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

"Come on, Scaly! I'll give you a Scaly Snack if you make it out!"


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

Swim: 1d20 + 9 ⇒ (12) + 9 = 21


Scaly can get the shore with the silver horn just before the whirl worsen. All the lake get drained.

Silver horn
Once per say you can sound the horn to cast SUmmon monster III (lantern archon) or Magic circle against Evil. Both effects last for 2 minutes.


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

Can Mirelle use it?

In any case, onward!


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

Anybody can use it, but it would give her something to do in combat if she ould hold onto it for now.


Your choice. Any preparation before rolling fo rhte next encounter? remember that time passed for the buff spells and that kind of thng


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

Before we move on, Sven will cast the rest of his usual array of buffs: Negate Aroma and Acute Senses, along with Resist Energy: Fire.

"An interesting trinket. Let's move on, shall we?"


After 2d4 + 3 ⇒ (4, 2) + 3 = 9 minutes you find a big chamber filled with big and luminous cristals. In the center of the chamber there is a big cube of blue cristal with, apparently, a winged humanoind shapped creature trapped inside.

You just have to persist don't you? - The blue falme appear again near the cube. -I'm getting tired...I tried to be nice, just scaring you, using tricks to make you miners desist, but no no, ...FInal warning, leave or you will get hurt.


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

"You could just explain yourself like a rational being instead of bullying other people with no explanation."


With humans? with greedy humans?, to abandon your new found treasure is just not in your nature - Apparently he is talking about the black Iron.


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

"To be honest, we're not even sure what it is. The miners are still trying to figure out what it even is, they're not too concerned about whether it's valuable or not."


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

"And frankly, this hocus-pocus nonsense is just drawing more attention to your precious treasure. That's just the sort of thing that piques an adventurer's curiosity."


Mirelle:Can we just not leave, Mr flame here surely have good reasons for not wanting company - She say visibly scared.


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

"It's not that simple, I'm afraid. The miners won't be pleased if we tell them to abandon the mines entirely."

To the flame, he asks: "Would you be satisfied if they continued to mine this tunnel, but left your black iron alone?"

Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29


I don't care abut the black Iron...But there should not be any disturbance in the tunnels around here


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

"Why are these tunnels important to you?"


The less mortal know about it the better - You can feel a little trembling n the ground, is slight and for a short duration but it seems to exacerbate the flame bad temper - Are you gonna leave or I will have to throw you out?


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

"Here's the problem, we've been hired to deal with whatever's down here."

"I don't mind solving it peacefully, but you'll have to give me a reason WHY they should stop coming down here. I can't very well go back to them and say I was cared off by the ghost. They'll merely scoff at me and hire someone else to fix their problem."

"So the way I figure it, we've only got two options. You can tell me why we should leave you alone, or we can fulfill our original mission by eliminating you."

He bares his tusks at this last part.

Intimidate: 1d20 + 10 ⇒ (4) + 10 = 14


Foolish prime dwellers, always meddling with things you could not posible understand...So be it! - The flame change its color to deep red and start to blaze harder.

Before rolling init, I will give some more round of talking if you so desire for it. As a tip, getting it scared of death ids nighly imposible, there are other ways to threaten it however


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 pulls out his bow.

"You know, I think that has something to do with it." he says, pointing at the winged creature in crystal.

"What would happen if I put an arrow in that, I wonder? Or several."

"Seems like it'd be so much nicer to sit down and talk like civilized creatures..."


are you bluffing or do you prepare a ready action or something?


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 doesn't bluff. I Ready an action to shoot if he doesn't stand down.

Intimidate if necessary: 1d20 + 10 ⇒ (7) + 10 = 17


lets wait for Desmond


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 shrugs and pulls out his crossbow.

"I'm perfectly willing to have a nice chat, but if you'd rather do this the hard way, I won't complain."

Intimidate: 1d20 + 10 ⇒ (17) + 10 = 27


Sven Init: 1d20 + 2 ⇒ (3) + 2 = 5
Desmond Init: 1d20 + 7 ⇒ (13) + 7 = 20
Flame init: 1d20 + 4 ⇒ (8) + 4 = 12
mirelle init: 1d20 + 1 ⇒ (6) + 1 = 7


You can see that Sven threat makes the flame angry (bright harder).

Order
Desmond
Flame
Mirelle (who will delay unless you want her to do something)
Sven

Warning: Difficult fight ahead.


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

"All right, then."

Desmond fires his crossbow at the winged creature.

1d20 + 10 ⇒ (12) + 10 = 22
1d8 ⇒ 8


sorry for the delay, I had to change the build of the flame since weird words was way stronger than I thought

Desmond's bolt makes a minor scratch on the crystal.

YOU!!! - The flame plays a furious notes, the sounds cuts the ait and perhaps it will cut Desmond too

Slash (touch attack): 1d20 + 10 ⇒ (12) + 10 = 221d8 + 5 ⇒ (3) + 5 = 8
Slash (touch attack): 1d20 + 10 ⇒ (5) + 10 = 151d8 + 5 ⇒ (7) + 5 = 12
Slash (touch attack): 1d20 + 10 ⇒ (19) + 10 = 291d8 + 5 ⇒ (4) + 5 = 9
Slash (touch attack): 1d20 + 10 ⇒ (17) + 10 = 271d8 + 5 ⇒ (2) + 5 = 7


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

"Mirelle, you said you could make people fly, right? Hit me with it."


She cast fly on you and run for cover


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 drops his bow and flies up to the creature, charging if possible, and Rages.

Gore: 1d20 + 10 ⇒ (5) + 10 = 15 +2 if Charging.

"You know it didn't have to be this way."


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 activates his blue scarf token, then draws his katana and attacks the creature.

1d20 + 12 ⇒ (2) + 12 = 14
1d8 + 12 ⇒ (4) + 12 = 16

But he's still somewhat shaken from his injuries, and his blade glances off the crystal.

"Even if you kill us, they're just going to keep sending adventurers down here. They might even be better than us, as unlikely as that may be."


what the token does?


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

Increases my reach by 5 feet for 1 minute.


And you are attacking the crystal with the winged thing in there?


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

Yep.


Acrobatics: 1d20 + 8 ⇒ (10) + 8 = 18

The flame move away 20 ft from Sven (provoking) and sounds a rapid melody. A floating chain of force with hooks at each end appears next to Desmond, it entangle his legs and makes the swordsman to fall.

Trip: 1d20 + 12 ⇒ (15) + 12 = 27


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

Gore: 1d20 + 10 ⇒ (4) + 10 = 14

Sven charges at it again.

Gore: 1d20 + 10 ⇒ (14) + 10 = 24

Damage: 1d8 + 12 ⇒ (6) + 12 = 18


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 leaps back to his feet with astounding speed.

Kip-Up, spend 1 panache to get up from prone as a swift action without provoking.

"Now you're starting to annoy me!"

He Studies and attacks the creature.

1d20 + 14 ⇒ (18) + 14 = 32
1d8 + 14 ⇒ (1) + 14 = 15
Confirm: 1d20 + 14 ⇒ (2) + 14 = 16
1d8 + 7 ⇒ (6) + 7 = 13


Desmond attack really penetrate the crystal. As an immediate effect the crystal become clearer and Desmond can see clearly the creature in the inside. It is winged female angel, one if not the most pretties female Desmond have seen in his life. Desmond have thrust into her right shoulder. Although freezed, DEsmond can see the pain in her eyes.

The floating chaing strikes again, this time it aim at Desmond sword
Disarm: 1d20 + 12 ⇒ (17) + 12 = 29 - Disarmend

AARGH!!
Acrobatics: 1d20 + 8 ⇒ (3) + 8 = 11 -AoO from Sven
Flaming Flute atack: 1d20 + 12 ⇒ (9) + 12 = 211d6 + 1d6 + 2 ⇒ (4) + (1) + 2 = 7


I forget to mention. The flame moves to attack desmond, that is why it provokes fomr sven. Sven 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

Gore: 1d20 + 10 ⇒ (4) + 10 = 14

Argh,

"STAND STILL!" Sven roars, and charges at the creature, angling for a bite.

Bite: 1d20 + 10 ⇒ (18) + 10 = 28

Damage: 1d6 + 12 ⇒ (3) + 12 = 15

Grab: 1d20 + 15 ⇒ (15) + 15 = 30

Grapple Damage?: 1d6 + 12 ⇒ (1) + 12 = 13


I think I've been applying the rules inconsistently, but anyways...

Sven hit the flame but can not catch it, the flame have no solid form.


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

I thought I could Grapple it since I have an AoMF. =(


I'm not sure, but I don't think so, you would need ghost touch for 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 is momentarily taken aback by the angel's beauty, but quickly comes to his senses and picks his sword up. That provokes an AoO.

"If you're under the impression that Desmond Alfonio will not attack a pretty woman, you are sorely mistaken."

He swings his sword at the crystal once more.

1d20 + 14 ⇒ (9) + 14 = 23
1d8 + 14 ⇒ (6) + 14 = 20


The flame trip Desmond before he can take his sword.

Trip: 1d20 + 12 ⇒ (9) + 12 = 21


You can change your action with the new information


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

Dude knock it off >:I

Did I get my sword at least?


AoO interrupt the action I think, but you can complete your turn taking your sword

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