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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Sven' miss chance (rolling low was bad right?): 1d100 ⇒ 52 - Sven taste the sulfurous skin of the small demon.

========== Enemies turn ==================

How? HOw?! - the thing screams

Concentration: 1d20 + 12 ⇒ (6) + 12 = 18 - The quasit try to concentrate his magical energies but the pain is too much. (since he didn't cast anything I guess he's still invisible)

the two far away Vampire Spawn try to dominate Desmond (DC 14), no one attacks you this turn.

Will try to break free
break free: 1d20 + 5 ⇒ (4) + 5 = 9 - still grappled

The one barely surviving that is grappling will try to bite him in the neck

Pin to will: 1d20 + 4 ⇒ (4) + 4 = 8 - the young terrified man manages to not get blood drained.

And finally you can see more clearly what was approaching. A huge collection of very ancient bones in the shape of big lizard (aka a T-rex).

It moves quicklyto bit Amra
GARGATUAN CHOMP: 1d20 + 18 ⇒ (7) + 18 = 252d8 + 18 ⇒ (3, 3) + 18 = 24 - ANd succeed. The powerful jaws close around the woman waist lifting her from the ground and spilling her blood. The woman scream in agony an then faints.

====================Allies turn=================

Malthus realizes his shortsword will be useless against that big thing and run t pick up Amra's great axe from the ground.

Maya touch Desmond to heal him

CLW: 1d8 + 2 ⇒ (3) + 2 = 5

Sin try to finish the span grappling his partner

1d20 + 7 ⇒ (1) + 7 = 81d8 + 4 ⇒ (2) + 4 = 6 - And fails

The goblin from the assckickers shoot to that spawn
shot 1: 1d20 + 12 ⇒ (6) + 12 = 182d6 + 8 ⇒ (3, 5) + 8 = 16 - And kills it, freeing Will.

He shoot them against another spawn
shot 2: 1d20 + 12 ⇒ (14) + 12 = 261d6 + 4 ⇒ (2) + 4 = 6
shot 3: 1d20 + 7 ⇒ (17) + 7 = 241d6 + 4 ⇒ (3) + 4 = 7

Both hits but the spawn seems to be very resistant to the arrows damage.

=====================

Enemies remaining. The grappled quasit, the skeleton t-rex and two vampire spawn


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

Will vs Dominate: 1d20 + 8 ⇒ (20) + 8 = 28
Will vs Dominate: Requiem: 1d20 + 8 ⇒ (18) + 8 = 26

Desmond sneers at the spawn. "Hey, if you want this body, you're gonna have to buy me a drink first! I could sure go for a Quasit Cocktail right now. It's one part vampire flesh, two parts T-Rex bone, and a few scraps of Quasit flesh on top. Pairs well with most swords and axes!"

During this monologue, he approaches one of the spawn and cuts it in half. (Probably.)

Katana: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 13 ⇒ (2) + 13 = 15
Confirm: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

Parry: 1d20 + 15 ⇒ (12) + 15 = 27
Riposte: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 1d8 + 13 ⇒ (8) + 13 = 21


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

Can I intimidate him into de-animating his undead? I get a +12 Intimidate because he's so small, so he should be pretty easy to scare with me Grappling him. Just want to know if it's something you'd allow if it succeeds.


Just say the words and roll the dice and we'll see what happens, you will not lose your actions anyways.


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

"Dismiss the magic animating your undead or I'll rip you limb from limb, demon. You know I'm capable of it, and now that I can fly there's no escaping me."

Intimidate: 1d20 + 24 ⇒ (12) + 24 = 36


I...can't de-animate them, that's on the forest, but I can command them to move away


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 growls in frustration.

"Fine. But if you're lying to me..."


He becomes visible and you can see that he have a twisted dark femur in one hand and when moving it the vampire spawns and the skeleton T-rex look at him.
Not lying!


In a sense I guess we still are in combat turns, in case Vendrick doesn't want to negotiate


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

"THEN DO IT!" Sven bellows.


I don't see why vendrick would not, but let's wait to see if he agrees or prefer to fireball someone (because his turns goes before the undeads)


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 delays to see what happens from above.


After another movement of the twisted femur the vampire spawns and the T-rex move back...the T-rex still have the not death but dying Ulsa between his fangs.

If you kill me those still are a mountain of bones with taste for living flesh! - the demon say to Sven.

In that moment a Hawk lands near Vendrick

Flynnegan, wihout knowing what is happening with you guys, say - Reinforcement should arrive in any moment!


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

"The situation is...relatively under control. Sven has the necromancer in his grasp. Our priority is getting Ulsa free of that massive skeleton currently." Vendrick watches above him then glances at Ulsa.


What you guys want to do?


Flynnegar thinks two seconds and adds: It's just one live, to stop the threat over the Ambervale is mor important...Sven KILL THAT THING!

Malthus:What are you saying stupid bird?, she still can be SAVED!


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 sighs.

"The Asskickers owe me some gold. I expect your repayment in the immediate future."

Vendrick ends his delay and draws his scroll of Jester's Jaunt and jaunts Ulsa away from the T-Rex.

"Kill it Sven! Checkmate."


Alas, jester jaunt is range touch


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

Ah. Getting abilities confused. Then...porting Desmond over to fight the T-Rex might be a good idea. Was thinking of the Heaven's shaman ability.


You still have your turn


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

"Save Ambervale? These blasted undead will STILL BE HERE. The only asses we're saving today are yours."


Flynnegan:We can keep the mindless undeads at bay in the whispering forest as always, but there have never been a necromancer commanding them! they could invade the rest of the vale!

Quasit:The woman will die if you kill me I'm not bluffing!

Still vendrick turn, though now that I remember Sven still have his turn


I'm waiting for the hostage to be in the clear. Anybody have Liberating Command or something?


Liberating command would not work, jester jaunting somebody to fight/(draw the attention) the T-rex could work, teleporting him above the t-rex skull would be hilarious.

Perhaps bluffing the demon into a negotiation to later betray him when Ulsa is safe


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

"Whether she dies or not, we're going to destroy this thing. You've seen how well we fight - if we all gang up on it, we'll easily take it down before it kills someone else. And I'm willing to bet this big guy is one of the strongest things under your control, and if not, you don't have any equally strong reinforcements nearby."

"What I'm saying, little demon, is that you've been beaten. You might as well surrender before you're also eaten."

Bluff (or diplomacy, same bonus): 1d20 + 14 ⇒ (16) + 14 = 30


hmm, good roll.

DO Sven continue with direct intimidation tactic, combine it with some promises about letting him go or say nothing?


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

Quite honestly I want to kill the thing, I just want it to give up the hostage first.

"Let the girl go as a show of good faith and things won't be so messy for you."

Bluff Aid: 1d20 - 2 ⇒ (4) - 2 = 2

Intimidate: 1d20 + 24 ⇒ (4) + 24 = 28


Nobody can blame your for that

1d20 - 2 ⇒ (16) - 2 = 14

Hmm, difficult decision because that 30, but while Desmond is a smooth talker, Sven is the one biting the quasit,so

The Demon stares into Sven's eyes
You will kill me anyways! - he says in horror

Well, still you guys turn. On the bright side you manage to intimidate the Quasit to become visible so you have good chances now.


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 rolls his eyes.

"Why do I even bother...Alright, you two work things out up there. I'm gonna save my drinking buddy!"


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

Can I use Grease to make the T-rex drop her as if she were an item via reflex save?


Yup


Have somebody catch her so the d6 of Fall Damage doesn't kill her.


DR don't work with falling damage right?


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 moves underneath the T-Rex's maw, drops his sword, and gets ready to catch her.


DM. wrote:
DR don't work with falling damage right?

Technically no, though I usually rule it does.


Desmond already attacked a spawn this turn. I never planned for a hostage situation, I guess if you can't think on something else Vendrick will have to take his chances. On the optimist side, she is con based and build for resiliency.

Still vendrick and Sven turn.


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 snaps his fingers and suddenly there is a heavy *SPLAT* sound as Ulsa is covered in grease.

Reflex DC 17. Woo Spell Focus Conjuration!


ref: 1d20 + 8 ⇒ (8) + 8 = 16 - The t-rex struggles as the bulky woman slips from his maw.

stabilization: 1d20 + 8 ⇒ (14) + 8 = 22 - still living.

...Sven's...Turn...


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

All I needed to know.

"Guess I was right. You are dumber than you look."

Sven makes Quasit filets.

Gore: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 1d8 + 13 ⇒ (6) + 13 = 19

Bite: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d8 + 13 ⇒ (1) + 13 = 14

Claw: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d8 + 13 ⇒ (7) + 13 = 20

Claw: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d8 + 13 ⇒ (8) + 13 = 21

Hoof: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Hoof: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d6 + 7 ⇒ (2) + 7 = 9

Grab?: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 1d8 + 13 ⇒ (1) + 13 = 14


Sven turn the Quasit into a cloud of red/black moisture. With the disappearance of their mater te remaining vampire spawn flyes away while the T-rex becomes crazy but luckily for you it goes to discharge his ire some place else.

When healed to consciousness Amra say

Amra: Guys...why I feel oily?

Will:Hey guys, the quasit dropped this bone... - Will extend his hand to take it but when he touch it bare hand he scream fall unconscious.

THe reinforcement arrives and You had no time to see what happened to Will, you leave the forest.

====================== The Next Day ==============

Everyone else is resting except you guys, of course. Mythakilis summon you.

M:That's a disturbing tale, there have never been someone to control the undeads of the whispering forest...well, I'm glad you killed it

He give you to each of you a 1000 gp coupon that can be used to buy in any of the stores of the town.

M: That bone that you brought back is a concern, it seems powerful, I've failed to decipher his powers....Anyways, You still plan to go to the mistwoods VEndrick?


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

"Absolutely. This foray into the Whispering Forest was merely a diversion to my passion. Now that Sven is here, I'll extend the invitation to him." Vendrick says before clearing his throat.

"Nythn Enelean, the ancient elven ruins that lay nestled within the Mistpines. It is an area of volatile magic so many do not dare adventure there. That means it is both highly dangerous...and the ancient treasures that must lie there remain untouched. Relics of most likely immeasurable value. The magic ones I must ask that you let me peruse before we consider selling."

"You two are the most adept gentlemen I know so...honestly I don't know who else I could ask. That Miss Ulsa was quite something I suppose."


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

"C'mon, Sven, it'll be fun! I bet there'll be all kinds of magical creatures to smash while Vendrick sorts through all those artifacts."

"I don't think we should get Ulsa involved. After what she's been through, she deserves a rest. More importantly, we'd have to give her a share of the salable treasure if she came along!"


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 like how despite my initial efforts to distinguish himself as otherwise, and the fact that he's significantly smarter than Desmond, everyone seems to think he's the big dumb brute of the team. =)

Sven looks annoyed at Desmond.

"And the fact that we'll be exploring somewhere few people have ever returned from, that's a good reason too. Yeah, I'll come."


M:*Sighs*,..., I guess My only options is to give you any help I can provide. What the plan by the way?, just wandering around in the Mistpine is not a good idea.


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

"A plan? Hmm. Sven is a skilled ranger so getting lost in the mists shouldn't be a problem. The unstable magic and their residual effects on the area are something not easily circumvented. The mysterious denizens who make sure no one returns alive should be made quick work of by these two as well. Of course I'll brave the Wild Magicks if necessary. Vendrick lists them off by counting on his fingers.

"Any suggestions?" He says while looking back at his old colleague.


M:Getting lost in the Mistpines is actually a huge problem, there is a reasons the ruins of Nythn Enelean have never been found, all the reports have agreed on that - Sven can testify that that is what is said about the place, that moving through it is unnaturally confusing.

M:*Sigh*...There is only one group that I comission for the missions in there, in fact they were the ones that found the staff, the bonecrushers...they are difficult people, too expensive to hire repeatedly, but perhaps you can convince them to give you some advices to wander in the Mistpines.


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

"Where can I find them?"


M:Not ..sure. I have not commissioned them a mission since sometime, I can investigate, but you can ask in the taverns perhaps someone have seen them.

By the way I will retcon something. At the beginning of the campaign I said Mithakilis was a temporal ruler of Aldwall while the true rulers was outside doing something, better to have the halfling as the mayor of the city cause is less trouble for me


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
Sven Bludsvin wrote:
I like how despite my initial efforts to distinguish himself as otherwise, and the fact that he's significantly smarter than Desmond, everyone seems to think he's the big dumb brute of the team. =)

Desmond is well aware of that, he just really likes pushing Sven's buttons.


In the meantime...

@ Sven

It seems to me that having apprentices give Svens some connections without being that much burden. I see them as those characters in final fantasy tactics that you don't use in the main fight but sent to secondary off-screen missions. If you accept then Maya, Will and Sin will be permanent NPCs in the game and your duties from time to time would be things like giving them advices, choosing what zones they will patrol or choosing for them a mission to do, etc.

@ Desmond, Vendrick

Assuming Desmond talk with Vendrick about casting remove disease on Lily then

Kiddu:I will work very hard and someday I will repay this favor I sear! - He say with tears in his eyes.

On her part, in gratitude, lily made a portrait of each of you and give it to you

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