The Conquest of Ambervale

Game Master Nicos

New Aldwall

Freeform class selection

Party's crafted stuff:

Cloak of the mistpine sage: Wilshape into an owl as a druid of equal level.

Party's unusual loot:

June's waterlily: Work like a potion of restoration
Rainbow spider potion x5: +10 against emotion based spells and effects
greater heroism and good hope as the spells
Duration: 5 minutes

Potential ingredients for magic creation:

Pieces of defeated enemies can be used to enchant/create magic items. The party have defeated the following creatures

- An giant owl with ice powers (used)
- A quasit and a shadow demon (used)
- A winterwolf (used)
- Horn from a (modified) tentacled horror
- Parts from Ice golems.

NPC Cast:

people of Aldwall
Mithakilis: Male-Halfling. Ruler of Aldwall. Friend of Vendrick.
Liro: Female-Human. Owner of the Riverside inn. Friend of Desmond.
Mirelle: She is a mystic theurge of renown cowardice
Kiddu and Lilly: Homeless childs. Friends of Desmond
Sven's team: Composed by caring Maya, Impulsive Will, and quiet and insightful Sin.
Amra: Sven inmediate superior in the chain of command.

Goblins
Vraljyiya: Female-Goblin. Mumbler of curses.
Ashorgal Manyblades: First king of Tuskkeep. Apparently of incredible badassitude.
Kayiqard Manyblades: Younger brother of Ashorgal. Fratricidal. Killed by the judgement of Tuskkeep Royal crown.
Fizb Manyblades: Older brother of Ashorgal. Dead 20 years ago. He is now a ghost bonded to room of Tuskkeep castle.
Zeedald Pepperclamp: Male-Goblin. Formber goblin ambassador in Aldwall. Temporary ruler of Tuskkeep.

The Toothless: Described to you as "the oldest goblin. So far She is an enigmatic figure of power in the tundra clans. Apparently, in the past she has partially predicted two of your movements.

Ambervale locations:
Peaks of death and despair: Lots of volcanoes, poisonous smokes, some few red dragons and demons roams...the surface. Not much reports of what is below, the communication with the dwarfs of there was lost more than 20 years ago.

bitterblood swamp: Marsh goblins and Lizardfolks constantly at war. Two years ago an adventuring party killed black wyrm there, quite a success. An actual standard place for adventurers.

Whispering forest: The standard forest filled with undeads. The bodies there sooner or later are reanimated as some kind of undead, and sometime adventurers go crazy saying the forest is telling them stories. When the undead population is growing Aldwall pays for every undead destroyed, standard stuff.

Mistpines:

Fangwoods:

Tanglewoods:


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Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

...?


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

So what should Vendrick do, since Scavion has abandoned us for Destiny or something again?


Vendrick failed his will save and is running in fear. Is your guys turn.


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Hey, wait! Now that the demon is in regular darkness, shouldn't we be seeing him perfectly with our goblin darkvision?


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

You need to start saying when it's our turn again because otherwise I don't know.

Anywho, summoning a single lantern archon here is pretty pointless. It gets 1 attack at +3 vs Touch...which on an Incorporeal creature is the same as its normal AC, and deals a flat 1d6 damage.

Gore: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d6 + 11 ⇒ (1) + 11 = 12

Bite: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d4 + 11 ⇒ (4) + 11 = 15

Claw: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d6 + 11 ⇒ (5) + 11 = 16

Claw: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d6 + 11 ⇒ (6) + 11 = 17

Hoof: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Hoof: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 6 ⇒ (4) + 6 = 10


The creature is now invisible since it vanished used the dim lights, so that would need miss chance rolls. And, the guy have DR also (I think is a rule you know when a creature attacked have DR, the same scenario happened in Blackest scale I don't remember the answer). Anyways, you are right, I should point out when is your guys turn.


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Studied Katana: 1d20 + 15 ⇒ (1) + 15 = 16
Damage: 1d8 + 15 ⇒ (5) + 15 = 20

:C


Desmond feels his skin being pierced and the wound to freeze.

HAHAHA! - You both hear in your mind.

The attack make the shadow creature to become visible, but it agian disappear in front of you, melting with the darkness of the place.

Touch: 1d20 + 11 ⇒ (14) + 11 = 252d6 ⇒ (5, 5) = 10

-so, you guys turn.


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

Miss chance last turn: 6d100 ⇒ (25, 72, 95, 23, 84, 1) = 300

"Die already."

Miss Chance this Turn: 6d100 ⇒ (21, 9, 3, 64, 30, 35) = 162

...

Claw: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d6 + 11 ⇒ (2) + 11 = 13


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

Demons! The goblins consort with demons! Aldwall must be warned! Vendrick thinks to himself as he whisks down halls.


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

I think this is our second to last round of Haste.

Miss chance: 2d100 ⇒ (47, 66) = 113
So the first attack misses, the Haste attack doesn't...at least not because of that.

1d20 + 16 ⇒ (6) + 16 = 22
1d8 + 17 ⇒ (8) + 17 = 25

"Whoa whoa, bad touch!"

Desmond prepares to parry the demon if it tries to touch him again.
Parry: 1d20 + 16 ⇒ (3) + 16 = 19
Riposte: 1d20 + 16 ⇒ (14) + 16 = 30
1d8 + 17 ⇒ (3) + 17 = 20

The dice have forsaken us ;__;


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

...Have we had Haste this whole time?

Add a +1 to all my hits then. And spare Gores.

Concealments: 2d100 ⇒ (31, 16) = 47


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Yeah, I just haven't been making good use of it between moving around and non-Quick Studying. Also keep forgetting about the +1, but that doesn't seem to be making a difference.


I have a doubt, does DR apply before half-damage from incorporeal or after?...anyways

The combined and desperate attacks of you both hurt the creature but it doesn't kill it

touch attack vs sven: 1d20 + 1 ⇒ (8) + 1 = 92d6 ⇒ (6, 6) = 12

THe creature attacks sven but fails and then decides to escape flying at great speed (yes it provokes). So, either you kill it with the AOOs or it escapes (it is way too fast for you so don't even try to chase it).

After two minutes or so, Vraljyiya and vendrick return

Healing hex Sven: 2d8 + 5 ⇒ (7, 4) + 5 = 16


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

AoO: 1d20 + 11 ⇒ (19) + 11 = 30

1d100 ⇒ 25

I'm moving at 70 feet right now, are you sure it's too fast?


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

miss: 1d100 ⇒ 71
AoO: 1d20 + 16 ⇒ (4) + 16 = 20
dmg: 1d8 + 16 ⇒ (1) + 16 = 17

F~!% YOU TOO DICE!

"Bah...I hope you wander into another patch of deep darkness and smack your head on something!"

While waiting for Vraljyiya and Vendrick to come back, Desmond speaks up again.

"Uh, Sven...I just thought of something...would simply lighting a torch have helped against that thing?"


Sven Blodsvin wrote:


I'm moving at 70 feet right now, are you sure it's too fast?

...I forgot about the haste thing, you can chase it


Desmond Alfonio wrote:


"Uh, Sven...I just thought of something...would simply lighting a torch have helped against that thing?"

Not really...but

Quote:
"The hall is decorated with a shelf filled with swords, and as with the rest of the place the window and the curtain are closed."


........................................................

To be fair, it's been almost a month since this room was described to us.


I can't argue against that. And actually, there is no miss chance in that last attack, so sven can roll damage


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

Damage: 1d6 + 11 ⇒ (4) + 11 = 15


I was about to post the creature actions but those were your AoO, it is your turn.


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

Sven charges at the thing.

"We can't just let a demon run loose."

Gore: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d6 + 11 ⇒ (2) + 11 = 13


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Whoops, I could've sworn I made a post earlier.

"You're right, that wouldn't be any fun!"

Desmond follows Sven's example, charging at the monster as fast as his human legs can carry him.

Katana: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d8 + 15 ⇒ (2) + 15 = 17


With desmond last strike the thing dies and dissolve into nothingness.


So, you reunite again. What do you do?


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

"Hah! You're going back to the shadow plane in a...shadow...casket!"


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

"Onward! To the, uh, treasure room or whatever to find the crown."


By the way, vral cast a healing hex on sven.


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

I saw 16 healed, how much did I take?


not sure ¬¬


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

He took 10 from this fight.


Sage 7 HP: /51|50% Fortification| AC: 22(26 with Shield) Touch: 16 Flatfooted: 16 CMD 22| Fort +7, Ref +6, Will +7| Perception +11; Sense Motive +1; Low-Light Vision

"I'm a bit concerned that if these goblins are summoning demons we might have stumbled onto some darker plan in the works..."


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

"We can worry about that later. Once we denounce the king, we'll have a nice little 'chat' with him."

"For now, let's see what's in the king's chamber."


Demons mot likely means lamashtu involvement, Kayiqard have to be involved with a clan favorited by the mother of monsters


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

"Do you know which clan that might be?"


Clans come and go all the time, hard to keep track of them, but it not hard to find which are the ones favored by lamashtu at the moment, they tend to brag about it.


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

"Too bad. I was wondering if we could track them to the source. They may need to be wiped out before they stir u more trouble."


THere are not much clans favorited by the mother of monsters at a given time, tracking the source can't be that difficult...a shaman could try to interrogate these corpses for example


You continue to the king's chamber and find no resistance the way. The door is a hallway away.


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Desmond looks for traps.

Perc: 1d20 + 9 ⇒ (1) + 9 = 10

He determines that there are no traps on the part of the floor that he's standing on right now. Maybe.


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

Sven helps.

Perception: 1d20 + 14 ⇒ (5) + 14 = 19

Sven agrees.

Secure in the safety of the door, and the hallway before it, he strides over and attempts to open it.


THe hallway is safe from traps. The door seems untrapped from the outside but it is locked.


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

Do we have anyone with Disable Device or should I "disable" the entire door?


Level 7 Holy Swordmonk | HP 66/77| AC 26[+4 Smite Evil], FF 22; T 16 | DR 1/adamantine; fire and acid resist 5 | Fort +14; Ref +13; Will +9(+2 vs divination, immune fear) | CMD 27 FCMD 23 | Init. +4| Perc +12; SM +10

Disable it into splinters all over the king's nice rug!


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

Sven goes all Tasmanian Devil on the door.

Attacks: 6d20 ⇒ (11, 4, 5, 1, 10, 2) = 33

Damage: 3d6 + 33 + 2d4 + 10 ⇒ (3, 4, 3) + 33 + (3, 1) + 10 = 57


Sven smashes the wooden door. There is no one in there (that you are aware of, at least). The king's chamber is a large room decorated with several statues of goblin knights in the walls.

There is a desk, a large bed, a large chest and a table with some papers and a map in there. All of them are of wood, and they were carved with great care, though their design seems rustic.


That was rather easy. Jiltilixti!...the statues will not attack now. - Vraljyiya enters the room and look at a weird tapestry that is mounted in the wall behind the chest -That's new .

The tapestry seems to depict a bottomless and dark chasm looked from above.


HP: 49/49 [34/44]| AC: 21 (23 with Barkskin) Touch: 13 Flatfooted: 19 CMD 22| Fort +8, Ref +5, Will +6| Perception +14, Sense Motive +10, Low-Light Vision, Scent
Spoiler:
Raging: +1 AC, +4 CMD, +2 to-hit, +3 damage, +1 Ref saves, Reach

Sven checks the chest first.


More descriptive post please

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