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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Disarm: 1d20 + 20 ⇒ (9) + 20 = 29

Desmond is not that nimble to avoid the creature's reprisal and his reflexes are not on point to divert the incoming attack. A tentacle whips directly to the swordman hand separating him from his trusted sword.

Weaponless, Desmond lands adjacent to the creature.

Since the AoO happen when you are jumping a hole, I think there is a chance the sword goes all te way to the second floor

1 is bad luck: 1d6 ⇒ 6 - Weapon still on the third floor

Sven turn.


DM. wrote:

Grappled, I think that gives you one less claw attack.

I forgot the constrict damage apply even to the first grapple check

Constrict: 1d8 + 7 ⇒ (2) + 7 = 9 - Extra 9 damage for Sven.


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 grins as the creature bind sitself to him.

"Big mistake."

Gore: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d8 + 11 ⇒ (6) + 11 = 17

Bite: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 11 ⇒ (3) + 11 = 14

Claw: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

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

Hoof: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 5 ⇒ (2) + 5 = 7


It seems that Rynjin missed something in the monster action. "If the trip is unsuccesful, then one hit for 8 damage after Sven DR. If the trip attack landed, then two hit for 21 damage after DR."

Anyways, That's one hit for 14 damage.

1 full attack, 2 pushing Sven through the hole: 1d2 ⇒ 2

In his turn, the creature regenerates and use his body to move Sven in to the pit so he falls on the first floor.

That's a grapple check, but the maneuver allows Sven a free grapple check to get free with a +4 (and a -4 from being prone)

I don't know what's Sven CMB, it seems to be 6 BAB+ 4 Str +2 rage? +1 large?

Sven CMB: 1d20 + 13 ⇒ (7) + 13 = 20 - No scape
Creature grapple check: 1d20 + 20 + 5 ⇒ (19) + 20 + 5 = 44 - Definitely moved.
Constrict damage to Sven: 1d8 + 7 ⇒ (5) + 7 = 12

The creature moves and drags Sven with it. Sven is unable to get free from all those tentacles and is thrown onto the hole that goes all the way to the first floor.

Falling damage: 3d6 ⇒ (1, 1, 5) = 7 -Acrobatic DC 15 to reduce the falling damage to ...6...

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

So Sven falls in the first floor. Meanwhile, in the third floor, Desmond is disarmed (currently outside the creature AoO range), and the creatur's eye focus on Vendrick for some sweet revenge.

============================
The creature is 33 hps away from dying, but the more the combat last the more turns it will regenerate hps


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

Did my sword fall adjacent to me, or further away?


Desmond Alfonio wrote:
Did my sword fall adjacent to me, or further away?

uhm

1,2,3 adjacent, 4 10 ft apart: 1d4 ⇒ 1 - Adjacent


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 picks up his sword. "Maybe I should glue this to my hand."

Then he shoots another Scorching Ray.
peeeeeeew: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 4d6 ⇒ (2, 1, 3, 2) = 8


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 gestures with his rod to direct the Flaming Sphere into the back of the creature and then with his open hand he flicks a bead of flame at the abomination.

"Begone abomination, curse this land no longer!"

My last fireball. DC18 Reflex

Fireball: 6d6 ⇒ (3, 3, 2, 4, 1, 4) = 17
Flaming Sphere DC17: 3d6 ⇒ (3, 2, 3) = 8


ref Dc 18: 1d20 + 7 ⇒ (12) + 7 = 19
ref Dc 17: 1d20 + 7 ⇒ (16) + 7 = 23

That 20 fire damage. 13 hp away from dying, tghough it will regenerate a bit in his turn.

Is Sven's turn to finish the fight.


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 spends his turn getting up from prone and walking up stairs.


I regenerate some more hp.

The creature lashes its tentacles at vendrick
Tentacle: 1d20 + 16 ⇒ (6) + 16 = 221d8 + 7 ⇒ (8) + 7 = 15 - Hit
tentacle: 1d20 + 16 ⇒ (17) + 16 = 331d8 + 7 ⇒ (5) + 7 = 12 - Hit
tentacle: 1d20 + 16 ⇒ (1) + 16 = 171d8 + 7 ⇒ (2) + 7 = 9 - Miss
tentacle: 1d20 + 16 ⇒ (2) + 16 = 181d8 + 7 ⇒ (4) + 7 = 11 -Miss
Grab: 1d20 + 20 ⇒ (4) + 20 = 24 - grappled

The elven mage receives 27 damage and get grappled.

With his 40ft movement, Sven can run and attack in this turn.

You guys 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

The Flaming Sphere keeps rollin rollin rollin'.

Meanwhile Vendrick takes a deep breath and puts his trust in his allies whilst tapping a leyline for arcane magic.

Reflex Dc17: 3d6 ⇒ (4, 5, 1) = 10

Just going to Arcane Beacon and hope not to be dead.


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 tries once again to approach without getting hit.

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

He raises his sword (assuming he didn't drop it AGAIN) and shouts "Take THIS, you flying spaghetti monster!" as he plunges it into the beast.

Katana: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d8 + 13 ⇒ (6) + 13 = 19 , bypasses DR/good

Crit confirm: 1d20 + 14 ⇒ (15) + 14 = 29
Crit damage: 1d8 + 7 ⇒ (8) + 7 = 15

If it's still alive, he gets ready to parry.

Parry: 1d20 + 14 ⇒ (3) + 14 = 17
Riposte: 1d20 + 14 ⇒ (13) + 14 = 27
Riposte damage: 1d8 + 13 ⇒ (1) + 13 = 14


And it dies. Even if it avoids the flaming sphere, Desmond Crit is enough to kill it.

Speeding up things. You loot the tower, I'll think later on the treasure, but the most important thing is that you find the Nyth Enalean Kiira.

The Kiira is a Stone, a memory stone. It records history and other things. It potentially has thousands of years of elven history on it. Not to mention Secrets from all the archwizards that have used it. Maybe it even has recorded the reason the mistpines went to hell. On the other hand accesing that information is not easy.

In any cases, while you were investigating the tower, Vendrick notice that his wounds start healing slowly but surely. After some investigation he concludes that the magic he noted when entering the tower is the origin of that healing effect. But the fact that only he, the elf, is healed tells of a magic that is surprisingly fine tuned

KN arcana DC 30:


The Elves of Nyth Enalean will keep their word and let you go, with a small Geas so you can't reveal the City existence of location.


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

Kn.Arcana: 1d20 + 14 ⇒ (13) + 14 = 27


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

"So the tower's racist? Great." Sven grumbles, brushing himself off and glaring at the cuts and scrapes on his hands.


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

"Xenophobic would be the proper term. It is not our fault we rarely war amongst ourselves." Vendrick takes note as his bruises heal and double checks for any irregularities.

Does the obvious corruption of the greenery in the area diminish at all?

"Sven are you able to salvage anything from the creature's corpse? Perhaps the eye or the horn is still intact."


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

Lessee.

Survival: 1d20 + 10 ⇒ (13) + 10 = 23


Vendrick El'druin wrote:

It is not our fault we rarely war amongst ourselves."

Oh, many surprises hidden in that Kiira.

Vendrick El'druin wrote:


Does the obvious corruption of the greenery in the area diminish at all?

Oh no. The creature is a symptom not the cause.

Vendrick El'druin wrote:

"Sven are you able to salvage anything from the creature's corpse? Perhaps the eye or the horn is still intact."

The horn is intact


@ Vendrick

A week has passed since Desmond and Sven left the mistpines. The elves of Nyth Enalean were debating what to do now that they have access to the lost Kiira and the former Arcwizard tower (or what remains of it). You are free to roam the city as you please.

On the 7th evening,
Daeris Ilifaren, the elf archeologist from the same homecity of Vendrick, approaches you. After athe formal greetings and all that, he says to you very excitedly:

That Kiira is...just wow. For someone like me in love with the stories of the past... - He walks around the room without stoping anywhere -But I'm not suited to help them in what they need, as I'm not a weaver of spells. And the elves of here, well, the corruptions they have since birth... - He says as if that were enough explanation -They need an uncorrupted spellcaster...they need you Vendrick El'druin

@ Sven, Desmond

You get away from the mistpines. As you pass by Tuskkeep you are greeted by Sven apprentices: Maya, Will and Sin.

Will:I knew you were not destined to die in that place!
Maya:But we were very worried
Sin: ...indeed...worried...Maya, give the report of our stay in tuskkeep
Maya:yeah, right. Captain, I'm pleased to inform that our coperation with the tuskkeep militia was a success!.
Will:Yes, we even help them to kill a troll!
Maya:yeah, right. The wolfriders were very helpful teaching us the zone. Though, the civilian seems to distrust us. The situation in the goblin settlement is tense since the assasination attempt at the current leader city


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

"Good work." Sven grunts, feeling slightly guilty. He'd completely forgotten about his apprentices.

"Don't worry about the goblins not trusting you at first. They don't trust most people under the best circumstances."


Will: Gotcha, captain. Do you want us to stay longer or have another job for us?


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'd be happy to lend my expertise." Vendrick sets a book down. In the last week, he has spent some time reading up on the history of Nyth Enalean.

"Is the stone safe to handle?"


@ Vendrick

Oh, you would need a couple of decades to learn how to navigate the Kiira. The elder can do it, they don't need you for that. What they need is high magic, they need an apprentice that can unlock the secret of our race highest art


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 am at their disposal then."


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
DM. wrote:
Will: Gotcha, captain. Do you want us to stay longer or have another job for us?

"Stay with me for a while. We're going to do some investigating."


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

"Want me to tag along? If not, I've got some...things to check on in town."


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 shrugs.

"Do what you like. I don't mind the company."


@Sven

it seems you have a plan of action. What do you plan to do?


@ Vendrick

It is midnight, and a gibbous moon shines upon the forest. In a small room you and other elves sit on the ground. The elder of Nyth Enalean, the only local elf not touched by corruption is just in front of you. The elder draw from a pocket the Kiira stone and start saying

The origin of our race has been lost in the mist of time, but we know that our people struggled to survive for many generations since it was the age of dragons. The story of elve's victory over Tiamat's sons surely is familiar to you, but only Kiira users can see things at they happened

He rises the Kiira until it is very close to his forehead and signal to you to approach the stone in a similar fashion.

Behold!

In a vivid dream:

=========

You see, as if you were there, the long fall of a massive red dragon. A dragon so imposing that would overshadow any great Wyrm of today. The beast falls from great high until it crashes into the ground, dead. You feel the earth below you tremble.

You see a tired elf is floating side to side the clouds. You see from his perspective the earth below. He starts the incantations of a mighty spells. Your body hair bristles as the air crackles with energy. The elf slowly raises his hands and the earth below mimics the movement. An inconceivably enormous amount of landmass detaches from the earth and moves to cover the dragon's remains. At the same time he created a mountain chain and a valley, Ambervale.

The elf descends from the sky and sit on a rock. His body is centuries older than ten minutes ago. He dies soon afterwards.

That's high magic and that is the toll on the users!


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
DM. wrote:

@Sven

it seems you have a plan of action. What do you plan to do?

I was wondering the same thing.


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

"Great gods! That was incredible! Truly our ancestors were unparalleled in the past. Yes...despite the risk, it would advance my own studies by centuries alone. I wish to know, nay I must know the path!" Vendrick talks quickly whilst producing an empty tome and begins to frantically scratch down notes for fear of not remembering the details in the future as perfectly as he just saw them.


@To refresh Your memory about hte goblin thing, let's recapitulate

- Tuskkeep is the only clan that is not hostile toward you. In fact, they are an ally. This is what the former king, Ashorgal manyblades wanted.
- Kayiqard Manyblades, the younger brother of Adhorgal killed him somehow and was appointed to be the next king.
- Kayiqard initiated a purge of people loyal to the former king. That's how you meet the witch Vraljyiya.
- Kayiqard had a facade of good will toward the human settlement of aldwall. To maintain that facade, and probably to do some espionage Kayiqard changed the goblin ambassador in Aldwall.
- Mithakilis, ruler of aldwall asked Vendrick to be the ambassador, so the elf can find out the intentions of the new king.
- Vraljyiya told you she was a former lover of Ashorgal, but that their offsprings died.
- You arrived at tuskkeep and soon discovered that the new king was in lieu with the clans. Namely, some trained assassins from the mash goblins and a priestess from the tundra goblins. Moreover, there was a presence of demons that crealy pointed to the involvement of Lamashtu's worshipers.
- When you tried to rescue Pepperclam (the goblin ambassador), the goblins were waiting for you as someone called "the toothless" told them. However, they were expecting "longshank" and you had been transmuted to goblin form at that time, this surprised them.

- Ashorgal's crown killed Kayiqard, the marsh goblin died, the priestess of lamashtu scaped. Tuskkeep have is left a king.

- When you were traveling to the mistpines, a group of goblins ambushed you. They were waiting for you an entire moon because the toothless commanded them to be in that specific place until they see you.
- Finally, the toothless was described to you (by a not particularly smart goblin) as " the oldest goblin...All clans make silence and hear when she want to speak"


DM. wrote:

@Sven

it seems you have a plan of action. What do you plan to do?

Me, a plan? You think too highly of me.

Is Pepperclam still around? I think our first order of business should be to try and figure out who the Toothless is.


Male Goblin Vivisectionist Trap Breaker 10

I would suggest interrogating a clan and finding out more about this Toothless.


We've tried interrogating goblins before. The problem has always been most of them are too rock stupid to answer questions.


@ Sven (and DEsmond?)

Pepperclamp is recovering from the latest assassination attempt, but he gladly welcomes you.

Pepperclamp:Yes, I remember that name. In the old days when I didn't have this giant belly and my legs where nimble, I accompanied Ashorgal in several raids against the tundra clans. We didn't pretend to go deep into the tundra because the natural dangers in there, but we were happy in raiding the borderlands camps. It was all good until started to face ambushes. A prisoner told to us, after Vraljyiya made his bones as fragile as glass, that the reasons they could anticipate our movements was because the Toothless had awoken. She told them what to do and when to do it. We desisted soon afterwards and since then I have not heard that name until now.


Storm Dragon wrote:
We've tried interrogating goblins before. The problem has always been most of them are too rock stupid to answer questions.

You have faced non-dumb goblins, but they died, by your hand, before you had the chance to chat with them, though even the dead can speak


@ Vendrick

Vendrick El'druin wrote:
" I wish to know, nay I must know the path!"

The elder: yes. Lust for knowledge and power is required to master high magic, for the road is long and harsh, but it is also the prime reason of our race biggest mishaps as you saw in Galama's Tower. Before any teaching begins, we have to see if you are able to tame your darkest self.

Vendrick is to face his inner dark self and be victorious. Basically, we are going to stage a long and arduous self-introspection with a simple 1-vs-1 fight. Choose your spells and be ready, you are to have two pre-casted spells active for the time the combat begins.


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

Spell prepared, I have Protection from Energy(Fire) and Invisibility active.

Vendrick prepares his mind for the Goetic battle. He begins to map out every scenario he can imagine taking place.

If I am able to take myself by surprise, I'll attempt to paralyze and end it immediately. Should that fail, I will followup by blinding myself and summoning assistance. If I am taken by surprise, I will return fire with a blinding spell and followup by summoning assistance. If the other me summons assistance I can attempt to disrupt the magics with my own.


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
DM. wrote:

@ Sven (and DEsmond?)

Pepperclamp is recovering from the latest assassination attempt, but he gladly welcomes you.

Pepperclamp:Yes, I remember that name. In the old days when I didn't have this giant belly and my legs where nimble, I accompanied Ashorgal in several raids against the tundra clans. We didn't pretend to go deep into the tundra because the natural dangers in there, but we were happy in raiding the borderlands camps. It was all good until started to face ambushes. A prisoner told to us, after Vraljyiya made his bones as fragile as glass, that the reasons they could anticipate our movements was because the Toothless had awoken. She told them what to do and when to do it. We desisted soon afterwards and since then I have not heard that name until now.

"Does she see the future or something? Or is she simply a goblin genius or tactician?"


@ Sven

The first, a seer. If was their lack of military genius that saved us in those ambushes. They worked on seemingly impossible to get information, but didn't make the best use of it.

You travel to the mistpine was a whim of Vendrick. Between the decision to go there and the time you were ambushed passed like a week, while the goblins where waiting for you almost an entire month.

@ Vendrick

IN the night, you are in a room with the elven woman called Sylenia. She burn some incience in a small bowll

Breath it deeply, it will help you focus-

In the dark world of Vendrick's mind, the invisible sage faces an evilish version of himself.

Vendrick innitiative: 1d20 + 9 ⇒ (20) + 9 = 29
Dark Vendrick innitiative: 1d20 + 9 ⇒ (17) + 9 = 26

*dark vendrick is a level 8th version of vendrick also with two active buffs.

Normal Vendrick turn.

@ Desmond

What desmond do?


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 weaves his magic with less flair then he would in public.

Seems like something my old master would cook up. Vendrick shudders slightly as he recalls his apprenticeship.

Hold Person DC 18


will: 1d20 + 9 ⇒ (10) + 9 = 19

I think that makes you visible again.

Dark Vendrick flies 20 ft up and cast black tentacles centered on vendrick
Grappling: 1d20 + 13 ⇒ (2) + 13 = 15 - Eh, grappled.
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


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
DM. wrote:

@ Sven

The first, a seer. If was their lack of military genius that saved us in those ambushes. They worked on seemingly impossible to get information, but didn't make the best use of it.

You travel to the mistpine was a whim of Vendrick. Between the decision to go there and the time you were ambushed passed like a week, while the goblins where waiting for you almost an entire month.

"You have any idea where she might be found? Even a general area is enough for me to start tracking her supporters' movements. Maybe I can talk to her, see what her goals are."


@ Sven

Pepperclamp:That would be somewhere deep in the Tundra. But I'm talking abut a couple of decades ago, the toothless could be anywhere by 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 was there the whole time, prove me wrong.

"I already helped destabilize an entire goblin community. Might as well finish what I started!"


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
DM. wrote:

@ Sven

Pepperclamp:That would be somewhere deep in the Tundra. But I'm talking abut a couple of decades ago, the toothless could be anywhere by now.

Sven thinks for a minute, and shakes his head.

"No, I think she's still there. The first we encountered of abnormal goblin behavior was near the tundra. We tried to investigate but were chased off by a giant worm that radiated heat. They might be using the dangerous creatures in the area to scare off invaders."


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

Well that was more or less how I expected that to go if he was just me but with better spell choices & 4th level spells @_@

Vendrick attempts to dispel the tentacles.

Concentration: 1d20 + 13 ⇒ (17) + 13 = 30
Dispel Magic: 1d20 + 6 ⇒ (15) + 6 = 21

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