Travel Map


Perception 1d20 + 10 ⇒ (14) + 10 = 24
Knowledge (Nature) untrained 1d20 + 3 ⇒ (5) + 3 = 8

"Finally some bloody landmarks or even something resembling such...Can anyone see what that thing under the trees is? Looks like a rock but can't tell with all these heat waves rising."


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Knowledge (Nature) DC 10: 1d20 + 3 ⇒ (14) + 3 = 17

Knowledge (Nature) DC 14: 1d20 + 3 ⇒ (17) + 3 = 20

Perception 1d20 + 3 ⇒ (18) + 3 = 21

Spells:

O Level 4/4 Unlimited
Detect Magic
Anvil Sparks
Resistance
canny effort

1st level 0/5+1/11
D-> Disguise Self
Endure Elements (used every dad)
Shield of Faith
Protection from Chaos
poison weapon
Detect Chaos

2 Level 0/3+1/1
D->Invisibiliy
Cure moderate Wounds
Summon Monster II
Heroic Fortune

3 Level 0/2+1/1
D->Dispel Magic
Summon Monster III
Channel Vigor

spell cleric 3ed level Core Rules nap stack:

Nap Stack

Nap Stack

School necromancy; Level cleric/oracle 3
CASTING

Casting Time 1 minute
Components V, S, M (a little silk pillow worth 100 gp)
EFFECT

Range 30 ft.
Area 30-ft.-radius emanation
Duration 8 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You reduce the amount of uninterrupted sleep or rest creatures within the spell's area need in order to recover from injuries, regain spells, or other special abilities to 2 hours instead of the normal eight. In addition, if creatures continue to sleep or rest beyond the initial 2 hours, every additional 2 hours counts as a day of rest for the purpose of recovering hit points, ability damage, as well as for enduring diseases, poisons, or other afflictions. This means 8 total hours of sleep counts as 4 days for natural healing and for saving throws as diseases or similar afflictions run their course. When suffering from diseases, poison, or other afflictions, sleepers experience vivid dreams that help them track their recovery. If things go poorly they can, at any time, wake themselves up in order to seek a better alternative. If awoken or otherwise disturbed during this 8-hour period, creatures may return to sleep but they no longer enjoy the benefits of the accelerated recovery time. Creatures can only enjoy the benefits of this spell once in any 1-week period.

so for one night only 2 hours GM

I think rosa will do this last day.
spells


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Spells:
0th: Detect Magic, Create Water, Stabilize, Read Magic
1st: Protection from Evil, Bless x2, Shield of Faith + Longstrider
2nd: Weapon of Awe, Darkness, Align weapon+ Remove Paralysis
3rd: Deeper Darkness, Summon Monster III + Fly

Torin will use one of his scrolls of endure elements

Perception: 1d20 + 14 ⇒ (7) + 14 = 21

@Viorel:"Can't say that I can see it, but maybe we should investigate."

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Perception:1d20 + 12 ⇒ (17) + 12 = 29
Fort 1:1d20 + 7 ⇒ (8) + 7 = 15
Fort 2:1d20 + 7 ⇒ (16) + 7 = 23
Fort 3:1d20 + 7 ⇒ (14) + 7 = 21

Any ideas?
Trap? Ambush? Bugbear droppings? Why should I have the faintest clue?
Alright, alright, I was just wondering.

"I can see it too... I hope it's a rock, because if its droppings then I have no desire to be anywhere near the creature which deposited them..."


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa brings puppy up, and shows him the trees.

"We best get under cover, we can see it, but if we are lucky it can not see us yet, get ready then then some one shoot it from range see what the hell it is. Eyes in the skys tell us what it dos when shot."

She gets a good grip on her greatsword and hankers down some ways away.


Fyi, if this thing is sh*t you're about to walk into godzilla's toilet. It's at least a couple meters tall and a little bit wider.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Nathaniel nods. "As you command, giant lady." Tapping his top hat, it glows golden for a moment before the entirety of his body appears to shrink, and then, the final touch, turns the same colour as the sky. Nathaniel flies straight upwards, slowly so as not to cause any alarm, and observes the creature carefully from a height of approximately 60ft.

All of you:
You hear Nathaniel's whispered voice-"I am using a spell to communicate. Whisper and I will hear you."

Not sure whether I need another perception check, but thought I would given the change in height.
1d20 + 12 ⇒ (12) + 12 = 24


When did you cast Message? I'm assuming just now, which is fine. But I'd like everyone to say whenever you cast a spell in OOC text please. Are you just flying straight up above your group, or to sixty feet above the grove of trees?

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Sorry, just now, and yes, straight up.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

"how about a look around before we shoot, whats on the other side, if they are a hard do not want to upset 40 odd"

Whipers Rosa to Nathaniel


From the aerial viewpoint over the group, Nathaniel's view is actually worsened, as the foliage is thickest near the top of the trees. He's pretty sure it would also help hide him from view if we flew in for a closer look. The trees are giving the lump cover from where you're at, and giving you cover from the lump. If you stay high in the air there's a good chance it won't see you, assuming it is alive and that it sees at all.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

"Detect Choas on the trees if you can, lets hope there not one bloody big demon form"


Map

The black square is where the shape is. You can zoom in for a better view.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Fly in closer, the trees should protect you from sight.
That will take me out of range of the messaging spell... hmm I wonder...

"I am going to go in and take a closer look. You won't be able to hear me any more; I will flash green if everything is tickety-boo, orange if you should stay still, and red if I am imminent danger of being diced by demons or the like."

So saying, the small sky-shaped blob that is Nathaniel slowly and silently moves closer to the group of trees.

Remaining at the same height, moving to G27.


Nathaniel gets a little more than halfway to his intended destination before he can make out clearly what the thing is. Lying in the dust under the trees is a large black elephant. Its hide has the color and sheen of anthracite coal. Its four long sharp tusks have the smoky color and consistency of chipped obsidion. The great beast's eyes are closed, and at first glance could be mistaken for a statue. Then Nathaniel notices its massive flanks slowly rising and falling as it breathes. Scattered around it are various bones, and in the center of the grove is a shallow puddle of stagnant water, swarming with insects.

Just FYI if this breaks out into combat, the squares with trees are considered difficult terrain.


AoO:
[dice=AOO (large cold-iron demon-bane bastard sword)]1d20+16[/dice [dice=Damage]2d8+10[/dice 1
Warped Demonspawn (custom tiefling) Invulnerable Rager 10

Barek quietly shrugs off his longbow and nocks an arrow, awaiting Nathaniel's sign.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

A black elephant? Look at the size of the thing...
I do not know if the colour of its skin means anything on this mortal plane... but I would be cautious.
Agreed.

The back of Nathaniel's body (the part facing away from the creature) glows a dull orange, and he glides back to his friends. Once within range, he points his finger at them and casts a spell of messaging. Message
"It is an elephant, with black skin, and four tusks. There is a small watering hole, stagnant with flies, and many bones. It is asleep, and seems to not have detected us."


You're already within range. So I left you there, wanna be somewhere else?


Male Human (Shoanti) Druid 6 hp 57/57, AC 19, (T13/FF 16), Init +3, Perc +12. F+9/R+7/W+9

Cinderfang casts Endure Elements on himself and Sun-Eater, so no fortitude saves

Perception 1d20 + 12 ⇒ (5) + 12 = 17
Sun-Eater's Perception 1d20 + 7 ⇒ (9) + 7 = 16
If I can still make a Survival check to help others...
Survival 1d20 + 12 ⇒ (4) + 12 = 16

Memorized Spells:
1st Level
Entangle*
Longstrider*
Endure Elements x2 (cast)

2nd level
Aspect of the Bear*
Fog Cloud*
Warp Wood*
Delay Poison*

3rd level
Cure Moderate Wounds*
Spike Growth*
Sleet Storm*


Male Human (Shoanti) Druid 6 hp 57/57, AC 19, (T13/FF 16), Init +3, Perc +12. F+9/R+7/W+9

Does that description mean anything to me?

Know Nature 1d20 + 10 ⇒ (5) + 10 = 15

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

I sit still then, until I hear their response.


@ Cinderfang - Yeah, you can, but it would slow the party to 10 feet/round. The only person who needs to make saves is Nathaniel. Which he already made.

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