Strength and Fear: An Ustalavic Kingmaker Campaign

Game Master vayelan

Kingdom Building Rules
Rulership Tracker
Map: Canterwall and Neighbors

Map: The Town of Ravengro
Map: Harrowstone Grounds

Current Encounter: Camped Outside Freedom Town


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Bashuk soon returns with the vial filled with water from the consecrated fountain. Nadiya quickly identifies that the water retains a faint blessing from the fountain, but she also recognizes that the magical properties are steadily fading. She estimates that the water will only retain its properties for another 30 minutes at most before becoming plain, inert water.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

Nadiya reports her findings about the effectiveness fading and adds, "Bashuk, since you went through the trouble of collecting this, and you're obviously resilient against the poor air which means you are often taking point, perhaps you should douse yourself with this while the effects last."


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Is it something other than holy water? What effect does dousing someone provide?


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |
DM Vayelan wrote:

Using the consecrated water to perform a quick purification ritual (i.e. washing your hands and face) will provide a +2 bonus to your next Will Save today.

Bashuk, see above


Nadiya wrote:
DM Vayelan wrote:

Using the consecrated water to perform a quick purification ritual (i.e. washing your hands and face) will provide a +2 bonus to your next Will Save today.

Bashuk, see above

Correct. The fountain itself was blessed and consecrated long ago so that it could be used for self-purification by visitors before attending ceremonies in a chamber further down the hall. Thus, rather than working like typical holy water, it provides the one-time Will Save bonus.


Having collected some of the purification water, you press onward and westward, deeper into this second level of the catacombs. The glow of your accompanying dancing lights soon spreads outward as the axial hallway leads to the largest chamber you've found thus far.

A short flight of stone stairs descends to the tiled floor of a large, gothic chapel. Buttresses along the walls and finely sculpted columns rise up to the rib vault supporting the roof and the weight of the upper level above. The sharply pointed arches of the architectural designs point like upward aimed knives.

However, only the most structurally important elements of the architecture have survived, and the more decorative or superficial aspects have been defiled. The faces have been ripped from the statues and frescoes along the walls and corners. Religious iconography has been clawed and smashed.

Although you can still feel the caress of a fresh breeze wafting down from the staircase to the west, mirroring the one you have just taken, this air possesses an unnatural chill. A weight akin to a sodden cloak falls upon your shoulders, and it feels harder to breathe in this fallen chapel.

To the north, a handful of broad steps leads to an inner sanctum. Even from afar, you can tell that this portion of the holy hall has been likewise sacked and profaned, but perhaps to an even greater degree. A sizeable statue at the back of the sanctum has been toppled, replaced with an effigy constructed from bones and refuse.

Upon entering the defiled chapel, you each need to make a DC 15 Will Save to avoid becoming Shaken for as long as you remain in the chapel, and for 1d4 minutes after leaving.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Sorry, I was the holdup there wasn't I. Yes, Bashuk would dab herself with the sacred water.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Will Save: 1d20 + 6 ⇒ (14) + 6 = 20


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

Will Save DC 15: 1d20 + 7 ⇒ (20) + 7 = 27

Mishka will save: 1d20 + 6 ⇒ (20) + 6 = 26

That's nice, but I'm not looking forward to the 1s and 2s I'll inevitably get in combat. ;)

Nadiya crinkles her nose at the sight and smell of the defiled area but her outrage at the treatment of the place overrides any spiritual discomfort.

"I've half a mind to chuck some alchemist's fire at that effigy, but I wouldn't want to waste our good air..."


Female Humanoid (Dhampir) Bard 7 | HP 42/43 | AC: 19/14/15 | Fort: +3, Ref: +9, Will: +6 | BAB: +5, Melee +9, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

1d20 + 6 ⇒ (5) + 6 = 11

Leta is visably nervous in this room, though whether it's the ominous defacing of the temple or the holiness of the site itself is not obvious. She raises her bow just a little, in case she needs to let one fly.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Will: 1d20 + 6 ⇒ (18) + 6 = 24

"This place has a dark sense about it, be careful," the half-orc warns, scanning the outer sanctum before steeling herself to face the inner.

Perception: 1d20 + 10 ⇒ (8) + 10 = 18


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Steel yourselves... whatever darkness attacked this place may still be here. But, our number and faith is strong. We shall overcome.

The countess' newly acquire starknife gleams in the dim light.


M Cavalier Cavalier 7 HP: 37/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

will: 1d20 + 10 ⇒ (19) + 10 = 29

Kain enters and the serious look on his face turns to a scowl.

Perhaps we should topple the effigy, as it toppled its predecessor. The only thing that would stop me is worry of the noise it would make.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Now you have me wondering, Kain... what if that damn thing itself was to become animated?

Our task should be to clear the area of immediate danger, we can consecrate the place in due time.

Perception, effigy is animate?: 1d20 + 8 ⇒ (5) + 8 = 13


Female Humanoid (Dhampir) Bard 7 | HP 42/43 | AC: 19/14/15 | Fort: +3, Ref: +9, Will: +6 | BAB: +5, Melee +9, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta casts Detect Magic and scans the area.


You cautiously climb the short set of stairs to the inner sanctum for a closer look at the scene.

The toppled statue - its arms and head broken from the body - once depicted a gaunt, long-haired woman in a long, flowing dress of peculiar design.

Knowledge (Religion) DC 12:
The condition of the statue makes it a little difficult to conclusively identify at first, but you are soon certain that this was a depiction of Pharasma. This inner sanctum was likely a place for mourners to leave offerings to entreat the Lady of Graves to watch over the souls of the bodies interred within these halls.

The effigy erected upon the pedestal vacated by the destroyed statue is constructed from lashed-together bones clad in bits of armor and burial shrouds. A cattle skull with large horns has been placed atop the effigy's head, serving as a crown or helmet. Numerous skulls, with scraps of burial shrouds shoved into their mouths, have been placed atop the pedestal and at its base. Furthermore, many small trinkets, mementos, curios, and other items - either plundered from the graves or taken from the village above - have been heaped around the effigy like offerings.

Knowledge (History) DC 15, Knowledge (Religion or Arcana) DC 18, or Knowledge (Local) DC 20:
The gagged skull is the symbol of the Whispering Way, and this effigy depicts its terrible master: Tar-Baphon, the Whispering Tyrant.

The ghouls who constructed this foul, makeshift shrine clearly venerate the reviled necromancer. Given that Gallowspire, the haunted prison that holds the twice-vanquished wizard-king, sits in Virlych just to the south of Canterwall, this evidence of a Whispering Way cult within your territory is an extremely troubling development.

Leta's eyes detect no magic from the effigy itself, which thankfully does not come to life to strike at you. However, she notices that a couple of the trinkets heaped around it, like a miniature dragon hoard, radiate with shades of magic.


Female Humanoid (Dhampir) Bard 7 | HP 42/43 | AC: 19/14/15 | Fort: +3, Ref: +9, Will: +6 | BAB: +5, Melee +9, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Oh, for a nice spooky gnarled tree or mysterious grove, Leta though, feeling out of her element.

"Magic items, there and there," Leta pointed out.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

Knowledge History: 1d20 + 13 ⇒ (13) + 13 = 26


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

As Nadiya gets a closer look, following Leta up the short stairway, she frowns. "Oh no."

She points at the skull. "That is, I'm sure, meant to be Tar-Baphon, the Whispering Tyrant. I have heard many in my travels speak terrible tales about the wizard-king. A twisted necromancer who is supposed to be imprisoned in Gallowspire, just south of here in Virlych. The gagged skull there represents his followers, the Whispering Way. If the Way is behind all of this... we have a good deal to contend with."

As Leta points out the magic, Nadiya nods and activates detect magic as well, analyzing the auras she sees.

Spellcraft: 1d20 + 13 ⇒ (17) + 13 = 30


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Religion: 1d20 + 11 ⇒ (5) + 11 = 16

Glaring daggers at the effigy, Bashuk nods in acknowledgement of Nadiya's explanation. "My people have no love for the lich, may he rot in his hole. If his servants are here, we'll see if death will take on the second try." The flames in her hands writhe and solidify into a blade which she slashes through the desecrating shrine.


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Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

I suppose this works into Nikolas' accounting... if I remember correctly.

Clover's Crossing might have entirely escaped the notice of history if not for its very old Pharasmin church, whose first foundations were laid more than fifteen centuries ago. The village is mentioned briefly in histories of the Whispering Tyrant's invasion of Ustalav, roughly around 3200 AR, when the church was used as a rallying point for Ustalavic armies attempting to repulse the undead legions.

There are conflicting accounts of whether it was the army of Prince Ardurras II or that of Prince Adamondais who mustered at Clover's Crossing and sought blessings at the Pharasmin church before venturing forth on their doomed attacks against the Whispering Tyrant. The historical records are confusing because the two ill-fated campaigns occurred within a year of each other.

Further muddling the facts are the accounts that both princes carried a relic weapon that ended up lost to the ages when their wielders fell in battle - the sword Corpselight, carried by the elder Prince Ardurras, and the holy mace Raven's Head, carried by his brother Prince Adamondais.

...is this the way to Amaans?

Kn Geography: 1d20 + 6 ⇒ (11) + 6 = 17

For the benefit of those newly joined.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

"So this is not just an attack... it is vengeance..."


Countess Valeska is also able to further expound upon what Nikolai previously told the party. Based upon additional evidence you have uncovered in your explorations, you have learned that it was the younger brother, Prince Adamondais, who was interred deep within these catacombs alongside his legendary weapon, Raven's Head.

The Countess also knows a bit about the Lost County of Virlych, having learned about it from her mercantile family members who cautioned about traveling too close to that accursed land. Virlych is dominated by the Hungry Mountains, one of the most notable geographic features in all of Ustalav. Except perhaps for exiled orc tribes hiding in those mountains, the land's only inhabitants are the wandering undead left behind like a stain by the Whispering Tyrant's legacy.

Knights of Lastwall vigilantly patrol the borders of Virlych, even roaming afield into Ustalav, to keep the undead at bay. Most importantly, they strive to drive away any who might venture towards Gallowspire and, whether by intent or accident, weaken the wards that keep the Whispering Tyrant sealed within his prison.

Nadiya:
The first magic item you identify is little more than a curiosity. It is a brass ring that has been enchanted so that, perhaps once per day, its wearer can will it to produce a pleasant scent as though from a perfume.

Another is a knife with an ivory handle that has been reinforced with magic.

The last is a belt made from an unknown leather, enhanced with copper studs and set with a brass buckle. This piece has been enchanted to keep its wearer healthy.

The ring is a unique magic trinket that can produce pleasant scents as per a Prestidigitation spell twice per day.
The other two items are a +1 dagger and a Belt of Mighty Constitution +2


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

I am assuming therefore Bashuk's hitting the effigy didn't cause anything to happen other than damaging it/

"Well given all that has been said, I don't feel bad about possibly taking what has been offered as tribute here... this..." she points at the belt, "Is quite useful in particular, as it enhances stamina. The dagger there has a typical basic magical enhancement on it. The ring..." She reaches out and picks it up, "A minor magical trinket, which creates whatever pleasant scents you like from it. Might be useful for parties or impressing people... might also be useful for dressing animals after a hunt, or if you handle a lot of dead bodies."


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Will: 1d20 + 8 ⇒ (11) + 8 = 19

Religion: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18

Religion: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18

"Or for disguising the stench of a ghoul trying to pass as one of the living," Miruna adds, speaking over her shoulder as she faces back the way they came. Her blade's glowing light does little to warm her spirit.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Bashuk sweeps her fire-blade through the effigy a few more times to complete it's destruction, then turns to the others. "Is there any reason to linger? I mislike this place, and there's a great deal of catacomb left to investigate..."

Bashuk already has a Belt of Con +2 so y'all have fun!


The examination and discussion of magical curios pauses just long enough for Bashuk to put the effigy of the Whispering Tyrant to the burning blade. Soon enough, all that remains is a smoldering mess of rags and bones; these are a minuscule obstacle as you resume recovering the purloined goods.

Besides the 3 magic items, there is also a total of 1200gp worth of various jewelry, precious stones, and other trinkets that the ghouls have heaped together.

You should also make Perception checks as you leave the chapel.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

I also moved the group's tokens just to keep us together a bit more.

Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Bashuk cautiously approaches the doorway leading out of the chapel, carefully peering into the hallway for any dangers.


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Perception: 1d20 + 11 ⇒ (1) + 11 = 12


Female Humanoid (Dhampir) Bard 7 | HP 42/43 | AC: 19/14/15 | Fort: +3, Ref: +9, Will: +6 | BAB: +5, Melee +9, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Per:1d20 + 10 ⇒ (14) + 10 = 24


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Surveilling Bashuk's handiwork, Valeska takes in the scene one last time before moving on.

Truth be told, I'd feared the flames would cause a dangerous smoke situation.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23


M Cavalier Cavalier 7 HP: 37/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

Kain glances towards Bashuk at the mention of her people.
Some perhaps. Others, I am not keen to believe that about. He says, remembering the tribe that made ample use of undead.

Anyway, let us continue. I do not like being away from Valere in a place like this.

perception: 1d20 + 12 ⇒ (4) + 12 = 16


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

Nadiya collects the ring, the belt, and the dagger, and leaves it for someone else to collect the general wealth. She holds out the magic items to Valeska. "Since you are without question the leader here, I think it might make it easiest if you decide who can makes best use of these."

As they move on, Nadiya resumes her position toward the rear of the group and moves her dancing lights around so that they can illuminate both ahead and behind them as efficiently as possible, within range.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Mishka Perception: 1d20 + 5 ⇒ (2) + 5 = 7 Note Mishka has scent


Bashuk is the first to hear it.

Standing at the mouth of the next arterial hallway, initially she just feels a breeze on her face. She can also hear the whistle of the wind, suggesting that one of the halls or rooms up ahead opens onto the sinkhole - hence the fresher air. Hopefully this means that the bad air will be less of a threat moving forward.

However, the Sarenite soon hears something else. Soft, creeping footfalls with long nails or claws clicking upon the stonework. Something is approaching.

Leta, Valeska, and Nadiya then hear more footsteps coming from the hallways behind you, tracing the path you took to arrive here.

After a few moments, Mishka's fur begins to bristle and she arches her back defensively as the cat smells something she definitively does not like.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

Sensing as well as hearing Mishka's distaste, Nadiya presumes allies are not coming to join them. One hand on the cat to settle her, with her other hand she gestures and mutters an incantation in old Varisian, and sticky spiderwebs cross the entry way behind them.

Casting web into the hallway behind us.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

"Something is coming Bashuk whispers, coils of flame writhing around her arms like a nest of furious serpents.

Gettn' my Burn on, let's rumble.


Female Humanoid (Dhampir) Bard 7 | HP 42/43 | AC: 19/14/15 | Fort: +3, Ref: +9, Will: +6 | BAB: +5, Melee +9, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

As she prepares her bow to back up Bashuk, Leta bolsters her allies' courage by singing a tune that brings to mind the open majesty of deep, ancient forests.

Song

Activating Inspire Courage +2; everyone gets +2 competence bonus on attack and damage rolls and Saves against Charm/Fear.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Kain, take the other side of this hallway opening... Valeska readies on one side of a tunnel.


M Cavalier Cavalier 7 HP: 37/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13 | Resolve: 3/4

Kain nods and moves to his position.


At Nadiya's command, a morass of sticky webbing explodes in the hallway at your back, effectively closing off that route.

A tense moment stretches into an eternity as you wait for calamity to come barreling out from either hallway, but all that arrives is a dry, rattling laugh. This is soon followed by a voice so wizened, it sounds as though the dust and cobwebs of the catacombs themselves were giving rise to the words.

"such a show that you put on for us," taunts the voice. "Fireworks, singing, and everything.

"However, perhaps we can forebear more violence and talk things out this time? After all, when you first arrived, I had no idea that you were special visitors. The new countess of Canterwall and her court, in our very midst?" the voice says with sardonic awe. "That certainly changes things."


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

I would ask you to retreat back into whatever misguided cesspool of evil and death you crawled out of and, leave us alone...

But, better you come or send minions if you are coward. We will end you and restore our land and any other lands you defile.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30
Creepy Voice wrote:
"...The new countess of Canterwall and her court, in our very midst?" the voice says with sardonic awe. "That certainly changes things."

"Doesn't change shit 'cept that we'll kill you ourselves," Bashuk growls. "What do you even want?"


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

Mishka mews at Nadiya, and Nadiya does not speak to the voice but to the others. "Mishka smelled something foul coming, so there is either something still present, or a relatively powerful illusion has made us perceive we are surrounded."

She concentrates on the odd sounds and smells that had put them all on the alert.

In case of Illusion, Will save to disbelieve: 1d20 + 7 ⇒ (19) + 7 = 26
Same for Mishka: 1d20 + 6 ⇒ (4) + 6 = 10


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Rather than join in the banter, Miruna holds her blade steady, focusing her magical senses down the corridor.

Detect evil, concentrating to see if I can sense their numbers and positions.


Nadiya:
There is no illusion at work, unfortunately. A handful of beings really do lurk just out of sight down either hallway leading from the chapel. Based upon the odor you can now sense alongside Mishka, you fear that these may be more of the ghouls that the Countess and her companions mentioned.

Miruna:
Through the shadows haunting either hallway, you sense a total of 9 evil auras - 4 behind and 5 ahead. Six of them are fairly weak, the source of the aura being simply their apparently undead nature. Three of the individuals, however, possess noticeably stronger auras of evil.

Bashuk Cinderhand wrote:
"Doesn't change s**@ 'cept that we'll kill you ourselves," Bashuk growls. "What do you even want?"

"I want the same thing as the Countess: to restore this land to its former glory. But how remiss, I have neglected introductions.

"I am Baron Ludwig Valspar, formerly of Silverspur Manor in the eastern marches of Canterwall, and hopefully at your service, my liege. I had heard whispers that the Palatinate was upended and that our county was returned to rightful noble rule, so it is quite pleasing to see that this is true."


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Kn Nobility, Baron Ludwig Valspar: 1d20 + 6 ⇒ (10) + 6 = 16
Kn Geography, Silverspur Manor: 1d20 + 6 ⇒ (19) + 6 = 25

Can you aid oneself... sort of a synergy of knowledges?


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

"Definitely something coming." Fortunately, her web spell will stay up for 90 minutes, and she hopes whoever this Baron is does not talk that long.

Mishka emphasizes Nadiya's point by standing up in her basket, fur raising, letting out a slow "Rrrrrrrr."

Knowledge History: 1d20 + 13 ⇒ (13) + 13 = 26
Knowledge Local: 1d20 + 13 ⇒ (15) + 13 = 28


Valeska:
You aren't familiar with the name Ludwig Valspar. If the Valspars really are - or were - a noble house, they were not prominent enough to warrant notice. To your knowledge, all the former nobility of Canterwall fled when the county overthrew its traditional autocratic rule for the Palatinate Council. Based on the evidence, you can infer that they may have held a fief in Canterwall, once upon a time.

On the other hand, you are familiar with a place called Silverspur Manor. Shortly after being made Countess of Canterwall, the royal herald Adellia Taval shared and reviewed an old map of the county with you to familiarize you with known landmarks in your new demesne. Located roughly halfway between Clover's Crossing and the Sclerain Swamp in the far eastern corner of Canterwall, Silverspur Manor is an old estate believed to be long abandoned. You can surmise that it may have once been the home of House Valspar and been the center of their barony.

You and Adellia suspected that the manor may have become a haven for bandits, orcs, goblins, or perhaps just wild animals. If it's actually tied to this purported baron, seeming to lead these ghouls, then the danger there may be worse than you feared.

Nadiya:
Shortly after Lozeri became the first Ustalavic county to overthrow its autocratic rulers in 4670 AR, replacing them with citizens' councils in a relatively non-violent coup, Vieland and Canterwall soon followed suit. When this happened, most of the old nobility fled to Ardis or Caliphas.

The members of House Valspar were minor nobles who ruled a barony in the eastern part of the county. Their power, wealth, and influence were negligible. However, there were rumors that one of their forebears may have dabbled in dark powers or tainted their bloodline with some corruption.

When the noble exodus from Canterwall occurred decades ago, the Valspars were not among them. Therefore, most people assumed the bloodline had died out. Further rumors suggested that their end may have come due to whatever curse befell them due to their ancestor's deeds, causing a physical degeneracy.


...

"You've seen the shrine my courtiers have erected," Baron Ludwig says. He remains out of sight, down the webbed corridor. "While their religious zeal for our master is...endearing, mine is a respect more akin to a vassal for his liege. Surely you recognized the mighty wizard-king? His return is imminent."


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

"Yeah, any day now," Bashuk scoffs. "You corpse-eaters have been telling yourselves that since he got locked into Gallowspire. If you've got an offer to make, spit it out."

Despite her bravado, she feels a chill down her spine and she turns and gives her companions a questioning look, wondering what to do. Feels like he's stalling us for something.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

Nadiya wishes she had prepared message today. "Perhaps while those behind us are slowed by the webbing, we press ahead and take out the ones down Bashuk's hallway. Unless we get them to move."

Louder she calls down the hallway she faces, "Valspar? A footnote in the history books you are. I heard of you from a lecture on how ineffectual and desperate for power the old guard were. I expect little has changed."

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