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:


251 to 300 of 2,707 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Sorry for the delay

spell list:

Arcane
1st

Grease
vanish
Liberating command
Windy scape

2nd

Mirror image
Invisibility
Web

3rd
Fly

Divine

1st

Command
Hide from undead
Obscuring mist

2nd

Grace
Bear endurance.


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

"If you can make me fly, I can rip these things to shreds!"


but,..but you are too far!

She is closer to Desmond that have not moved


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

Isn't it the harpy's turn?


it is sven turn, or mirelle 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

Ah, I see.

"Well then, is there any way you can get them to fly down lower?"

I'd like her to use Command. The "Fall" option.


To what harpy yours or Desmonds?


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

I'm selfish, so mine. =p


Also remember that you have a crocodile...


Harpy will, DC 14: 1d20 + 6 ⇒ (15) + 6 = 21

Sorry


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

Which also can't really get up there at it too well, though if Command doesn't work I guess I could have him climb up there and grapple the thing. Actually, sure, why not. Have her give Fly to Desmond and I'll just do the King Kong thing. I forgot can actually reahc the Harpy.

"Scaly, up!"

The crocodile obeys, and begins shimmying up the tree.

Climb: 1d20 + 5 ⇒ (19) + 5 = 24

Once there, he snaps at the Harpy.

Bite: 1d20 + 8 ⇒ (19) + 8 = 27

Grapple: 1d20 + 12 ⇒ (8) + 12 = 20

But doesn't quite latch on.

=(

Sven attacks the harpy, remembering that he can hit things up to 20 feet in the air.

10 feet tall, 10 foot Reach. Forgot the height boost portion there.

Gore: 1d20 + 10 ⇒ (5) + 10 = 15

Bite: 1d20 + 10 ⇒ (15) + 10 = 25

Claw 1: 1d20 + 10 ⇒ (18) + 10 = 28

Claw 2: 1d20 + 10 ⇒ (10) + 10 = 20

Pretty sure Bite/Claw/Claw hit.

Damage: 1d6 + 2d8 + 36 ⇒ (6) + (4, 2) + 36 = 48


Sven rip apart that harpy.

Lisella!- The second harpy cry for her fallen sister - You will pay for this Landdwellers! - and scape (unless you want to chase her)

You found these items on the fallen harpy

- MW composite (+2) shortbow
- arrow magnet
- Iron rope


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 will gladly take the Shortbow.

What is an arrow magnet?


http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/arrow -magnet


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

"So, Desmond, show me how you clean and eat a harpy."


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, that was just to freak them out. Harpy meat is completely inedible!"


I forgot to mention that you also found evidence of the Harpys victims, or what remain of them.

Anyways, after you sucesfully survived that random fight you continue your march to dawnmenere without any further setback.

Dawmenere is a smalltown surrounded a very well down palisade. Apparenly you are the first group of adventurer to arrive.

After the news of the arrival of a group of adventurers you get aproached by the elder of the town, who also happen to be a pirest of Erastil.

Elder:Greetings, my name is Prosperus, and you seems to be a seasoned adventuers...although, few in number.


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

"Quality over quantity, my friend."


I suppose. Well, so far we know our problem does not require killing much things...You see, a couple of weeks ago our minerr digged a new tunnel and found some strange black Iron that no one have seen before. We start mining it but soon afterward strange mishaps started. They started with little things, like broken shovels and candles that turn off, we insisted but the the incidents worsened until the point that a miner almost get killed by a large stone that was supposed to be secured.

We want you to find out what or who is causing the incident and to stop it

It is the afternoon by the way


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

"Interesting. I'm no expert, but I think you guys may have pissed off a ghost or something."

"Can you let us take a look at the black metal?"


The Old man orders a guard to bring something. 15 minutes later the guard brings crudely made black warhammer with red striations. The guard hold it as it were heavier than normal.

This is most of what we have been able to mine


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

"Does it have any special properties that you know? Did you shape it, or was it found like that? And where, exactly, did you find it?"


It is heavier than normal Iron, and way more resitent to fire, it is also very strong, our smiths could barely made it into the crude form you see. We found it in a new tunnerl, perhaps the deepest tunnel we ever dig


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

"Then that seems a good place to start. Desmond, what do you think?"


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

"Sounds good to me. If there's any ghosts, my plus-one katana will make short work of them!"

"By the way, do you ever wonder why they name magic weapons like that? I mean, I'm no mathemagician, but isn't there supposed to be something behind the plus? And more importantly, plus one of what?"


Sven:
plus-one katana?, pfff, loooooser - but when you turn around it seems that nobody was talking to you.

people, you have another chance to buy stuffs, you will not find expensive items but do there are a lot of cheap but very useful consumables


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

Sven will purchase 4 flasks of Holy Water, and 2 of Alchemist's Fire.


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

Any weapons? I could sure go for a nice crossbow.


Damn,That spoiler was for desmond. And yes, there are crossbows


SO, are you ready?


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 grumbles something about adventurers who spend all their gold on the biggest numbers for their weapons.

He then buys a light crossbow and 20 bolts.

Ready.


Ah, I forgot to ask about your light source


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

Right, good point. I also buy an Ioun Torch. Then I'm ready.


Ok, Just let me know if desmond also buy something else

Some miners acompany you trhough the tunnels untile sthere are some staiways taht goes straight vertical down.

We go no longer fellas, the problematic tunnels start here. By the way, We recomend you to takes this cannary with you, if you see the cannary just suddenly die there is poison in the air


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'll get an Ioun Torch as well.

"Heh, I always thought the canary thing was a myth."


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

"Nope. Smaller lung capacity, they suffocate quicker, and smaller circulatory system and higher metabolism means they die of poison quicker."

"In some parts of the world they use children instead."


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

"Must be a good way to keep them out of trouble. 'Now Jimmy, don't go playing hooky again, or you're going to the tunnel!'"


So, who climb down first? and you want mirelle to go with you or to wait for you in the town?


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

If Mirelle's not coming with us, I'd like some long term buffs she can cast on Desmond and I. What does she have left, and does she have any pen slots?


If she go or not is your choise, and you saw her spell prepared, no open slot, you would need to rest for her change some of them


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

Eh, then, she's more useful if she comes along since she doesn't have anything that lasts more than a few minutes.


She will go then, but remember that she is weak. So, who decend first?


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

I will go first, to be hit in the chnozz by traps and junk.


One of the rungs breaks and sven... falls?, acrobatic DC 10 to avoid falling, otherwise
Falling damage: 1d6 ⇒ 3


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

That was fast.


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

1d20 + 1 ⇒ (15) + 1 = 16

Sven scrambles and catches another rung before he falls too far.

By the by (it's not really relevant for this bit) I wanted to cast Barkskin, Longstrider, and Boodhound and enter Combat Mode before I went down.

"Careful Desmond. These rungs are a little rotted or something."


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

"If you were able to catch yourself, I'm not too worried."

Desmond starts climbing down.


Desmond and mirelle can decend without any problem. Under a closer inspection you see that the stairway was in perfect condition, no idea why one of the rungs broke.

Not much later you can clearly hear a ghostly voice that seems to come from the earth say

leaveeeee and liveeeeeee

Will DC 16:
Youha ve the feeling that the voice is more like a magic trick than a real being talking


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

1d20 + 6 ⇒ (11) + 6 = 17

"Cut the act. That's the fakest ghostly wail I've ever heard."


The ghostly voice stops. Mirelle is terrified and trembling

251 to 300 of 2,707 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Conquest of Ambervale (campaing) All Messageboards

Want to post a reply? Sign in.