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:


1,651 to 1,700 of 2,707 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>

I'll buy a CLW wand with my share, my new proteges may need it.


@ Ven

Myth Sighs knowing that he will not convince you so easily

You have access to every book in the castle, when you read them take a look at the adventurers that return alive from Mistpines.

What do you do first, look for Desmond, look for Sven or read about history and geography?

@ Desmond

I knew it!, just like in the other temple... - She pushes a small stone and the ground open and she falls in there.

Desmond! Desmond!

@ Sven

You make the travelling without complications. In the road you take notice of some of the behaviour of your new team.

Maya was all the time nervous but paying attention to her surrounding, she uses a shortbow and told to you that she know a healing spell.

Will was talking all the time, way too eager to face combat and pretty much confident in his capabilities with the sword. He uses a bastard sword.

Sin was silent all the time, completely calm and aware of the surrounding. He uses a longspear.

You know you are approaching the whispering forest when the trees change their aspect to something more gloomy. THe trees in there don't have leafs and look almost petrified. There is no sound of birds and no sign of animals. There is no grass and no bushes, it is still not easy to walk in there cause the roots grow way larger than normal and they ravel all around.

Any advices for your teammates? any orders any plans?


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 rushes to the opening.

"Whoa! You alright?"


@ Desmond

It is very dark in the inside until mirelle cast some light into a stone.

I think I bend my ankle, I can not stand up...but this here...fascinating-

the hole is just enough for a person to enter. Mirelle is about 13 ft below.


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

"Oh, great..." Desmond rubs his temples.

Desmond gets his rope out, puts some knots in it, ties it to a nearby pillar, and uses it to climb down the hole.

"There, now I can get you back up. Unless whatever you found can heal injured ankles."


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

Vendrick goes to read up on the region before seeking out Amra to ask her where he might find the two men.


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5
DM. wrote:


@ Sven

You make the travelling without complications. In the road you take notice of some of the behaviour of your new team.

Maya was all the time nervous but paying attention to her surrounding, she uses a shortbow and told to you that she know a healing spell.

Will was talking all the time, way too eager to face combat and pretty much confident in his capabilities with the sword. He uses a bastard sword.

Sin was silent all the time, completely calm and aware of the surrounding. He uses a longspear.

You know you are approaching the whispering forest when the trees change their aspect to something more gloomy. THe trees in there don't have leafs and look almost petrified. There is no sound of birds and no sign of animals. There is no grass and no bushes, it is still not easy to walk in there cause the roots grow way larger than normal and they ravel all around.

Any advices for your teammates? any orders any plans?

"If you have any long term spells to cast, do it now. Will, you're up front with me, Maya behind, and Sin take up the rear. We're going to do a quick sweep through the forest. If it moves toward us, assume it's an enemy, here. Hod your fire if it talks, but don't drop your guard."

"Stay alert, at all times."


@ Sven

After 10 minutes of patrolling you notice a single zombie walking around. Not other form of unlife seems to be close to that point.

Will look give you a look that ask for permission.

@ Ven

I'm understanding that you read about the situation of the zone in the present right?.

It seems perpperclamp's description of the region was not far from the truth. Among the several things that happend there. there are several things worth mentioning, but three are vital

1) Mistpines is always filled with a very dense mist that makes very hard to follow a trail or not to get lost.

2) Magic in there have chances to not work as usual. Spells could fail, get weakened, empowered, enlargened, shortened etc, without a clear pattern. Besides, in the landscape there can be found traces of magical effects, like portals or zones of horizontal gravity.

3) Some of the survivors from groups that traveled there tells that after going too deep into the forest they got attacked by unknown forces. They can't tell what happened, but the attack were swift and deadly.

@ Des

You hear some moan and lost mirelle from sight. If you call her she doens't answer.


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

"The Four Cascades are awful, and I'm never coming back."

Desmond picks up the stone that Mirelle cast light into, and follows her screams.


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

Wild Magic...dangerous indeed. Good thing those two are handy in a scrap. Vendrick thinks as he shuts the book.

He then asks around the castle for Amra to see if she knows where to find the two.


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

Sven watches Will's back, and nods to indicate he can move ahead to attack.


@ Sven

Will makes a loudly charge the zombie

Charge!!: 1d20 + 8 ⇒ (13) + 8 = 211d10 + 4 ⇒ (7) + 4 = 11
Slam: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 4 ⇒ (1) + 4 = 5

the young ranger almost split in half the zombie, but the undead remain on foot and counterattacks striking at him.

@ Ven

You can easily find information about Sven and Desmond. The skinny one was to four cascades and the bearded one went to the whispering forest (i' assuming you have been reading because I'm too lazy to repeat the description of the places)

@ Des

Some few feets ahead you can see that Mirelle have been entangled and dragged by a large and red constrictor Snake. The snake have small horns, large fangs and in general have an evil appearance.


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

"Whoa! Looks like it's time to unleash my divine strength, and SMITE EVIL!"

Desmond cartwheels toward the snake and lands a devastating strike.

Acrobatics: 1d20 + 14 ⇒ (18) + 14 = 32

Spending 1 panache to double Precise Strike damage.
Katana: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 1d8 + 19 ⇒ (4) + 19 = 23
Confirm: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

"There, you're smitten now. Or is it smote?"


Was that an actual DR bypassing Smite evil?


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

No, Desmond is just having delusions about being a real paladin.


@ des

DEsmond strikes deep into the Fiendish Anaconda's hard skin, but the creature don't die. The Snake release Mirelle and try to catch the swordman

Grapple: 1d20 + 13 ⇒ (6) + 13 = 19 - But fails.


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

Oh boy, Desmond's first full-attack!

Desmond keeps hacking away at its tough hide.

Katana: 1d20 + 13 ⇒ (7) + 13 = 20
1d8 + 13 ⇒ (7) + 13 = 20

Katana 2: 1d20 + 8 ⇒ (15) + 8 = 23
1d8 + 13 ⇒ (8) + 13 = 21
Confirm: 1d20 + 8 ⇒ (11) + 8 = 19
1d8 + 7 ⇒ (7) + 7 = 14

Then he prepares to parry.

Parry: 1d20 + 13 ⇒ (16) + 13 = 29
Riposte: 1d20 + 13 ⇒ (6) + 13 = 19
1d8 + 13 ⇒ (3) + 13 = 16


@ Des

The serpent fall to the ground in bits. Without the constriction Mirelle start catching her breath again

THis temple...*deep breath*...Have been desecrated, recently.


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, looks like it. So, do I need to carry you back to town, or can you fly?"

Should've bought some Muleback Cords before I left.


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5
DM. wrote:

@ Sven

Will makes a loudly charge the zombie

[dice=Charge!!]1d20 + 8;1d10+4
[dice=Slam]1d20 + 4;1d6+4

the young ranger almost split in half the zombie, but the undead remain on foot and counterattacks striking at him.

"Good hit. Now finish the job. It won't stop coming at you until it's dead."


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

"Tsk. Well, I'll leave a message to come see me when they return." Vendrick informs those of who he spoke to to send them his way when they return.

In the meantime, he'll ready a few scrolls for their future travels.


Vendrick El'druin wrote:
"Tsk. Well, I'll leave a message to come see me when they return."

boo coward


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
Nicos wrote:
Vendrick El'druin wrote:
"Tsk. Well, I'll leave a message to come see me when they return."
boo coward

? Seems rude to show up unannounced and demand they come help me with an errand...despite how wizardly it is!


I already ha three random encounter table for your journey

@ Desmon

I can fly for a while...Weah, better return, the follower of lamasthu that left the serpent here surely set more surprised ahead.- She seems interested in exploring the zone and the extend of the desecration but she is not the kind of persons to take that much risks

@ Ven an Des

Just when the elf is leaving the tavern the swordman just wlak in there

@ Sven

Will keep slashing until the zombie falls

attack: 1d20 + 6 ⇒ (7) + 6 = 131d10 + 4 ⇒ (4) + 4 = 8 -

Maya runs to see the injury

Maya: Are you ok? You should not attack so recklessly you are lucky he didn't hit you in a vital zone

Will: Bah, it was not my fault, the armor should have stopped that hit


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

"I packed some healing if it's needed. Maya's both right and wrong, Will. Charging in can often be advantageous, but making the enemy come to you is safer. If you aren't sure you can finish at least one of your foes before they get a chance to strike, it's risky business."

He seems to be getting into the teaching role that was thrust on him.


so i guess you spend a charge of the wand on will. Now. what do you do now? walk around until you see another undead or have other plan?


Do I know any specific place undead might be coming from around here this time, or rumors of missing persons?


Undeads are everywhere in the forest, and you know that the asskickers came here looking for adventuring and had not returned. You also remember that there was an imp creating undeads by his own means. Details about the forest would need a kn geography or local


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 look forward to it!"

On the way back, Desmond buys a set of Muleback Cords (1000).

"And now, to resume my spiritual-WHOAH!"

Desmond nearly bumps into Vendrick as he walks through the Riverside's door.

"Ah, evening, Vendrick! Didn't take you for the drinking type."


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 not. Addles the mind." Vendrick glances past Desmond.

"Sven isn't with you? I was hoping to find the two of you."


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 shrugs. "No, I haven't seen him since yesterday. I think he went off to do some ranger stuff."


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

"Damn. Would you be willing to do some work for me as a bodyguard again? There are some elven ruins in the Mistpines I wish to explore. As a reward...well I offer many magical talents and aside from the artifacts we might find, any monetary treasures would be yours and Sven's for the taking." Vendrick tries his best to sell the idea.


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 perks up at the mention of artifacts and treasures.

"Yeah, sounds good to me! Can't imagine Sven would object, either. I'll keep an eye out for him."


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5
DM. wrote:
Undeads are everywhere in the forest, and you know that the asskickers came here looking for adventuring and had not returned. You also remember that there was an imp creating undeads by his own means. Details about the forest would need a kn geography or local

Who are the asskickers again? Regardless:

Sven starts looking and sniffing around for signs of where the adventurers went. He concentrates for a moment, and draws an oil from his pouch, anointing his eyes with it. When he opens them, the forest becomes much clearer.

Casting my new spell: Greensight. I can see through plant matter for up to 60 feet.

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

Survival: 1d20 + 10 ⇒ (6) + 10 = 16 And +8 more for Scent based trails.


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

"My thanks. I'll be cloistering myself in the keep in preparation for the journey. Is there any kind of magic you think might be useful to you?"


@ Sven

They are a rising stars on the field of bounty hunting, but so far for Sven they are just another group of adventurers

There is a small odor track of some living creature, it might be the adventurers since most things are dead around here.

Not much later you discover your new power shines. Hiding below some moss there are at least 3 ogre zombies waiting, a not that normal behaviour for a free zombie.


Below some moss, like hiding in a pit trap with a moss covering, or like a blanket of moss thrown over them to just hide them from sight somewhere?


The second


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

Sven throws up a hand to stop his party.

"Ogre zombies, hiding over there. Any of you ever fought something that big before?"


Maya:Ogres?... - The girl start shaking

Will:*gulp*...I'm sure that three three of us can deal with one or perhaps two of them

Sin:...Unless this set up hide something else


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

"Good to know you can talk, Sin."

"And yeah, I don't doubt it's some kind of trap. Zombies aren't in the habit of hiding. But I don't see any sign of the puppet master around. It may be the same person who took out the Asskickers."

"If you want to turn around, say so now. I can see if Desmond and Vendrick can come back and help me, and you can continue your training with someone else."

"Once we move forward, it may be too late to turn back."


Will: We're... in. What do you want us to do, captain?


@ The others

VEndrick retreats to do some wizard stuff and Desmond I guess spends some time in the Inn.

Soon after a rumor started spreading, the rumor talks about large army of undeads in the whispering forest. The rangers are surprised, there was no report of so many undeads together, it seems they came from nowhere or they were hiding somehow (unusual since they are all mindless).

The city's officers have alerted all the guards, the rangers and the adventuring parties.


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 prepares two spells for dealing with undead, and seeks out Vendrick.

"Sven's in the whispering forest, and apparently there's an army of undead there. Bring some spells that'll make them easier to deal with."


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

"As you wish."

During his wizardly time, Vendrick crafts a scroll of Jester's Jaunt CL 5 and Align Weapon CL 3.

He prepares his spells for the coming battles as well. He purchases an Ioun Torch and a Campfire Bead for 825 gp.

Character Profile is updated with my current spell prep.


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5
DM. wrote:
Will: We're... in. What do you want us to do, captain?

"I'm going to grab their attention. Will and Sin, circle around to flank. Maya, harass them with arrows and spells."

"We're going to hit them hard and fast." he says, and begins his transformation into "Combat mode".


So, how much Gp have you guys spent?, anything else you want to buy? protection from evil? hide from undead?

@ Sven

They three nods, and...what do you do?


Wait for them to start moving around, and then spring the ambush on myself.


They move to take position, you, that can see the ogres, have the surprise round.


HP: 55/59| AC: 24 (26 with Barkskin) Touch: 13 Flatfooted: 20 CMD 22| Fort +9, Ref +6, Will +7| Perception +11, Sense Motive +11, Low-Light Vision, Scent| DR 1/Adamantine, Resist Fire/Acid 5

Hm. I expected them to pop out and yell ooga booga. I'd assumed they were in such a position that they'd attack us if we tried to go by. Ah well.

Sven rushes in and grows big, trying to take one to the ground with his bite.

Savage Jaw: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d6 + 11 ⇒ (4) + 11 = 15

Grapple/Trip: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 1d6 + 11 ⇒ (2) + 11 = 13

If that succeeds the Ogre is Grappled and Tripped.

1,651 to 1,700 of 2,707 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Conquest of Ambervale (campaing) All Messageboards

Want to post a reply? Sign in.