The River Kingdom's Shadow
(Inactive)
Game Master
Mythicman19
Click me for the Map!
campaign info
N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
I vote do the bookkeeping off air. Do the math and divy it out and let's move on.
Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2
Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2
Thibaut "Bob" Dufour wrote: Bob sighs heavily, not eager to meet the mayor but seeing the logic. "First, sell and reequip, then rest. We'll go see the mayor in the morning, or explore the rest of the zombie lair."
@GM Do you want us to RP the sale of equipment or can we fast forward?
There will be some drinking in there somewhere...
His words are more a statement and less a question. Trakas smiles slightly and prepares to pay the tab.
M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg
Agreed, better to handle things OOC.
"Well, I agree with whatever you decide, my friends. Charm the undead, cut up the mayor, or the opposite. Trakas, let me pour you another one. Or two. Brightberry? Redleaf? Some tasty not-water to wet the roots?"
N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
Brightberry holds up a hand like appendage, seemingly lost in thought.
Redleaf, on the other hand, sidles up with two arms extended. A smile and twinkle in his eye.
F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]
agreed with the OOC selling/buying, unless there's a certain merchant you want to highlight or something. either way, I've got nothing to buy and nothing to do.
With nothing to do once their loot is taken care of, Immana turns in early to rest and heal up. Her wounds, though they may have looked bad the previous day, are entirely closed up with not even a scar left in the morning.
You all after an hour or two of selling your loot, you all come back to the tavern after bidding Cornelius goodbye. You come back and over a few tankards of ale you relax for the night getting some much needed rest after a hard day of fighting. During the evening you see a couple different characters come in; a goblin who gives the barkeep a bundle of herbs, a man who comes and drinks some wine in a corner, and a half Orc who orders a dinner and sits by the fire eating.
Will have post the morning when I get a chance, this week has been rough with work especially with drill this weekend.
N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
Brightberry will leave the drinking establishment and walk toward the manor on top of the ruins. Looking for, either a guard station, or a 'watering hole' where people gather to talk, he will find a nicely hidden area working earshot. He will then transform himself into a Vine and hear what he can hear of the goings-on in town.
Redleaf, on the other hand will continue drinking with his new friends. Upon seeing the goblin drop off the herbs, he becomes curious and approaches the goblin. "Hi! Do you grow those or find them? I know allot about plants! Teehee.". It seems the red had gone to his roots.
You go up to the keep and as you approach you see several guards talking behind an old wooden portcullis. You hear about a group on the outskirts of town that had attacked a caravan on the road and how there is talk that they will be going out to stop them, since if it gets too bad someone will come her to make sure they get dealt with.
The goblin wearing what appears to be woven grass smiles and says in a pretty decent common, “I pick them, they grow near the bramble. He uses them to brew, I get silvers for what I can find. Do you know how to find these hops?”
N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
Brightberry will rest the remainder of the evening in peace.
Readleaf will continue to banter with the goblin until the goblin leaves, and then he too will rest until morning. They are both ready to continue their grand adventure when the sun rises.
Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
In the morning, I'd prefer to finish exploring the structure before we go to see the mayor, but it is fine if people want to talk to him first.
Bob is ready to proceed
You all wake up the next morning stiff but much less hurt. Some with hangovers that’s slow the mind. But you all gather in the common room early the next morning with the sun just barely up.
Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2
Thibaut "Bob" Dufour wrote: In the morning, I'd prefer to finish exploring the structure before we go to see the mayor, but it is fine if people want to talk to him first.
Bob is ready to proceed
I agree with going back to the structure
N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
You all Walk back to the ruins and ready your weapons as you enter. You walk in again amid the dusty and drab ruins. You are just at the entrance.
M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg
Atar will have made a quick visit to some sort of merchant/woodworker to get a hanbō (which, GM allowing, I will flavour as a really hard scabbard for the rapier).
"Well, new day, new creepy things throwing themselves at us!" Atar cracks his neck and, barring any objections, takes the lead in going back to the room where they had met the Lordling.
"I wonder if the guy's going to be moving around again…perhaps we should have cut its head? Or thrown him into the pit?"
Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
"That might have been a good idea. That guy down in the pit certainly didn't come back to life."
Bob leads the way back past the fountain and the statue going carefully, with bow drawn, looking and listening for any new occupants.
N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
Brightberry looks longingly at the gems in the statue again as he asks, "Why are we not taking them?"
But none no one hears him.
Redleaf hiccups.
You head back and the the bodies of the goblins seem to have been shifted their weapons no longer there, though nothing else is different. And as you make your way to the room where the lordling was you find the dead bodies still on the floor and don’t move as you approach.
Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
After kicking the corpses hard enough to get bits of rotten flesh on his toe, Bob very carefully approaches the tomb, looking for traps or anything else that might be dangerous.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
Brightberry will find a friendly looking Vine.
(plant speech)"Have any big things been moving down here? Anything other than the green ones like these."
Brightberry points at the goblins.
You find no traps on the large sarcophagus, and no plant matter has managed to work its way yet, the stone remaining largely uncracked by roots.
Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
Drawing closer to the eastern entrance to the tomb room, Bob looks down the hallway.
F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]
Immana keeps close to Bob, readying to fire off a blast should anything hostile come barreling down the hallway.
Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2
Trakas remains quiet as he keeps his eyes floating around him.
Bob peers down the hallway half expecting more undead but sees only darkness at the end of a hallway awaiting him.
Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
"It's clear. I'll keep an eye open. Someone take a look at that tomb."
M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg
"Righty-o, Bob!" Says Atar, who takes a last good look at the sarcophagus before propping it open. "Rise and shine, dead person who is hopefully decked in treasure!"
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2
Gripping his sword, Trakas waits to see what happens.
N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
Redleaf and brightberry stand a few get back from the stone compost box as Atar peers in.
You pop it open using the small opening left there from a previous person's attempt. The massive lid with a grinding of the stone slides off and you see inside a skeleton in cob web robes that have fallen apart over time into simple strands.
N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
After nothing bad happens, brightberry Will pull himself up to the coffin so that he can peek in and cast detect magic.
Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2
Trakas lets out a sigh of relief as the sense of immediate danger is over. At least for now...
M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg
Atar sighs in disappointment. "This is really underwhelming. Brightberry, do you see anything going on there? Plant things? Magic things?" He helps the leshy up on the coffin with one hand and pokes the coffin with his rapier, looking for traps and hidden mechanisms.
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
You poke the coffin and move the bones but see no hidden traps or mechanisms, there doesn’t seem to be anything in the coffin to suggest a hidden compartment or trap.
Brightberry you detect magic, after a moment of concentrating you get a feeling that it’s very strong necromancy magic that’s has left a strong aura in the area.
Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
"Nothing there? That's disappointing, though more disappointing for the lordling than for us. At least we didn't give our lives to figure out that the tomb had nothing in it.
Let's close it up and keep moving."
Bob quietly moves down the hallway toward the next room.
Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
"There is evil magic here. Not a magic item, but an evil aura. It doesn't feel good."
The plants will wait at the corner of this room, ready to heal or assist in any way.
M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg
Atar helps Brightberry off the coffin and then puts the lid back on it. "Sorry for the trouble, we'll let you sleep now," he tells the bones.
Rapier unsheathed, he follows Bob, repressing a terrible urge to whistle.
Stealth: 1d20 + 4 ⇒ (11) + 4 = 15
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
You look in and the room covered in black coated walls has a sheen to them. Other than the room and the exit across you don’t see anything else.
Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
"This is... odd." Using his bow, Bob carefully prods at the floor. Is it slippery? Metallic?
If nothing strange happens, he will take a careful step into the room, expecting to jump back quickly.
Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2
Trakas draws his weapon and keeps watch as the others inspect the room. He looks from his black blade to the walls. Wondering what the material was.
F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]
"Hmm. Odd indeed." Walking up behind Bob, Immana pools a ball of water in her hands, then sends it flying at the center of the black room to see what will happen.
mechanically...I guess ranged-attack a square?
You tap the black material nothing happens, and the water that splashes on the ground does nothing. The room seems safe though a little menacing in its color.
Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
"Aroden, guide my steps"
As quick as he can, Bob darts across the room to the opposite entrance.
You dart through and the momentary energy and adrenaline are rewarded with nothing as you get across and see the hallway continue the stone walls leading to a door up ahead. my bad didn’t realize i didn’t answer your question about the material. It feels like stone though glossed kinda like slate.
N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
Brightberry will look to Redleaf and give a shrug. They both move through the room more slowly, looking at the strange material.
Brightberry Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Redleaf Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
Calling back, Bob motions forward. "Seems safe enough. I guess it is just some odd kind of decoration. There's another door up here."
As the others move through/examine the room, Bob will check out the door.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg
"Okay, this is pretty neat, isn't it?" Atar pokes one of the walls, shrugs, and joins Bob, looking over the man's and trying to point out anything that seems off.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
one is Trakas, 2 Immana: 1d2 ⇒ 2
As you all begin to move forward the darkness of the walls begins to coalesce behind Immana and a creature seemingly made of the stuff stands behind her as she makes her way through the middle of the room.
Atar: 1d20 + 4 ⇒ (8) + 4 = 12
Bob: 1d20 + 4 ⇒ (7) + 4 = 11
Trakas: 1d20 + 4 ⇒ (18) + 4 = 22
Brightberry: 1d20 + 3 ⇒ (16) + 3 = 19
Immana: 1d20 + 3 ⇒ (16) + 3 = 19
Shadow: 1d20 + 2 ⇒ (7) + 2 = 9
You all may act before the shadow.
Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Sensing danger behind him, Trakas turns and adjust his step in one quick motion.
I assuming that this is enough to locate the shadow in this environment.
Behind us!
His blade comes out of the sheaf and immediately is engulfed in a light blue aura as he moves to the side of Immana.
Duck!
Attack w PA: 1d20 + 5 + 1 - 2 ⇒ (16) + 5 + 1 - 2 = 20
Damage: 1d10 + 1 + 3 ⇒ (6) + 1 + 3 = 10
Swift action to give my blade a +1 enhancement, Draw as part of my move action and a standard to attack.
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