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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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

1d20 + 5 ⇒ (14) + 5 = 19

"Twenty gold says we're going to have to pull a mask off a costume-wearing trickster by the end of this."


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

"Well, let's get to the bottom of this mystery."

And so Sven, Desmond, Mirelle, and their pet mascot Scaly continue on


I don't believe in big mazes and explorations in PbP so I will just do straght encounters (note that "encounter" encompass a lot of things)

You walks until you find the last part worked by the miners, but you find the tunnels goes beyond that. You can see spots ehre and there of that black Iron. Then you enter a narrwot tunnel (10 ft wide, 10 ft tall)

I have warned you...Time to leave mortal - Say the same voice that cames from the earth but this time without the ghostly part.

And a ghostly blue flame appears 20 ft ahead of you, at the same moment the walls, the floor and the roof start beating.


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

"Well you warned us, but you never did say WHY you wanted us to leave, you know."


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 believe it's so that Old Man Jenkins can have all the weird iron to himself."


The ghostly blue flame developes a pair of ghostly arms, and hold a flute in on of them.

Enough

Bloody hands start appearing from the walls, they try to reach you guys

Mirella 1, Sven 2, Desmond 3: 1d3 ⇒ 3
Grapple: 1d20 + 8 ⇒ (1) + 8 = 9


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

"Well that's just a step too far."

Sven moves in and tries to gore the ghost-flame-thing, and gestures for scaly to do the same.

Gore: 1d20 + 8 ⇒ (10) + 8 = 18

Damage?: 1d6 + 9 ⇒ (6) + 9 = 15

Scaly Bite: 1d20 + 6 ⇒ (20) + 6 = 26

Damage?: 1d8 + 7 ⇒ (6) + 7 = 13

Grapple?: 1d20 + 10 ⇒ (19) + 10 = 29

Death Roll?: 1d20 + 10 ⇒ (12) + 10 = 22

Confirm?: 1d20 + 6 ⇒ (2) + 6 = 8


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

"Cute trick. You almost startled me!"

Desmond slashes the ghost-flame.

1d20 + 12 ⇒ (13) + 12 = 25
1d8 + 12 ⇒ (4) + 12 = 16


I think big sven blocks all the path, you would need pass by him and the flame

and don't forget you can use mirelle. SHe will basically hide from the danger until you want her to do something


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

I'm not currently Raging.


Ok

Sven misses, scale only bite the air...that still ocupy the 10 ft wide. Desmond would need acrobatics to pass the other side without provoking


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

1d20 + 12 ⇒ (6) + 12 = 18


Desmond provokes

Touch Attack: 1d20 + 12 ⇒ (8) + 12 = 201d6 ⇒ 6- A miss due to Canny defense.

Desmond strikes the flame, but he could swear he did dot do as as much damage as he should, as if the flame were not solid (well, it is not)

The hands in the walls try to grapple sven
Grapple sven: 1d20 + 8 ⇒ (20) + 8 = 28 - Grappled

While the flame stry to play the flute while avoiding its attackers
Concentration: 1d20 + 14 ⇒ (11) + 14 = 25 - Ok

Suggestion, DC 19 , for desmond, If failed the order is "leave the place"


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: 1d20 + 5 ⇒ (19) + 5 = 24

"Not without your mask!"

Desmond Studies the flame and strikes again.

1d20 + 14 ⇒ (14) + 14 = 28
1d8 + 14 ⇒ (8) + 14 = 22


I forgot to mention that the flame 5 ft back


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

5-foot step?


yes. it Does not affect desmond action.


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

"Scaly, back." Sven barks, and then grows huuuuge and attacks the ghost creature.

Gore: 1d20 + 10 ⇒ (3) + 10 = 13

Bite: 1d20 + 10 ⇒ (7) + 10 = 17

Claw: 1d20 + 10 ⇒ (20) + 10 = 30

Damage: 1d8 + 11 ⇒ (1) + 11 = 12

Claw: 1d20 + 10 ⇒ (9) + 10 = 19

Damage?: 1d8 + 11 ⇒ (8) + 11 = 19

Hoof: 1d20 + 5 ⇒ (12) + 5 = 17

Hoof: 1d20 + 5 ⇒ (9) + 5 = 14

Wow dice pls


Witht demond's strike the bright of the falme get dimished.

The ghostly Walls keepn trying to catch you
Pin vs sven: 1d20 + 13 ⇒ (14) + 13 = 27 - Pinned?
Grapple vs Desmond: 1d20 + 8 ⇒ (20) + 8 = 28 - Grappled

Sven CMD is missing from his alias, your cmb too

The ghostly flame 5 ft back again and start playing a lullaby

*grumble*...stubborn mortals


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

CMD is 26 (5 BaB, 3 Dex, 6 Str, 1 Size 1 Deflect).


Well...you are pinned...very unlucky grapple checks for you both


Eh, almost forgot it...you can put your raging stats next to you non raging stats likce AC 23 (21) (or whatever)


Duh, mirelle have liberating command

She cast it on

Sven 1, Desmond 2: 1d2 ⇒ 1


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

Escape Artist: 1d20 + 12 ⇒ (13) + 12 = 25


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

Landscape Artist: 1d20 + 9 ⇒ (11) + 9 = 20


Sven scape the pin and it is now grappled (you have the rest of your turn). Desmond escape the grapple.


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

I just realized my CMD should be 27, not 26, but I don't think that changes anything. Forgot the +2 Str from Enlarge Person.

Sven flexes and tries to escape the Grapple.

1d20 + 13 ⇒ (12) + 13 = 25

If successful, he moves into the room further.


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 does the same.


The wall ty to hamper your action

Disarm vs Desmond 1, Grapple vs Sven 2: 1d2 ⇒ 11d20 + 8 ⇒ (7) + 8 = 15

And the flame complete his spell, Deep slumber, DC 19 both of you.

If any of you is still standing the flame try to touch you
Touch attack: 1d20 + 12 ⇒ (13) + 12 = 251d6 ⇒ 5 - 5 fire damage, Forth DC 15 or be confused.


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

Will: 1d20 + 6 ⇒ (16) + 6 = 22

"Quit that, I'm getting pissed off."

Gore: 1d20 + 10 ⇒ (3) + 10 = 13

Bite: 1d20 + 10 ⇒ (16) + 10 = 26

Damage: 1d8 + 12 ⇒ (2) + 12 = 14

Claw: 1d20 + 10 ⇒ (10) + 10 = 20

Damage?: 1d8 + 12 ⇒ (4) + 12 = 16

Claw: 1d20 + 10 ⇒ (2) + 10 = 12

Hoof: 1d20 + 5 ⇒ (6) + 5 = 11

Hoof: 1d20 + 5 ⇒ (11) + 5 = 16

Bite Grab: 1d20 + 15 ⇒ (8) + 15 = 23

Raging Grappler Damage?: 1d8 + 12 ⇒ (3) + 12 = 15

Is it Grappled?

Missed your edit:

Fort: 1d20 + 8 ⇒ (8) + 8 = 16


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: 1d20 + 5 ⇒ (19) + 5 = 24

"No need for that, your parlor tricks will bore me to sleep soon enough."

Desmond Parries the flame's touch attack.

Parry: 1d20 + 12 ⇒ (18) + 12 = 30

"Gotta be quicker than that!"

On his turn, he Studies and attacks it.
1d20 + 14 ⇒ (3) + 14 = 17 1d8 + 14 ⇒ (4) + 14 = 18


Sven's strikes extinguish the flame. The hands in the wall disappear and the fire damage Sven received is gone.


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

"What? I thought it burned 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

"Just another illusion, Sven."

"Let's keep moving, and stick together. Contrary to popular belief, splitting up to search for clues will accomplish nothing."


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

If they were illusions, shouldn't we have gotten saves after interacting with them?


Desmond doesn't know that.


So, what do you do?


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

"Yes, onward! Together, of course."


1d8 ⇒ 4

Spoiler:

1. Treasure
2. Tricky treasure
3. Tricky treasure
4. Tricky treasure
5. m
6. m
7. m
8. No additional encounter


The path splits in seval parts, you find no clue that tells you wich would be better than the others so you choose at random. Anyways, after half an hour you ecounter a subterranean small lake. The water is still, and for a moment it seemed like just a dead end, but then something glitters. There is something small in there that seems to reflect the light of your Ioun torch.


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 looks to see if there's any danger in the water.

Perception: 1d20 + 14 ⇒ (9) + 14 = 23

If not:

"Scaly, fetch!"

Scaly swims good.


You can see that It is a silver horn.


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 uses Detect Magic.


It is magical.


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

Did Scaly fetch it? If so, can Mirrelle identify it?


Well, you say "if not", so Scaly action was not triggered...yet.


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

Well you didn't tell me whether there was danger or not, so I assumed there wasn't.


oh right, the danger, my bad. Sven donot detect any danger


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

"Scaly, fetch!"


Scaly can retrieve the item but when he take it the water start moving around in circles, for now it is dificult for scaly to get out of the water (AKA, make some swim check)

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