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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I can't argue with that.

In any case, there are around 10 standard blue goblin and 2 wolf riders patrolling the area. They're clearly not disciplined and seems to be uncomfortable in the forest environment.


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

"More bloody goblins..." Desmond mutters.

He scans the group for someone who looks like the leader.

Perception: 1d20 + 10 ⇒ (16) + 10 = 26


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've got a fireball in reserve if need be..." Vendrick scans the sky idly for more horrible owl monsters.


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

"Maybe I can go in and have a little chat with them first."


Desmond can confirm that those are indeed the ones you fought last night.

Before you could make your mind, you hear some screams of terror. A dozen or so of goblins came out from inside the ruins. But the last one got trapped by an spectral hand that pull him inside again where his screams can be hear for two more seconds.

The goblin leader was fast enough to survive and is now scolding everyone of her tribesmen.

btw
1d20 ⇒ 10
According to the information you recollected before coming, the pines nearby are intensifiers of electricity spells.


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, in absence of any better plans, just walks up to the group.

"Looks like you guys got into a bit of trouble. If you tell me what you're doing here I might be able to help you with that." he says, gesturing at the cave.


ok, though I just have to ask what are Svens intentions?


To figure out why they're here, mostly, but he is genuinely willing to help save their friends if they don't attack and tell him what he wants to know.


It's the same group that attacked you last night. The ones you made a deal that if you kill their leader the rest will go away.


Ah, I forgot about that. Well, still, he'd like to know why they're there at all first.


For a second the goblins stand still in surprise at Sven presence. Then the leader star yelling a bunch of orders trying to organize her clan to meet a possible fight.

But For her surprise the other goblins are not obeying, they seem to be looking at each other faces like waiting for something (though they are hesitating, they could abandon her to her luck or finally start obeying at any moment)


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 sighs, frustrated by the ever shifting forest.

"Time's up." he says, grows large, and rips the goblin leader in half.

Gore: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d8 + 11 ⇒ (5) + 11 = 16

Bite: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Claw: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d8 + 11 ⇒ (3) + 11 = 14

Claw: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Hoof: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Hoof: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Confirm Gore: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 11 ⇒ (8) + 11 = 19


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

"Now, who else wants a fight?" Desmond brandishes his sword, hoping he won't have to match Sven's display of brutal efficiency.

Intimidate: 1d20 + 14 ⇒ (5) + 14 = 19


Without the help of the rest of her clan the female goblin is just shredded to ribbons of meat by the Boarman.

The other goblins are happy with the show but after it they look at each other like plotting something, like choosing their next step...but in the end they decide to not do anything fooly.

You win longshaks, we now leave this hellish place and return to good snow, hehehe

You can let them go or interrogate them I guess.


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

"Answer me one question first. What's in there?"


One of the scarred survivors to the expedition say
An ugly Ghost of a treeloving longears!, Longears be cursed - he say spitting the ground


You'll find more information when looting the deceased goblin leader, I'm just busy at the moment to post it


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

Knowing it's useless to try and pry useful information from these goblins by now, he just nods.

"All right, you can all go."

To Vendrick and Desmond: "So, an elf ghost. Do you have anything that will make us more effective against ghosts 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

Vendrick frowns and flips through his book.

"I am ill prepared for foes of the incorporeal like. Ghosts are not necessarily aggressive. Perhaps we can reason with it and assist it in passing on. Failing that, magic weapons should suffice."

A DC 10 Knowledge Religion nets me a 24. I assume knowing magic weapons can hurt ghosts is within that?


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 flashes his signature cocky grin.

"Leave that to me, my "longear" friend. If the ghost doesn't respond to charms of Desmond, it'll taste the blade of Alfonio!"


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 gives Desmond a long hard look at being referred to as a "longear."

He then sighs.


Vendrick might want to roll that KN religion for more special info


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

Ghosts!: 1d20 + 14 ⇒ (5) + 14 = 19


The goblins depart while Vendrick have the feeling there was something about Elven Tombs and elven ghosts but he is not sure exactly what...he should have paid more attention to his people traditions.

Meanwhile Sven loots a purse with little diamonds, and three scrolls.

The scrolls are made with blue-white skin, you have the impression it could be goblin skin, and they are both written in reddish ink.

The first one say something like "Jrakkat of the gutspilling clan, you have the opportunity to please the monster mother by...", and basically it informs that her clan was chosen to come to the vale to serve in the name of Lamashtu.

The second one is more specific and say that the Toothless command Jrakkat to move to a specific spot and wait for at least one entire moon in case a group of three to six longshanks appears and then to ambush and kill them.

The third scroll details how to reach the elven crypt in the mistwoods and warn her about the guardian ghost to finally say "...and don't forgive what was said to you about the guardian, it's your only chance".


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

"Daylight's burning. Shall we investigate the tomb?"


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

"If we have no other choice but to fight a ghost without any prep, sure."


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 sure we'll be a welcome sight rather than dealing with thieving goblins."


So what do you do?, if you want to just test the water you can ready action to run away if the ghost is hostile to you


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

Run away? Like a tiny baby man? No.

Sven marches into yon cave.


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 follows right behind.


I guess you procure some light and enter the place.

The first thing that strike you hard as you enter is a smell of corruption. It doesn't smell like rotting flesh or undeads, it's more bitter with a faint of toxicity. Desmond and Sven have smelt something like that time when the fought the flying black jellyfishes in Dawnmere's mine.

The place has the appearance of having been once well decorated, but since then the pictures in the walls have corroded, the small statues have melted and the rest have decayed.

The crypt is a small place and you can reach the last chamber in little time. Here you see a coffin that is half-open, and close to it the gray translucent image of a monstrous elf covered in a decayed plate armor (forest elven style).

You can sense his anger and malevolence in the air.He scream in an archaic but understandable elven

Spoiler:

More thieves!, come and feel the touch of death!

but then he notices Vendrick and the aura of malevolence ceases, and the ghost face transform to a more classic angelical elf

He then say

Spoiler:

. have served for long time, too long...Are you hear to release me? It's my time to be replaced?,


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

"How would we go about releasing you? These goblins are our foe as well. Do you know what they seek here?"


The ghost seem nervous with Ven's words
My time of service already passed, I need to be relieve and another soul have to take my place as guardian...but nobody had come in all this time...The goblins, I failed I was distracted, they stole a part of the treasure before I could react and they were back to stole the rest

The ghost get more serious


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

"To be honest, I think you're going to have to convince someone to die and take your place as guardian. I'd be willing to try and get your treasure back if you like?" Sven replies, assuming Vendrick is translating all of this.


The druid staff... - You see how the elven ghost seems to be losing focus - the replacement...Nyth Enalean, they provide... - He seems like losing control, and at the same time the acrid odour of the place highly intensifies (FORT DC 15 or be sickened) .

He seems corrupted and monstrous again
You can be...my...replacement... - pointing to Vendrick


Running is an option so you know


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 shrugs and leaves.

"Maybe if we bring the thing back he'll calm down."


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

"Good plan." Vendrick powerwalks out of that tomb.


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 confidently strides in the opposite direction of danger.


You leave that poor soul alone (freeing him is an actual sidequest with extra treasure if so you wish).

AS you don't want to fight more goblins I'll fast forward that scene so you can find the elven city next scene.

With a good chunk of the goblin troop abandoning the forest (due to Sven killing Jrakkat of the gutspilling clan some posts ago), you manage to ambush the goblins and kill / make run away the goblins...

...with the exception of the female cleric of Lamashtu (the one that was with the goblin king you went to tuskeep). She, by breaking a crystal ball, manage to invoke 4 schir demons to help her.

You against them. 30 ft separation. She is behind the schirs. The are also clear sings of an incoming arcane storm.


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

"At last! We've cornered her!" Vendrick weaves magick sigils in the air and Hastens his allies.

Extended Haste

Kn.The Planes to identify the demons: 1d20 + 14 ⇒ (14) + 14 = 28

He then dashes behind a nearby tree or rubble.


I want to know what Schir Demons do before I make my move.


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

Same.


Ok. Vendrick gets the info, what he does with it is his busieness


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

"Careful! The demon's halberds carry Gray Pox and their skin resists weapons not made of fey iron or infused with holy magicks. Lesser magicks will fail against them!"

In other words, weapon attacks cause disease, dr good/cold iron and Spell Resistance.


Yeah, I forgot to explicitly mention the 10 ft reach from the demon's polearm


HP: 60/74 (67/81;22 nonlethal)| AC: 25 [26] Touch: 16 [17] Flatfooted: 21 CMD 24 [25]| Fort +11, Ref +9 [10], Will +9| Perception +15, Sense Motive +13, Low-Light Vision, Scent| Burn: 4/7 (+2 ATK/+4 DMG)|15% Fortification

Sven draws upon the magic of his shirt and gives the demons a wide berth, gunning for their summoner. Once within 10 feet, he grows large and begins mauling the poor soul.

Swift: Activate quick runner's Shirt and move 70 feet, avoiding the Schir demons' Reach. Free: Rage. Full: Full attack.

Gore: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Bite: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d8 + 11 ⇒ (2) + 11 = 13

Claw: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d8 + 11 ⇒ (1) + 11 = 12

Claw: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d8 + 11 ⇒ (5) + 11 = 16

Hoof: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Hoof: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Forgot Haste, added in extra +1, and here's the extra Gore:

Gore Haste: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d8 + 11 ⇒ (5) + 11 = 16


T^T, It's too late to say that there is a schir just beside her and that you take an AoO?


Even if he was, since I'm attacking from 10 ft. Reach as well, it wouldn't matter.


I should start being less lazy in encounter design in the future.

Two strikes landed for a 27 damage. She proves to be very slippery.

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