Jade Regent

Game Master Nayr Trebrot

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Initiatives - Spiderkin:
Marilis - 22
Arren - 18
Humanoid spider - 15
Pip - 10
Giant spider - 8
Gruhx - 4
Oren - 3


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Male Human (Kelishite) Cleric - 1 | HP 9/9 | AC 15 T 10 FF 15 | CMB +1, CMD 11 | F: +3, R: +0 W: +6 | Init: +0 | Perc: +0, SM: +4 | Speed 20ft (Base 30ft) | Spells: lvl 1 (0/2) Domain (0/1)|Channels: 3/5|Rebuke Death: 6/7 | Active conditions: Bless

Blessed Sarenrae shine your light on these poor people. May your countenance heal there wounds and bring justice to the vile creatures who have committed such acts

Eli silently prays as he bandages everyone he can get to.
Heal Check: 1d20 + 8 ⇒ (8) + 8 = 16
Looking around he sees the destruction and the pain and the suffering and it further solidifies his hate of goblinkind.

I know it's essentially racist but perhaps there will be some redemption and reconciliation in the end. Rolled a heal check to see how much Eli is able to help.


Male NG Fetchling Hunter (Packmaster) 2 | HP: 9/17| AC: 15(11 Tch, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +4, W: +1; | Init: +1 | Perc: +5 | Speed 20ft | Active conditions: Medium Encumbrance | Ammo: 20 arrows
Black:
| HP: 17/20| AC: 14(12 Tch, 12 Fl)

Finally meeting Shalelu after traveling for so long, Madir finds himself without anything to say to her, so he simply stares. Until she asks him a question, that is. "Yes. His name is Black, and I am Madir." He stretches out his hand to shake hers.
"I was told you were a ranger that lived in the wilds without being feared by the towns. I would like to learn how."


Koya smiles widely at Gruhx's enthusiasm. She doesn't remark when one of the children hugs Gruhx to try and ease the poor giant creature's concerns. After the story, Koya stands. Now, little ones...please go back to your parents; they need your strength now more than ever. They will keep you safe, remember that always, but they need your love to keep them strong.

As the children scurry away, Koya looks up at her foster son. And your brother, is he okay as well? She signs as she looks over at Shalelu and the others. Shalelu had mentioned that the goblins have been more active in the Hinterlands recently...but never something this bold.

Shalelu glances aside at Oren, a wry smile on her lips, then looks back to Madir. I see. Yes, I do indeed spend my time outside of Sandpoint, and would like to think I'm not feared by these fine people. He takes his hand in a strong grip. We can discuss further after this mess gets cleaned up. I thank you for your service in this regard. As for making a bit of an impression right away...try smiling. She grins herself, as if following that sound advise.

Eli's help is noticed and appreciated. Soon enough, the Father leaves him to his own, with Eli having proven that he knows more than enough to be useful on his own. At one point, Ameiko joins him, bringing some of the wounded back to her tent for a warm meal and some rest. She looks over her shoulder at Eli, then down to his blood soaked sleeves. Clean yourself up, and you're welcome at the Rusty Dragon tonight. Drinks are on me.

Ashild smiles warmly and hugs her son again. Come now, this wasn't your mother's first battle. Now, I'm fine...go back and see your friends. They no doubt could use your help more than I.


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

As Shalelu moves off to help town, Oren moves into step with her. "Any idea what caused this, Shale?" he asks, clearly concerned about a second attempt.


Male CG Snowborn Half-elf Witch 2 | HP 13/15 | AC 11 T 11 FF 10 | CMB +0, CMD 11 | F: +1, R: +3, W: +4 | Init: +3 | Perc: +8, SM: +6 | Speed 30ft | Active conditions: None

Tallvar smiles back at his mother and nods. "I'll make my way back toward the square. Maybe more people will need help." Ember yips and runs off in that direction of her own accord. Tallvar waves and chases her back toward the center of town. Along the way he stops to aid anyone he finds who may need his assistance.


Trox Bloodrager 3 | Mods: None | HP: 32 (-8)| AC 16, Tch 11, Fl 14 | CMD: 19 (21 vs Grapple) | F: +6, R: +3, W: +0; +2 vs Fear | Speed 30ft | Blood Rage: 8/11 | Perc: +4 (Darkvision/Tremorsense), SM: -1 | Init: +2

Slowly climbing to his feet, Gruhx thanks the youngling for the hug as it scurries off. Turning back to his mother, the large one nods.

"Yeah. Eee safe. Went help hurt ones."

"Gobs no good. Need stop 'em! No kin take more people." he adds with determination. Glancing towards those with him, he smiles. "You help Gruhx keep safe?"


Male NG Fetchling Hunter (Packmaster) 2 | HP: 9/17| AC: 15(11 Tch, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +4, W: +1; | Init: +1 | Perc: +5 | Speed 20ft | Active conditions: Medium Encumbrance | Ammo: 20 arrows
Black:
| HP: 17/20| AC: 14(12 Tch, 12 Fl)

Smile... Madir realizes he hasn't smiled since he ended up in the wilderness. He follows her advice, somewhat awkwardly, like trying a skill you haven't honed in years. There's no feeling behind it though. Not yet. "You have my thanks."

He then turns to the group as a whole. "Is there anything Black and I can assist in? I could order him to keep watch from the skies."


Shalelu furrows her exotic brow, then frowns and shakes her head. I've seen more of their kind out in the open, and there are more stories every day of travelers harassed by them up and down the Lost Coast Road. But, I hadn't yet run into them myself, save for small...and short...encounters. She grins at the last - she had obviously been the one to finish those encounters. She glances aside at Madir and returns his awkward smile. Oren, with what I see coming here with increased activity, I fear it will come to those strong ones like yourself to help the town both recover and plan for their future safety.

Tallvar stops on the way back to help a merchant trying to get an obviously broken wagon back to the Glassworks. The man is immensely grateful at the assistance, and even tries to pay the Witch. At least let me buy you a drink later. I'll be at the Rusty Dragon, as I'm sure most of the town will! He waves and hurries on, no doubt eager to return to the safety of the well guarded factory.

Koya smiles warmly and puts a hand on Gruhx's huge arm as she addresses them all. We have much to discuss and to recover from. Dear Ameiko here has invited us all to join her at the Rusty Dragon tonight where we can console those who have lost, and plan for where we go from here. I hope you'll all join us there.

When you're ready, let me know and we can move along to the Rusty Dragon.


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

Good to go on my end.

Oren nods and says little else as they go about the business of recovering from this unexpected attack.


Male Human (Kelishite) Cleric - 1 | HP 9/9 | AC 15 T 10 FF 15 | CMB +1, CMD 11 | F: +3, R: +0 W: +6 | Init: +0 | Perc: +0, SM: +4 | Speed 20ft (Base 30ft) | Spells: lvl 1 (0/2) Domain (0/1)|Channels: 3/5|Rebuke Death: 6/7 | Active conditions: Bless

Eli looks down at his sleeves and notices the blood that Ameiko points out. By the Dawn! I am a mess! All for the best though. Thank you for helping me care for these injured. I will certainly join you this evening at the Rusty Dragon. I look forward to it!

He finishes cleaning the gash on a boys arm and wraps the wound with clean linens. After the boy is reunited with his mother and resting Eli heads to his home and changes his clothes and gives his armor a quick clean and heads to the Rusty Dragon to meet Ameiko.


Male NG Fetchling Hunter (Packmaster) 2 | HP: 9/17| AC: 15(11 Tch, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +4, W: +1; | Init: +1 | Perc: +5 | Speed 20ft | Active conditions: Medium Encumbrance | Ammo: 20 arrows
Black:
| HP: 17/20| AC: 14(12 Tch, 12 Fl)

Good to go here as well

Having no real sense of direction in Sandpoint quite yet, Madir follows around the other companions and helps where possible, until this eventually brings him to the Rusty Dragon.


Trox Bloodrager 3 | Mods: None | HP: 32 (-8)| AC 16, Tch 11, Fl 14 | CMD: 19 (21 vs Grapple) | F: +6, R: +3, W: +0; +2 vs Fear | Speed 30ft | Blood Rage: 8/11 | Perc: +4 (Darkvision/Tremorsense), SM: -1 | Init: +2

Stooping over, Gruhx wraps all four arms around Koya and hugs her tightly. "You is right. Always right. We recoova."

I'm good to go


The town of Sandpoint is a testament to the individuality and free spirit of the Varisian people. Left largely to its own, the town boasts a sort of people who are proud of their home and the strong folk that they call their neighbors. Holding the coast against the chaotic mistress known as the sea, the town of Sandpoint sits astride a harbor that provides a bounty of goods for trade and local consumption. Unfortunately for its denizens, it also provides for a wild land of dangers both apparent and hidden. The town's well-traveled shore tells many a tale of such dangers, as its murky depths have pulled thousands of unwary sailors into a dark embrace.

From the ruins of Old Light - the crumbled old light house that juts into the sea, to the sturdy wooden bridges that allow for travel over the Turandarok River to the East, the town is formed of necessity. Wood buildings and cluttered docks line the town’s natural harbor, while farms and the manors of wealthy citizens dot the surrounding countryside. During the day, fishing, farming, lumbering, glass-making, and shipbuilding occupy most of the townsfolk. Even so, sights of high culture can be seen in the Sandpoint theatre and an unusual museum that displays maritime treasures of old.

Around the town lay lightly forested, rolling hills, limestone escarpments, and verdant moors. Arable land for farming is a coveted commodity, as rocky hills and uneven areas of flat rock break up the landscape. Between the farms and the various fishing villages along the long coast, the people around Sandpoint largely live off of the land and sea, taking pride in their own self-sufficiency.

The Hinterlands – this area around Sandpoint in Western Varisia is well known for its wild, rugged land and varied wonders and dangers alike. From the Birdcrunchers goblin tribe of Devil’s Platter to the Wyvern roosts of Dragon’s Punchbowl, or the spiders of Egan’s wood to the Red Bishop of the Hermitage, the lands about the civilized town offer no shortage of employment for would-be adventurers and heroes alike.

There’s one Inn that adventures seem most drawn to – the Rusty Dragon…and for good reason. The proprietor is a former adventure herself, one Ameiko Kaijitsu. All manner of adventurers are welcome within its walls, and in front of one of its large hearths. The inn is a haven for those whose path follows the call of need, of mystery, and of gold. As such, it is typically a center of information that comes directly from those who live it…from the front lines, so to speak. And, today is no different, especially given the dangerous events of the day. In fact, many sit staring morosely into their drinks, seemingly recalling the dark events in the town square.

As a multitude of men and women of different races gather, Ameiko makes certain that her serving women are busy keeping everyone with drink and satisfied. Her smile is radiant as ever, and her exotic beauty draws the eyes of every man within the common room. Her eyes twinkle with an inner light as she lays a passing hand on a lean man's upper arm...an obvious merchant, by his hawkish and appraising gaze. She gives a friendly chuckle that's more hearty than her looks would lead one to believe, then glides away with an almost supernatural grace. Only momentary glimpses of a slight frown of concern can be seen on her features - the only visible mark left by the dark day they had just had in Sandpoint.

Sandru Vhiski, the roguish caravan owner, is there, and he gives Ameiko a sly smirk as she darts by. He stands near the row of tapped kegs of Coastal Wheat, a sweet but strong ale brewed with coastal freshwater, which has the faintest hint of salt...just enough to set it apart. He helps himself to refill his bejeweled tankard, then raises his mug in salute at the stern form who had just entered - the Sheriff of Sandpoint, Belor Hemlock.

Shalelu stands in a corner, Madir asking her questions about interacting with the masses while Oren rolls his eyes. Koya sits apart, her harrow deck on a table in front of her while Eli sits in a chair nearby and does his best to move the table over to provide room for Gruhx's great form to sit. Tallvar stands behind, shaking his head and pointing out that he was never going to fit there.

After some banter throughout the inn and introductions all about, Sheriff Hemlock steps into the center of the room, moving aside a table to stand within some open space. The large man's Shoanti heritage makes him appear a bit more stoic or stern than perhaps he intended. He clears his throat.

I am very happy to see you all here tonight, after a day of such peril and loss. The town welcomes and stands with you in this time of our obvious need. Thank you to those who have helped with their caring, healing arts, steel, or just a hot meal and a warm smile. He nods to Ameiko, who winks. And now, I must get to business. This goblin incursion, while bold and unexpected, does follow the rumors we've heard of late. There have been many sightings along the Lost Coast Road and more than one merchant has been robbed en route.

Now, some of you may remember that Sandpoint had once offered a bounty for goblins. We had to suspend it when some too-eager adventurers were swept out to sea while in pursuit of goblin ears. Well...we're reinstating it, as of today. The Town of Sandpoint will pay ten gold for each goblin ear, with an additional reward of three hundred gold should one be able to bring in their chief. We've heard rumblings of a charming "Gutwad"...seems a fine name for such a disgusting creature.

From what we've gathered... His eyes track to Shalelu, who makes no visible note of it. ...this "Gutwad" is chief of the Licktoad tribe, and as such is centered somewhere within the Brinestump Marsh - not a very forgiving place. Should anyone wish to go after this vile chief, then that's where to start. Does anyone have any questions?


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

"Only one," says Oren, who takes a drink from his ale before continuing. "When do we leave? I'm not thrilled about having to tromp through the marsh, but we can't let these think we'll just let them come in our town and cause whatever mayhem they please. The coins don't concern me, but I'm willing to accept them on general principle. Does the chief need to be alive?"


Trox Bloodrager 3 | Mods: None | HP: 32 (-8)| AC 16, Tch 11, Fl 14 | CMD: 19 (21 vs Grapple) | F: +6, R: +3, W: +0; +2 vs Fear | Speed 30ft | Blood Rage: 8/11 | Perc: +4 (Darkvision/Tremorsense), SM: -1 | Init: +2

10g per ear? Gutwad? Ooooo!

Stooped over in the corner as the announcement is made, Gruhx raises a stead trunk of an arm. "Gruhx go 'elp widdo ones too."

Glancing towards Koya, he nods. "Gruhx potect so no need be taken way Gruhx were."

I am on board with wiping out goblins


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The Sheriff gives an uncharacteristic grin. That's the spirit; glad to have adventurers like yourselves that can help with the town's defense. You can leave at any time, though I doubt you'd want to travel through the night. From here, it'll be about a half day's walk down Lost Coast Road, then there's a trail that will take you into the Marsh. No one's ever really bothered to make a map of the place, but if anyone knows his way around, it'd be that eccentric halfling Walthus Proudstump. Fellow calls himself the "warden" of the swamp. You can take the old fishing trail west from the Lost Coast Road directly to his shack. The sheriff looks around the room. [b]Anyone else brave enough to accompany these two?


Male NG Fetchling Hunter (Packmaster) 2 | HP: 9/17| AC: 15(11 Tch, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +4, W: +1; | Init: +1 | Perc: +5 | Speed 20ft | Active conditions: Medium Encumbrance | Ammo: 20 arrows
Black:
| HP: 17/20| AC: 14(12 Tch, 12 Fl)

Though it takes some time for him to catch on, Madir understands that this is what he'd been waiting for: a chance to help a community, to prove himself an ally and hopefully make him welcome among the people of this town.

"Me and my bird will join."


Shalelu nods to Madir, as if in approval. Tallvar and Eliazur accept the task as well, and Sheriff Hemlock seems quite approving of the gathered party. I thank you for taking this on; the security of our town is very important and we will all be in your debt should you put this threat to bed. He dips his head in a sort of respectful bow, then heads towards the bar, apparently signaling an end to his speech.

Speech done, you're free to interact at the Rusty Dragon, head out and purchase supplies, explore Sandpoint, or head on towards the Marsh, just let me know.


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

Oren gives Madir a bit of a grim look, but quickly dismisses it a moment later. "Sounds like you're not coming, Shale. Have you got somewhere else to be?"


Shalelu smiles with a bit of mischief. Oh, don't worry Oren - I'll be near by, should you need my help. Actually, my mission is a bit different...some farmers around Egan's Wood say that there's been muddy hoofprints appearing on their roofs lately. Sounds like the Sandpoint Devil's looking for someone to carry off for a meal again. She snorts in an unladylike manner. At least, that's what they say...I'm going to prove them wrong before the good Sheriff sends guards up there that we need along the Lost Coast Road. Those farmers are always trying to get attention.

She motions to Ameiko for another drink, then goes on as if sharing a secret. You know, they say that halfling who calls himself the "Warden" raises snakes for pets. Some say they've seen him cuddle with them, like a newborn pup. Watch yourself out there; someone as secluded as that...well, his mind not be quite right.


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

Raising a shaved eyebrow, Oren replies, "Snakes, huh? Why does it always have to be snakes?" Oren sighs, then nods. "I'll be sure to be careful. And you too, sis."


Anything you guys want to do, or head out? You're headed into a swamp, so can get any supplies to prepare. You can talk to your NPC friends, hang out at the Dragon, go anywhere else in town, or whatever else you want.


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

We haven't really gotten any new funding so there's not much to get, at the moment.

I'll all for pressing on.


Trox Bloodrager 3 | Mods: None | HP: 32 (-8)| AC 16, Tch 11, Fl 14 | CMD: 19 (21 vs Grapple) | F: +6, R: +3, W: +0; +2 vs Fear | Speed 30ft | Blood Rage: 8/11 | Perc: +4 (Darkvision/Tremorsense), SM: -1 | Init: +2

I'm with Oren. We've not exactly come into a pile of coins yet so not much purchasing available. I am a slight concerned about swarms with going into a swam...but I'll just throw Oren at them and it'll be fine. :-P

Gruhx stays in the tavern late into the night, enjoying the newfound appreciation. "And I's kin reach da high shelves!" he adds with a giggle.

Finally, as the evening wears on, he stumbles to bed, plans of an early start swim through his head as the dreams take him.

I'm good with moving onward


Male NG Fetchling Hunter (Packmaster) 2 | HP: 9/17| AC: 15(11 Tch, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +4, W: +1; | Init: +1 | Perc: +5 | Speed 20ft | Active conditions: Medium Encumbrance | Ammo: 20 arrows
Black:
| HP: 17/20| AC: 14(12 Tch, 12 Fl)

Before the group sets out, Madir spends some time trying to get to know the different people of Sandpoint, trying to apply the advice given to him by Shalelu, Oren, Talvar and the others.


Male Human (Kelishite) Cleric - 1 | HP 9/9 | AC 15 T 10 FF 15 | CMB +1, CMD 11 | F: +3, R: +0 W: +6 | Init: +0 | Perc: +0, SM: +4 | Speed 20ft (Base 30ft) | Spells: lvl 1 (0/2) Domain (0/1)|Channels: 3/5|Rebuke Death: 6/7 | Active conditions: Bless

Eli grins at the prospect of taking care of even more of the goblin threat. He's heard of the "Warden of the Swamp" but doesn't really know much. It will be interesting to see what challenges this Licktoad tribe will bring.


After closing out your time at the Rusty Dragon in whatever pursuits you decide to pursue, you head out from Sandpoint the next morning to, unsurprisingly, no fanfare at all. A few of the locals wave and nod, but the mood is still somber as the town works on rebuilding and repairing what the goblins set about destroying.

You head to the south along the Lost Coast Road towards the marsh; the chill morning air wet with morning dew and with the humid coastal air. As you know from living in this region, the Brinestump Marsh is a relatively small region, but is fantastically overgrown with vegetation. Given the frequent stretches of muddy gobs and snaking waterways, moving through the Marsh will be a tiring and frustrating procedure.

The Marsh is bounded on its southern edge by a small cliff and on its western edge by Sog's Bay. By late morning, you come into view of the overgrown place to the south, and see the well worn trail at the northern end that fishermen use to ply their trade.

Knowledge local DC10:
You've heard the rumors about town - a creature named "The Soggy River Monster" was seen again, this time by a fisherman on the New Fish Trail. He said it stood taller than a man, had white skin, and had a mouth that opened all the way down its neck. It was eating what looked like a goblin on the far side of the river, which is why the farmer managed to escape.

Knowledge local DC12:
There's a witch or hag rumored to be in the swamp, stalking it and searching for food. The old fishermen call her "Old Megus."

Insert fine travel banter as you see fit. If you move in, let me know marching order and any special precautions/effects.


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

At the last minute, I just realized a couple things that Oren would want. Spent the gold and such.

Oren woke up early enough to do a little bit of shopping, picking up a dagger and some Vermin Repellent, before meeting up with the others.

Once on the road, the dwarf seems to be a little more at ease. "I hate leaving after what happened yesterday, but it sure feels good to be on the move. I can't say that I've spent any time in this Marsh, does anyone know anything about it?"

Once they arrive, Oren takes a few moments to take it all in. "Lovely place," he comments sarcastically. "Perhaps we should start on the path, and go from there. We need to find this 'Warden' first, I suppose."

Oren could take the lead, if necessary, unless someone is better at Survival (Madir?). Otherwise, he'll probably take the middle of the group, to be able to easily cover with his blasts. If the bugs start to get heavy, he'll apply the Vermin Repellent.

Survival: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Knowledge (nature): 1d20 + 5 ⇒ (11) + 5 = 16 If applicable


Oren, I'll take that knowledge nature roll. That, with your closeness to Shalelu would allow you to know what's under the spoilers. Everyone else okay with Madir leading? I think the most important question is where Gruhx will be...the path will be so tight that he'll probably be mostly tearing a new one.


Male NG Fetchling Hunter (Packmaster) 2 | HP: 9/17| AC: 15(11 Tch, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +4, W: +1; | Init: +1 | Perc: +5 | Speed 20ft | Active conditions: Medium Encumbrance | Ammo: 20 arrows
Black:
| HP: 17/20| AC: 14(12 Tch, 12 Fl)

Madir's actually not better at survival lol, but he can be somewhere near the front nonetheless as he's mostly melee anyway.


Trox Bloodrager 3 | Mods: None | HP: 32 (-8)| AC 16, Tch 11, Fl 14 | CMD: 19 (21 vs Grapple) | F: +6, R: +3, W: +0; +2 vs Fear | Speed 30ft | Blood Rage: 8/11 | Perc: +4 (Darkvision/Tremorsense), SM: -1 | Init: +2

Untrained K Local (Max 10): 1d20 - 2 ⇒ (9) - 2 = 7

Glancing back nervously, Gruhx nods to Oren. "Firs time me leaves since momma save me. Bit..." With a quick shake of his head, he forces a smile. "Me do for momma! Me's need ta pro-tect gud peoples."

"Gruhx on'y knows what man say lass night. Think may be marshy." he replies.

Shoving his way through and past the overgrown brambles along the "path", "Where path? Me no see gud path...jess plants."

I'm thinking Gruhx would work best as either rear guard or second in line due to reach. Going to want to get up close first chance I get when it comes to fighting.


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

Oren tells the others the rumors that he recalls hearing from Shelalu (See spoilers). Probably just superstitions and old wives' tales, but best to keep our eyes and ears open."


You enter into the swamp, Oren leading the way with Gruhx behind doing his best to imitate a plow as he crashes through the tangles of nettles and reeds that make up the vegetation on either side of the trail. Movement here is slower than normal Three quarter speed, but the trail is by far the best, if not only option for making way through the swamp.

You note that the swamp is a fecund and spooky place, with deep nests of underbrush, dark waters at places, and an oppressive fog that shrouds the place in perpetual gloom. You make your way to the south through this strange environment, every so often heading the splashing of something in the distant swamp, or the eerie growl or bellow of a creature deeper in the swamp.

Soon enough, you come to a man-made structure - a small bridge that crosses one of the deeper branches of the creek. This is a soggy wooden affair with mossy surfaces and a few missing planks.

Random roll: 1d100 ⇒ 5

Would you like to use the bridge; and any precautions?


Male NG Fetchling Hunter (Packmaster) 2 | HP: 9/17| AC: 15(11 Tch, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +4, W: +1; | Init: +1 | Perc: +5 | Speed 20ft | Active conditions: Medium Encumbrance | Ammo: 20 arrows
Black:
| HP: 17/20| AC: 14(12 Tch, 12 Fl)

Madir beckons for Black to stick close. "This swamp is a hostile place. Please wait a moment."

He then pulls out a piece of bread from his rations and throws it in the water, near the bridge.
"With some luck, maybe we can confirm something is down there, and what."


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

Oren nods to Madir and keeps his eyes open for any movement in the swampy water. He looks to Eli and Tallvar. "Can either of you detect magic at all? See if someone enspelled the bridge?"

If nothing happens after a couple of minutes, he nods once more and says, "Gruhx? Be ready to grab me, in case something happens, would ya?"


Tallvar nods, then concentrates for a few moments. Shaking his head, he gives the all-clear. No magic there, it's just a bridge. Of course, looks way too small for Gruhx to fit...

Oren moves out to try the bridge, but happens to look to the north. There, three goblins seem to be cowering on the bank of the stream. One holds what looks to be an improvised fishing rod, another holds a net made of vines but with holes so wide it would be hard pressed to catch anything smaller than an alligator, and the last with a crude basket with a few fish, some still flopping. The goblins appear as if to have heard you coming, and they look to be quite afraid of whatever lumbering beast you've brought with you.

No surprise, see initiative below and combat map posted above under the campaign title.

Initiative bold you're up:
Oren
Tallvar
Goblins
Gruhx
Madir
Eli

GM screen:
Initiative Oren: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Madir: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Gruhx: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Tallvar: 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Eli: 1d20 + 0 ⇒ (3) + 0 = 3
Initiative Goblin: 1d20 + 6 ⇒ (8) + 6 = 14


Trox Bloodrager 3 | Mods: None | HP: 32 (-8)| AC 16, Tch 11, Fl 14 | CMD: 19 (21 vs Grapple) | F: +6, R: +3, W: +0; +2 vs Fear | Speed 30ft | Blood Rage: 8/11 | Perc: +4 (Darkvision/Tremorsense), SM: -1 | Init: +2

Nodding absently to Oren, Gruhx heaves his pack to the ground and begins digging through it. "Me may has sumtin..."

How long is the section of the creek?

"No mattas...me tink mayhaps mes go last...." he adds, glancing at the rickety looking bridge. "Me no widdle."

Producing a rope, he offers it to Oren. "TIe 'round ya an me hold?"

GM Ninja! :-P --Since I have a rope in hand when my turn comes - mind if I use it as an improvised whip?


Certainly:) That should be fun


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

Seeing the goblins, who happen to see him in return, Oren sighs, "Not 5 minutes in, and we've already been seen."

Rather than getting on the bridge, he turns towards the goblins, getting a better shot, and blasts them with a stream of cutting sands. "We don't need them to let their boss know that we're here."

Move Action: Move closer to goblins to get within range.

Standard Action: Sand Blast vs. closest target.

Sand Blast vs. AC w/ Point Blank Shot: 1d20 + 3 ⇒ (6) + 3 = 9
Slashing Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Here we go again.


Male CG Snowborn Half-elf Witch 2 | HP 13/15 | AC 11 T 11 FF 10 | CMB +0, CMD 11 | F: +1, R: +3, W: +4 | Init: +3 | Perc: +8, SM: +6 | Speed 30ft | Active conditions: None

Tallvar tenses at the sight of the goblins, memories of his night in the woods flashing through his mind. It's one thing to see them in Sandpoint itself, but the wilderness is different.

No time for cowardice. I knew what this would mean. He swallows hard and steps forward, focusing his gaze on the nearest goblin. Ember follows close at his heels, yipping.

Evil Eye, -2 to AC on the nearest goblin.


gobbo wil save: 1d20 - 1 ⇒ (12) - 1 = 11

The lead goblin sees his world suddenly change for the worse as a blast of sand cuts through a nearby sapling like a woodsman's axe, felling the small tree away from the riverbank. The goblin hisses and drops its fishing rod, only to meet the eyes of Tallvar. He immediately begins to tremble and shake, but manages to cry out to his companions.

Goblin:
Kills them!


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

I'm assuming that that was the goblins' turns, so I'm assuming that we are moving on to other turns. :)


The lead goblin, thus affected by Tallvar's ability rushes to the south, and then turns to the west, in an obvious hurry to get away from the deadly big people. Double move

The other two goblins have a grand idea that both seem to come up with at the same time. They scamper to the south, each struggling with the other to gain possession of the fish bucket as they go. Once across the small river, or stream, from Oren, they begin to hurl flopping fish at him. They miss, as expected.

Attack 1 improvised: 1d20 - 1 ⇒ (10) - 1 = 9
Attack 2 improvised: 1d20 - 1 ⇒ (1) - 1 = 0

Bold you're up:
Oren
Tallvar
Goblins
Gruhx
Madir
Eli

Oren and Tallvar can post actions as well, we'll just have to take into account that the others go first.


Male NG Fetchling Hunter (Packmaster) 2 | HP: 9/17| AC: 15(11 Tch, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +4, W: +1; | Init: +1 | Perc: +5 | Speed 20ft | Active conditions: Medium Encumbrance | Ammo: 20 arrows
Black:
| HP: 17/20| AC: 14(12 Tch, 12 Fl)

Madir moves up to the edge of the bridge and readies his sword. He calls out to Black to cross the river and attack one of the goblins.

No pawn for Black at the moment :C

Black Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


Trox Bloodrager 3 | Mods: None | HP: 32 (-8)| AC 16, Tch 11, Fl 14 | CMD: 19 (21 vs Grapple) | F: +6, R: +3, W: +0; +2 vs Fear | Speed 30ft | Blood Rage: 8/11 | Perc: +4 (Darkvision/Tremorsense), SM: -1 | Init: +2

Acrobatics DC 10: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19

Seeing the vile beast fleeing, Gruhx takes off running and hurdles the creek bed.

"You NO GO!" shrieks the massive creature. Twirling the rope around his head, he flings it towards the goblin.

Improvised Whip vs Blue: 1d20 + 7 ⇒ (5) + 7 = 121d4 + 4 ⇒ (4) + 4 = 8


Male Human (Kelishite) Cleric - 1 | HP 9/9 | AC 15 T 10 FF 15 | CMB +1, CMD 11 | F: +3, R: +0 W: +6 | Init: +0 | Perc: +0, SM: +4 | Speed 20ft (Base 30ft) | Spells: lvl 1 (0/2) Domain (0/1)|Channels: 3/5|Rebuke Death: 6/7 | Active conditions: Bless

Eli rushes and begins to cross to the other side.Not sure how far he would get 20' to the edge of the bridge.


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

Oren glances at the flying fish only briefly, a look of disgust on his face. "You've got to be kidding me. I almost feel bad about killing you creatures, but I can't abide your recent action."

Standard Action: Sand Blast vs. northern goblin.

Sand Blast vs. AC w/ Point Blank Shot: 1d20 + 3 ⇒ (13) + 3 = 16
Slashing Damage: 1d6 + 5 ⇒ (5) + 5 = 10


Sorry Madir! Black added.

Black dives down to slash at one of the goblins, and stabs it with his sharp beak, drawing quite a bit of blood. The goblin drops his fish, and turns to say something to his companion. His companion, however, is blown nearly to pieces by Oren's massive blast of sand. The body of the goblin is blown back into the brush, leaving a cloud of glittering sand mixed with specs of blood.

Gruhx hurdles the stream and lets loose with his rope. His scream forces the goblin to look back, and the creature's eyes widen in surprise and shock at what he sees. The rope falls short, and the goblin is able to step back to avoid it but the terror of the attack spurs the goblin on, and he turns, ready to run away even faster.

Giant Trox cowboy! Alas, 1 away from a hit

Eli rushes forward to battle, though the goblins seem to be dying or on the run.

One down, one hurt, one on the run. Tallvar is up before them!


Tallvar, seeing the fight possibly well in hand, looks at the hurt goblin, and enacts the power of his gaze, forcing the goblin to shake on uneasy feet.

Evil eye hex

The goblin on the run continues to pump his little arms, rushing away from the great beast hot on its tails. Unfortunately for him, he can't open up into a full spring on the winding trail, but he tries to put as much space between him and Gruhx as possible.

The now lone, remaining goblin turns from Black and rushes away to the north, also trying to make his way away from the invaders to the swamp. He rushes along the bank of the stream, where the land is fairly open, but there's no real trail.

Withdraw action.

Bold you're up:
Oren
Tallvar
Goblins
Gruhx
Madir
Eli


|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3 | HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft. | Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

Oren draws from a source of energy within his body, rather than from his thoughts and emotions, energizing and empowering his legs into motion.

Swift Action: Spend 1 ki point to increase movement by 20 feet for 1 round.

Acrobatics (Jump) w/ bonus for increased speed: 1d20 + 10 ⇒ (11) + 10 = 21

He manages to jump the 10-foot span to the other side of the water to pursue the goblin and attempt to blast it with his sands.

Sand Blast w/ Point-Blank Shot vs. AC: 1d20 + 3 ⇒ (6) + 3 = 9
Slashing Damage: 1d6 + 5 ⇒ (2) + 5 = 7

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