"Unexpected" (Inactive)

Game Master Signore di Fortuna

Four ordinary villagers must repair the damage left behind after adventurers 'save' their village.


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Merely a placeholder.


The seer's house where you have all gathered smells strongly of incense and herbs. Rowlan, the venerable seer of Ardfell, rests his gnarled, leathery hands on his staff and looks over you. His expression is a puzzling mix of sadness and hope as he seats himself in a highback chair. He opens a massive tome that rests in front of him. Settling on a page somewhere toward the back, Rowlan clicks his tongue and addresses you.

"I am glad that you four have the courage to help Ardfell in its time of need," Rowlan says, his voice strong. "We were fools to trust outsiders for our safety. We have survived in this village for almost 300 years without outside help. Ah, modern times...Anyhow, we should get down to the problem at hand.
You may remember the tales, Honorable Torwalker, about the necromancer's castle to the north of the village. Lord Greywind Thervin plagued this area for many years until he was slain nearly 200 years ago. His reign when he was alive was no better than when he became a lich. We were aware that there was den of evil close to us, but the evidence didn't surface until a few months ago.
You recall those last few storms and the terrifying winds. According to my charts, they weren't supposed happen. Then the unexplained deaths in the fields alerted me to the presence of a living artifact in Greywind's castle. Since none of us are capable of dealing with such a thing, we sent out a call for some heroes. They came...with their shining armor and magical weapons."

Rowlan pauses for a moment to spit on the ground at their mention. "They all ventured to the keep and all but two returned with the artifact. It looked like a horn of ivory with wicked things carved upon it. They took it and our money when they left Ardfell. Since that day, we have had nothing but dark clouds, dead crops and sightings of monsters just outside our gates.
I don't know what to do, but we must do something. There are a couple of thorps near here: Nidas and Kolli. We usually see some of their folk here once a month for trading. It's been a month and a half since we last saw them. Perhaps you can start by checking in on them. If they are in danger, send them here. We are a bit more secure than they are. Nidas is but a three hour trek to the west. Kolli just another hour beyond that. When you have checked on them, return to me and let me know what you have found."


Male Human Warrior 3

Then we must make haste to bring them back here


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

"I am happy to lend a hand where I can. I trust one of you know the way to these settlements? I am still fairly new to the area and am not familiar with those places."


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

Every time Perthorn hears tales about the lich goosebumps form on his skin . The halfling listened quietly to all that the seer had to say than taking a mouth of air and sighing heavily he responded to Kalin's question: Good men live there, and mighty good customers it would be a shame if something happened to them. It had been some time since I last visited Nidas. I could take you there. As for Kolli I think we can find it easily after asking in Nidas. I really do hope nothing bad happened to them... maybe they are scared as we all are.


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

Tresmeer sits back and points about with his pipe as he speaks, "I expected that merchant Beldinar last week from Nidas. He is not usually late, and his wife's honeycakes are missed, especially by Pethorn. Yes, I have no good reason not to go for the village. Luckily Garath is more than capable to look after the forge these days."

The old man stretches up and rubs his aching back unconsciously. He smiles at the others and gives Pethorn his trademark "thumbs up" for a good decision with one gnarled hand.


Rowlan stands, clears his throat and makes a small bow. He makes an effort to walk to the door and holds it open for you. "Hopefully, things are better than we assume."


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

Tresmeer stops for a second and taps the side of his head.

Knowledge (arcana) 1d20 + 7 ⇒ (12) + 7 = 19, Knowledge (local) 1d20 + 7 ⇒ (8) + 7 = 15

[i]Lord Thervin the Lich, what is a lich? Monsters outside our gates, what monsters?[/ooc]

The old man wanders round the edge of room thinking and murmuring to himself.


Tresmeer:
You recall that liches are foul spellcasters who have sacrificed their mortality to become undead abominations. As for the monsters, you've heard of the goblin bands that plague the area. They tend to be the common problem in the area. Usually they are hardly a problem for the town watch. There are occasional ogre sightings, but those are thankfully rare.


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

Sorry for the messed up tags. I had a few problems getting on the website yesterday so couldn't check my post.

"So we may face goblins and if we are truly unlucky an ogre. Best avoid them."


Male Human Warrior 3

What are we waiting for Tresmeer, we must hurry to save the people of Nidas


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

"Oh yes. Sorry Henry," He hurries outside and whistles to the donkey as he approaches. "Not a friendly donkey, this one. Never come up behind it. That's all you need to know."

The elderly man hefts his armour and morningstar then pulls on the donkey rope to get it started. As Tresmeer moves off with the others his faithful hound, Sabre, falls into place next to him.


The gates of Ardfell stand tall, yet no comfort they have brought recently. The two men standing guard, Larrick and Bowrey, tip their helmets towards you as they pass. The wooden gates swing open revealing the darkened forest beyond. You take a look behind you, knowing that you will only be gone a few hours but the longing takes hold of you just the same.

GM Rolls:
1d20 ⇒ 13
Stealth: 1d20 + 10 ⇒ (16) + 10 = 26

Make Perception checks, please.


Male Human Warrior 3

As he passes the guards Henry calls out to his friends (he is part of the town guard).
Larrick, It looks like you are going to have to take my shift tonight bud!

perception: 1d20 + 1 ⇒ (20) + 1 = 21


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

I don't know why you bother with that one. Crumpet here is a loyal, hard working. Perthorn feels his backpack pulling him up and turns around checking what was the cause. Crumpet, stop chewing that! This is not helping your case. Crazy animal. If you are so eager to have it, then take it. He attaches the backpack only leaving at hand his mapmaker kit, the compass and two of his daggers at hand. Then, ties Crumpet to his pony and puts the barbed vest carefully over the light armor forged by his adoptive father, before jumping on the pony.

He waves at Larrick and Bowrey when passing next to them and turns around on his saddle just to get a glimpse of the village before squeezing the pony's side to ordering the animal to resume his walk.

Perception: 1d20 + 2 ⇒ (18) + 2 = 20


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

Kallin nods respectfully towards the guards.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

"Mention of both a necromancer and of monsters appearing has me hoping they are not undead spawn. I don't think Pharasma would test me so soon in my career." Kallin says whimsically.


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1
Kallin of Pharasma wrote:
Perception: 1d20 +7

Whoops, that should only be +4, so result is 12


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

Tresmeer Perception check 1d20 + 5 ⇒ (16) + 5 = 21, Sabre the hound Perception check 1d20 + 8 ⇒ (4) + 8 = 12

The old man tries to keep a watch on the woods around, not relying on his old hound. He knocks his pipe on a passing branch and puts it away in his top pocket. Then the smith turns briefly to Kallin, [/b]"so tell me about why you have come to our village. Its a long walk and I know little of Pharasmans."[/b]


As you pass through the woods, an eerie silence takes hold. You don't seem to notice anything out of the ordinary as you head towards Nidas. Suddenly the stillness is shattered as a trio of goblins drop from the trees thirty feet ahead of you and attack!

Initiative:
Goblins: 1d20 + 6 ⇒ (3) + 6 = 9
Tresmeer: 1d20 + 1 ⇒ (16) + 1 = 17
Kallin: 1d20 ⇒ 10
Henry: 1d20 + 2 ⇒ (6) + 2 = 8
Pethorn: 1d20 + 3 ⇒ (4) + 3 = 7

Getting the drop on you, they fire their shortbows.

vs. Tresmeer: 1d20 + 4 ⇒ (11) + 4 = 15; miss
vs. Henry: 1d20 + 4 ⇒ (12) + 4 = 16; miss
vs. Pethorn: 1d20 + 4 ⇒ (15) + 4 = 19; Damage: 1d4 ⇒ 3

Round 1: Tresmeer, Kallin, Goblins, Henry, Pethorn


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

Kallin first considers running, but is fearful of leaving his new found comrades behind. Instead, the young acolyte calls forth a protective ward and moves quickly up to the goblin archer whose arrow found its mark on Pethorn.

Cast Protection from Evil (AC 12), and move 30' up to a goblin while unsheathing his dagger as part of his move action.


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

Without thinking Tresmeer releases the donkey reins and calls "attack!" pointing at the left goblin for Sabre. Then the old man races forwards swinging the unnatural morningstar in a wide arc towards the melon head of the middle goblin archer. He roars like a barbarian with a sore head and hopes...

1d1d20 + 1 ⇒ (20) + 1 = 21, confirm 1d20 + 1 ⇒ (15) + 1 = 16, damage 2d8 + 2 ⇒ (4, 5) + 2 = 11, Sabre 1d20 + 2 ⇒ (9) + 2 = 11, damage 1d4 + 2 ⇒ (2) + 2 = 4


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

Pertharn draws the small arrow that has found it's way through the steel rings of the chain shirt and throws one of the daggers at hand at the goblins before dismounting his pony.

Attack 1d20 + 3 ⇒ (14) + 3 = 17
Damage 1d3 ⇒ 3


Male Human Warrior 3

Before Pethorn
Henry run forward and makes a mighty overhand chop at the goblin that shot pethorn.
Power Attack: 1d20 + 5 ⇒ (2) + 5 = 7Damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15
But he misses :(


Tresmeer easily dispatches one of the goblins, while Kallin prepares himself to confront another alongside Tresmeer's mount. The goblins don't take well to the appearance of the animal, shouting what you assume are goblin obscenities.

The first goblin attacks Sabre with its shortsword, while the second backs away from the fray to shoot at him with its shortbow.

Attack 1: 1d20 + 2 ⇒ (7) + 2 = 9; miss
Attack 2: 1d20 ⇒ 18; Damage to Sabre: 1d4 ⇒ 3

Henry charges into the battle and makes a wide swing over the goblin's head. Pethorn's dagger goes a little left and misses its target.

MAP

Round 2: Tresmeer, Kallin, Goblins, Henry, Pethorn


Male Human Warrior 3

after tresmeer, kallin, and goblins
rinse and repeat
power attack: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 2d6 + 9 ⇒ (4, 2) + 9 = 15


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

Kallin, looks upon the cowardly goblin shooting the dog with a bow. Kallin's grip upon his dagger tightens, but alas he has never drawn blood from another. He feels the will to change things this day, if not for justice, then at least for his very survival.

The young acolyte glares intently at the goblin archer, but feels an inner calling grab ahold of him. He calls forth some divine power and advances forward to release it upon the foul creature before him.

Kallin casts Touch of Fatigue and moves to the goblin archer and tries to touch him (Fort Save DC 15).

1d20 + 0 ⇒ (20) + 0 = 20

Kallin feels a great burst of cold, crackling energy leave his hand. The release of power he feels both excites him, and scares him.


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

Yes! Get them! You will suffer a terrible death you ugly fiend. Just let me get my dagger. Perthorn moves closer behind Kallin's back and shouts at the last remaining goblin not very convincing but loud nevertheless, hoping to scare him away.

Intimidate 1d20 + 3 ⇒ (10) + 3 = 13

The Exchange

No access to main account on phone so I set up a second one for this

Sabre leaps at the archer, threatened and angered by the arrow that just missed. 1d20 + 2 ⇒ (18) + 2 = 20, 1d1d4 + 2 ⇒ (3) + 2 = 5

Meanwhile Tresmeer ignores all the chaos and slips round behind to strike at the back of its head. His morningstar flails madly about in a series of circles. 1d20 + 3 ⇒ (2) + 3 = 5, 1d1d8 + 1 ⇒ (6) + 1 = 7


AoO against Tresmeer: 1d20 + 2 ⇒ (12) + 2 = 14; miss

Tresmeer misses with his morningstar while Saber takes a chunk out of the goblin. Kallin grabs the goblin causing it to slump a little as it becomes fatigued.

GM Notes:
G3 hp: 1

The goblin engaged with Henry slashes at him with its shortsword.

Attack: 1d20 + 2 ⇒ (8) + 2 = 10; miss

The other attacks Kallin.

Attack: 1d20 ⇒ 9; miss

Henry slays the goblin in front of him with savage efficiency while Pethorn yells at the remaining goblin, frightening it.

Round 3: Tresmeer, Kallin, Goblin, Henry, Pethorn


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

Kallin sees the goblin's blade slice towards him, and he realizes the peril he could face if he does not become more aggressive. Reluctantly, he slashes back at the goblin.

Dagger attack: 1d20 + 0 ⇒ (9) + 0 = 9
Dagger damage: 1d4 + 0 ⇒ (3) + 0 = 3


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

Tresmeer and Sabre continue the assault. Sabre is finding renewed strength or is it one last hurrah of an old dog? He leaps at the face of the creature just as his master's morningstar swings across the back of its neck.

Sabre 1d20 + 4 ⇒ (7) + 4 = 11, bite damage 1d4 + 2 ⇒ (1) + 2 = 3, Tresmeer 1d20 + 3 ⇒ (3) + 3 = 6, damage 1d8 + 1 ⇒ (2) + 1 = 3


Male Human Warrior 3

After goblins
Henry realizes that his companions are not used to combat, while he has experience dealing with bandits and the like. He steps between kallin and the goblin swinging his sword in an overhead two-handed swing as he does so.
Power Attack: 1d20 + 5 ⇒ (7) + 5 = 12Damage: 2d6 + 9 ⇒ (1, 3) + 9 = 13


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

While the others were taking care of the last goblin Pethorn retrieves his dagger and searches the bodies of the fallen goblins curious as to what those creatures might posses. Why did these monsters attack us? We haven't done them no harm.

1d20 + 2 ⇒ (12) + 2 = 14


Tresmeer and Kallin have no luck attacking the goblin. The little creature tries to escape from the fray.

Tresmeer, Kallin and Sabre get attacks of opportunity against it.


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

Fearful that the creature is backing away to use its bow again, Kallin slashes out with his dagger.

Dagger attack: 1d20 + 0 ⇒ (15) + 0 = 15
Dagger damage: 1d4 + 0 ⇒ (2) + 0 = 2


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

Tresmeer sweeps the legs 1d20 + 3 ⇒ (19) + 3 = 22, Sabre just naturally nips at the heels to drag the goblin down and finish it off 1d20 + 4 ⇒ (18) + 4 = 22

The morningstar tangles up its legs, connecting with a kneecap in an explosion of bone, but the screaming goblin never feels Sabre rip out his throat straight after.

Damage Tresmeer 1d8 + 1 ⇒ (8) + 1 = 9, Sabre 1d4 + 2 ⇒ (4) + 2 = 6


Tresmeer puts an end to the goblin and you compose yourselves after the ambush. You resume your trip, coming to Nidas about an hour later. The town looks shabby. Well, more so than usual. Several houses in this tiny thorp have been burned away to ash. Windows are boarded and you can assume the doors will be barred.
Despite the grim scene, you do spy some smoke billowing from several chimneys. Hopefully, it is a sign of life and not another unfortunate turn in your task. In the distance, you hear the chilling caw of some crows.


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

Kallin seems a little shaken by the goblin encounter.

"Sorry if I seem somewhat unacquainted with the dangers of the road. This is the first time I have ever ventured out of the temple on my own. The priests say this journey will build character. I now wonder if I will survive the building process." Kallin says with a grin.

"I am happy to see that I am travelling with others who seem far better equipped to deal with the road hazards. I will try to help out in what ever capacity I can though. I have just started my priestly studies of divine magic and have learned a few minor gifts. If anyone requires healing, please let me know."


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

what do we find on the goblin bodies? Any tribal markings or tattoos?

"What of your faith, Kallin? I asked of Pharasma but the goblins interrupted us a little. As for that fight, it was the first time I have used my morningstar in anger. Well done Sabre. Have some dried meat, you old hound. Ha"

How we doing xp, GM?

Reaching Nidas, Tresmeer stays with the others as they approach. "Do you want Pethorn to take a look around? He is good at it."


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

Kallin you're starting to scare me. Shouldn't priests be more optimistic regarding the challenges ahead? I know we are no adventuring heroes but with Henry's might, pop's wits and with Pharasma's power channeled through you I'm sure we'll be able to conclude this mission safely. just look at the smoking chimneys. The halfling points towards the village with a smile on his lips. That is a good omen. Those people are just scared. Let me just go ahead and put some spirit into them.
Perthorn stops in front of one of the houses and knocks on the door: the first three strike loud, fallowed by two soft ones and a another hard one at the end. Hello?! We mean you no harm. We just want to talk. We also have some spare food.

Diplomacy1d20 + 3 ⇒ (1) + 3 = 4
Oh oh...


@Tresmeer: There's nothing on the goblins that distinguish them. They are probably feral wanderers. As far as xp, I keep track, but, if you want to keep track of it yourself, we can do it that way. That encounter was 105 xp.

Pethorn's knocks go unanswered, for good or ill.


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

Kallin smiles and laughs a little at Pethorn's response. "Pethorn it was a just a joke in an attempt to lighten the mood after having survived a brush with death. I am well acquainted with death however, I am in no rush to enter the Boneyard."

Kallin will look around for the largest, intact house which has a smoking chimney. He will approach it and will call out loudly, "Hello? We have been sent from Ardfell to find out what has been happening here in Nidas. We can provide an escort back to the safety of Ardfell."

Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10


Male Human Warrior 3

Henry walks over to one of the houses with smoke coming from the chimney. He tries to see between the boards on the window. perception: 1d20 + 1 ⇒ (17) + 1 = 18
[b]Anyone home? We have been sent here from Ardfell to help the People of Nidas. If you are there please open up and we will provide you with protection and an escort back to Ardfell. You will be safe there. diplomacy: 1d20 - 1 ⇒ (19) - 1 = 18


Henry:
You see movement from a gap in the boards, but you can't tell what.

A shout comes from behind the door Henry is standing at. "Ardfell? Who's there then?"


Male Human Warrior 3

My name is Henry Orisson, a member of the Ardfell town guard. my companions are a priest, and a black smith with his son.


Human Expert 1, Init +1, AC16/12/14, Hits 8, F+2,R+1,W+3, Perception +5

You keep score please GM, just asking.

"I am Trresmeer the Smithy. Kallin the priest and Henry the warrior are here to help. Who are you? and how many are you? Tell us of what has been happening here so that an honest man does not open his door to visitors. If you are honest?"

Tresmeer waves his son out of sight just in case.


Commoner 7/7hp 18AC Init 3 F2 R4 W1 Att+3

Pethorn does as indicated and starts walking towards the mules but on the way he grabs Tallin by the sleeve "If it isn't too much too ask. I think I will take you up on the offer and get some treatment for these wounds before we leave the village. I don't want to worry pops too much with these." He looks back. "He seams to have a lot on his mind lately."


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

Kallin smiles and nods at Pethorn's request. The acolyte calls upon his gift to heal Pethorn.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5


There is a loud clattering as the door slowly opens. A sooty-looking dwarf turns to Tresmeer. "By Torag's beard, it is you. I am Orgum, Beldinar's apprentice. Come in, come in. We'll not talk out here. E'en by day, this place isn't safe."


HP 6/6; AC 10; Fort +0, Ref +0, Will +6; Init +0; Perc +4; Human Adept 1

Kallin enters the building and thanks Orgum for the refuge. Kallin waits patiently for the explanation of what has happened.

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