GM SpiderBeard's Age of Ashes (Inactive)

Game Master Barvo Delancy

Chapter 1: Hellknight Hill

Campaign Maps | Loot

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USE YOUR HERO POINTS


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Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

"Raff, I think we should perhaps try to find someone to speak to first - if nothing else, so we avoid breaking and entering."


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

"Yeah yeah. Of course. I'm just making sure that everything is as it should be." He continues to try to get into the building.


.

Raff duly ignores Aramil's advice and picks the lock, which opens easily under his skilled hands. It's not a very good lock. Raff works quickly enough that he can get into the bookstore before any passers-by notice that he's working on the lock.

The interior of the shop appears to have three sections:

- A public book display and merchandise area
- A room with a sign that says "STAFF ONLY"
- A closed door that is probably the owner's bedroom

You are currently in the public book display which has shelves upon shelves of old books in a myriad of languages. At the front of the counter is a ledger full of sales and an empty till box.


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

Raff looks back at Aramil, "You coming in or should I close the door behind me?"

Raff is seasoned riff-raff (no pun intended) and quickly takes note of the empty till. "Emptied the till. Not a good sign." He considers looking for the ledgers, but first moves to enter the bedroom.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


NG Female Ranger 4 | AC 21 | F 9 R 12 W 9 | hp 50/50 | Perc +9 (+11 to seek Target), keen eyes, low-light | Hero Points 0 | Effects:

Lenna slips into the building, and looks around.

Perception check, please.


.

Raff finds a closed and locked door and gets to work quickly. The door opens without too much issue.

Pick a Lock: 1d20 + 10 ⇒ (15) + 10 = 25

Within he finds an untidy living space that looks like it was half-assedly packed in a rush. The bed is unmade, a modest chest of drawers has been ransacked, and the wardrobe is missing half of its contents. A small desk in the corner is covered with miscellaneous personal effects such as gloves, dented reading glasses, and alarmingly large balls of lint.

Raff does notice that beside the bed is a book and several loose sheets of paper. At a quick glance, it looks like a history of Breachill and Voz's own notes which look like obnoxious gloating. It'll take a bit to read everything though.

As the room is such a mess, more time could be taken to search but again, it will take a little while.

---

Lenna looks around the public book display. Voz's collection is esoteric old books in a variety of languages. There doesn't appear to be anything particularly noteworthy or out of place, though.

A quick check through the ledger shows reasonable transactions although a slow rate of business and reasonable prices for her books. The final entry is interesting - Voz notes the purchase of a magical parchment that could summon a fire mephit.


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

Figuring that they have time, Raff continues looking.


Male NG Halfling Fighter 4 | HP: 54/54| AC: 22 |F: +10, R: +12, W: +10| Perc: +12 | Speed 25ft | Hero Points 1/1 | Active conditions: None

Varook joins Raff in searching the room

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


.

You take a good long while to go through the room and uncover a few treasures.

Omari is delighted to uncover a pile of scrolls hidden behind the remainnig clothes in the wardrobe:

- acid arrow
- false life
- obscuring mist
- touch of idiocy

The book on Voz's bedside is very interesting and goes over the history of Breachill.

History of Breachill wrote:


Breachill traces its founding to 4520 ar. That fall, 50 humans found themselves mired in a threadbare outpost in a valley at the foot of the Five Kings Mountains. They had little shelter, provisions to survive for just a few weeks, few skills among them, and almost no defenses against the area’s dangers. Even stranger, they had no idea how they ended up in their hovels, nor why they were there in the first place. Most barely remembered their own names. As winter encroached, the flimsy outpost’s vulnerabilities were clear, and the desperate survivors felt hope fading.

And then an act of serendipity saved their lives. Lord Lamond Breachton, a wandering adventurer, scholar, and wizard, was returning from a lucrative trading trip to Druma when he stumbled upon the amnesiacs’ meager outpost. Even with his powerful magic, kindly Lord Breachton couldn’t solve the mystery of the humans’ origins or restore their missing memories. He took pity upon the villagers, and spent much of his recently acquired wealth on building proper shelters along the banks of what became known as Breach Creek. Further, Breachton helped the amnesiacs acquire food and establish farms, brought in experts to teach them trades, and used his magic and know-how to aid their day-to-day affairs while the townspeople became self-sufficient. In less than a year, the outpost was thriving, and the leaders of the burgeoning hamlet named their settlement Breachton’s Hill. This name was soon shortened to Breachill.

Lord Lamond Breachton himself is a mystery as little is knowno f his origins and the details of his life before arriving in town are unknown despite extensive histories being written on the place. He is noted for his golden-colored eyes, rich voice of an angel, and long flowing white hair. A paternal, kindly man who treated the founders as wayward children regardless of their ages. His kindness and willingness to expend his own resources to help the outpost seemed without limit, however—he made the humans’ survival and well-being his entire focus for an entire year. Then one day, as quickly as he had arrived, Breachton disappeared. The townspeople never heard from him again, but they understood the wanderer’s need to move on. As a final tribute to the wizard, the townspeople erected a statue of him that stands in the center of town to this day.

However, the leaves of the books are full of notes from Voz, who has apparently been doing her own history on the town. According to her notes, Lamond Breachton was an egomaniac who tried to build a society of servants to appease his needs. When he failed, he wiped the townsfolks' memories before helping them establish Breachill out of a sense of guilt.

Her notes are also really obnoxious:

"Ha! Rich! Lying charlatan trusted by idiot humans!"

"The fools put up a statue of that duplicitous charlatan - hilarious!"

"Fool should have left them to die - guilt gets you nothing!"


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

Raff is willing to take the time to go over the entire building.

"That was a crazy one. Any idea where she went to?"


NG Female Ranger 4 | AC 21 | F 9 R 12 W 9 | hp 50/50 | Perc +9 (+11 to seek Target), keen eyes, low-light | Hero Points 0 | Effects:

”No.... but I guess I know how the halfling summoned the fire creature. Voz bought a scroll that said how. Did he steal it and do that on his own? Or was he doing it at her command?”


Half-Elf Magus 4 | AC 21 (22 w/ Shield) | HP 30/45 | Fort +8, Ref +6, Will +7 | Perception +5, low-light vision | Focus Points 2/2 |Shield Block|

"Look at all this treasure!" Omari gestures to the scrolls seemingly quite excited about them. "Does anyone else want these?" they look to their companions hopefully.

After the party reads the book "So yes, this woman is clearly demented. It seems almost certain that she was the mastermind behind what is going on. Any ideas on how we can find her? Is anyone skilled in tracking?"


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

"I can use a couple of them, but if you would like to keep them, feel free. I have several of the other scrolls already."

False life and touch of idiocy are on the occult spell list, but acid arrow and obscuring mist are not. They all honestly might be more useful with Omari, since they're more likely to be in melee than I.

Aramil thinks for a moment, then says, "Well, there is a passageway in the keep we haven't explored yet. If she was using the smuggler's tunnel from here to the keep, she might be there. Voz said that she knew about an elf gate that was hidden below the Citadel, but she was keeping the information to herself. She might be there. We should investigate."


NG Female Ranger 4 | AC 21 | F 9 R 12 W 9 | hp 50/50 | Perc +9 (+11 to seek Target), keen eyes, low-light | Hero Points 0 | Effects:

"Yeah, Calmont said he knew it was there, but he could not get into the basement."

She smiles at Omari's excitement. "I can make no use of those. You two will have to determine how to make the best use of them."


.

You finish searching the bedroom and the last room left is a closed door leading to what are presumably some private quarters.


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

Raff goes into the private quarters.

Perception +6


Male NG Halfling Fighter 4 | HP: 54/54| AC: 22 |F: +10, R: +12, W: +10| Perc: +12 | Speed 25ft | Hero Points 1/1 | Active conditions: None

Varook follows the monk into the next room and looks around with him.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


.

Spikes!: 1d20 + 17 ⇒ (3) + 17 = 20
Damage: 4d6 + 3 ⇒ (1, 1, 1, 3) + 3 = 9

Raff charges forwards into the door which says 'Staff Only', eager to find out whatever secrets remain in this place. Unfortunately, as he yanks open the door, spikes lance out from it, skewering the monk!

Raff takes 9 damage.

Once through the trap and into the room, you appear to be in a research space in complete disarray. There are notes cluttered around the desk and a search reveals the following, telling note.

Voz's Notes wrote:
Aha! Entrance to Alseta’s Ring—Guardian’s Way

Society or local Lore DC 17/12:

Guardian's Way is a long-abandoned military outpost near town that was used during the Goblinblood Wars.


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

"God's! A fracking stake. What am I, a vampire. All I know is that there better be something worthwhile in here."

Society: 1d20 + 5 ⇒ (6) + 5 = 11


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil steps around the trap and walks over to the desk, taking the note from Raff and studying it.

Society: 1d20 + 6 ⇒ (14) + 6 = 20

"Well, I think we know where Voz went. Guardian's Way is a military outpost near the town that was used during the Goblinblood Wars. It's been abandoned since. Apparently, the entrance to the elf gate she was looking for is there."

EDIT

"We should let the Bumblebrashers know they can move back into their home, as long as they stay in the north rooms and don't venture into the crypts. Then, we'll head to Guardian's Way and see what we can see."


NG Female Ranger 4 | AC 21 | F 9 R 12 W 9 | hp 50/50 | Perc +9 (+11 to seek Target), keen eyes, low-light | Hero Points 0 | Effects:

Lenna gasps as the trap is sprung. As the angry Raff continues in, she examines the door and tries to ascertain how the trap worked and whether
she can remove and repurpose any of the parts. "Raff, are you OK? Desna wings, but that looked vicious, let me have a look at those wounds, please."

If allowed and we have ten minutes, she will do a Medicine check on Raff.

Medicine: 1d20 + 6 ⇒ (10) + 6 = 16

Success!: 2d8 ⇒ (5, 6) = 11


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

"Thank you Lenna. Everything is fine with you here." Raff compliments the woman doctoring him.


NG Female Ranger 4 | AC 21 | F 9 R 12 W 9 | hp 50/50 | Perc +9 (+11 to seek Target), keen eyes, low-light | Hero Points 0 | Effects:

She beams at the compliment.


.

Going to push on Aramil's suggestion.

With a good idea of Voz's next destination, you make the short hike to the Citadel and let the Bumblebrashers know that the cult has been cleared out! They are extremely surprised to see you coming up from town but are absolutely delighted. You are overwhelmed with tiny goblin hugs. They are -ecstatic- and promise to stay away from anything remotely dangerous.

Let me know if you have anything left to do or if you want to head off to Guardian's Way. Lenna has an idea of where it is in relation to the town.


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

Did we ever get paid for exploring/clearing out the keep? If not, we should go tell the town council what we found. Other than that, Raff has no issues with the Guardian's Way plan.
PS: We should sell loot.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

We need to update loot, first. We haven't done that since page 10.

EDIT: Okay, I finished updating the loot. Let's figure out what we're selling.


NG Female Ranger 4 | AC 21 | F 9 R 12 W 9 | hp 50/50 | Perc +9 (+11 to seek Target), keen eyes, low-light | Hero Points 0 | Effects:
Aramil Wellys wrote:

We need to update loot, first. We haven't done that since page 10.

EDIT: Okay, I finished updating the loot. Let's figure out what we're selling.

Thanks for doing that, Aramil.


NG Female Ranger 4 | AC 21 | F 9 R 12 W 9 | hp 50/50 | Perc +9 (+11 to seek Target), keen eyes, low-light | Hero Points 0 | Effects:

Upon learning that the tiny dog statue is magical, Lenna says, "This is a wonderful item! And it become a dog if I say the correct word? How fascinating! But I have so many things already - does anyone else wish to have the figurine? I would keep it, but I think I should offer it first."

She will claim the silver dagger that has been unclaimed if no one wants it. She doesn't get into melee often, but daggers are her choice if she does. Otherwise, it seems wise to hold onto consumables, but if the party would rather cash them in, that's cool. I have some on my sheet that could probably be sold in favor of other items if that's what you think we should do.


.

After a good night's rest you wake up to do some shopping and clear out your excess gear. Pockets jingling, you make your way out to Guardian's Way.

Twenty years ago, the Goblinblood Wars raged and vicious goblins and hobgoblins poured from all corners of Isger’s foothills to slaughter humans, claim territory, and burn any villages they found. Many of the
goblinoid hordes were overwhelming in number but lacked any structure or leadership, but some smaller groups benefitted from the brilliant charge of shrewd hobgoblin commanders. During the height of the wars, the clearing that became known as Guardian’s Way was one major place where goblinoids emerged to muster their numbers and attack the settlements
beyond, including Breachill.

Located about 6 miles northwest of town, Guardian’s Way was once a heavily fortified outpost built to try to stem the tide of goblinoids before they could rampage into more populated areas beyond. Companies of elite human soldiers lived and fought here, and their bravery saved many lives during the 4 years of conflict. However, 18 years ago, the wars ended and there was no longer a military need for soldiers to live here in isolation, and so Isger’s military abandoned the station.

Until now.

After a six mile journey you find yourself heading down a forest path until you come to the edge of Guardian's Way.

The thick forest gives way to a meadow, where three sturdy outposts have been built in the trees. A fourth building stands on the ground in the meadow’s center. Behind it, a vine-covered rocky cliff rises up fifty feet to a barren bluff above.

As you look to the outposts, you see figures moving atop them - but looking upwards through the thick canopy it is impossible to tell who they are, or how many.

Map is updated


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

"Think we should go introduce ourselves?"


Half-Elf Magus 4 | AC 21 (22 w/ Shield) | HP 30/45 | Fort +8, Ref +6, Will +7 | Perception +5, low-light vision | Focus Points 2/2 |Shield Block|

Omari whispers quietly to their companions.

"Look. People. Do we want to call out to them?"


NG Female Ranger 4 | AC 21 | F 9 R 12 W 9 | hp 50/50 | Perc +9 (+11 to seek Target), keen eyes, low-light | Hero Points 0 | Effects:

Lenna squints, trying to make out details of those upon the walls. "Surely they're friendly, so close to the town. If they were going to attack, you would think they would have by now, right?"

"But maybe it would still be good to know who we are talking to before we start talking. I can try to get closer and see who it is first."

Lenna is willing to stealth ahead to scout, at least close enough to identify the apparent ancestries of those visibly manning the outpost. And she will keep an eye on the ground, as well, for any identifying tracks.

Her Stealth bonus is a +11; her Survival bonus in forests is a +7.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

"Not necessarily. The Citadel was fairly close to the town, as well, yet there were still unfriendly things there. Lenna, why don't you try to scout them out and see if we can identify them as the cultists the Bumblebrashers told us about?"


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

"No, Lenna. You're best at a distance. I'll go. If I get into trouble, you be there with your bow." Raff doesn't starts off stealthily at first. Then, once he is a bit of distance from the group, he'll walk openly toward the people.


NG Female Ranger 4 | AC 21 | F 9 R 12 W 9 | hp 50/50 | Perc +9 (+11 to seek Target), keen eyes, low-light | Hero Points 0 | Effects:

"But, Raff...," she trails off as he stalks off. "Hrmph."

She follows the man stealthily, stalking from tree to tree, staying about 50' behind him.


.

Lenna creeps forwards, and the figures on the towers seem completely disinterested in keeping watch and even ignore it when she commits the ultimate halfling sin of stepping on a tree branch.

The watch towers are occupied by at least five half-orcs who are all casually engaged in a conversation about how they're going to spend their pay once they're done with this stupid job. As they speak, Lenna notices they have patches with what looks like a red sword on them.

Society DC 17:

The patch is of the Bloody Blade mercenary band, a small but notorious group of mercenaries willing to do any dirty job in the area for some coin.

Map is updated.


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

Raff went off before Lenna. I mistyped: Raff goes off stealthily at first. Then openly once he gets some distance from the group.

Society: 1d20 + 5 ⇒ (19) + 5 = 24


Male NG Halfling Fighter 4 | HP: 54/54| AC: 22 |F: +10, R: +12, W: +10| Perc: +12 | Speed 25ft | Hero Points 1/1 | Active conditions: None

Varook moves forward with Lenna, and winces as she breaks the twig, but as the guards do not notice, he continues to walk forward until he gets to Raff.

Society: 1d20 + 6 ⇒ (15) + 6 = 21

Stealth: 1d20 + 8 ⇒ (9) + 8 = 17


Half-Elf Magus 4 | AC 21 (22 w/ Shield) | HP 30/45 | Fort +8, Ref +6, Will +7 | Perception +5, low-light vision | Focus Points 2/2 |Shield Block|

Omari stays in their spot by the bushes, knowing they are bad at sneaking, but ready to rush in if help is needed.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil, not being very good at sneaking, remains with Omari, waiting to see if he would be needed for aid.


.

THe mercenaries are completely distracted by their eager discussion of how they're going to spend their money, allowing you to circulate into the area. However the entrance to the the building and the cave may be harder to get to.

You can sneak into the area, but what are you doing now taht you're there?


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

Raff comes out into the open. "Ho there!. I'm Raff. You looking for more help?"


NG Female Ranger 4 | AC 21 | F 9 R 12 W 9 | hp 50/50 | Perc +9 (+11 to seek Target), keen eyes, low-light | Hero Points 0 | Effects:

On the map: Varook was intending to stay with Lenna, correct?


Male NG Halfling Fighter 4 | HP: 54/54| AC: 22 |F: +10, R: +12, W: +10| Perc: +12 | Speed 25ft | Hero Points 1/1 | Active conditions: None

I had said he walked up to Raff, but I did not see he had moved so far, so he will end up beside Lenna, I think.


.

As Raff calls out, he also recalls that there is a bounty on the Bloody Blades. Ten gold a head, and fifty gold for their leader - a hobgoblin named Dmiri Yoltosha.

The half-orcs all start as Raff calls out.

"You are trespassing, leave immediately! There will be no further warnings!"


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

Raff shrugs as he glances in the direction of his crew. He runs to the stand while readying his longspear and stabs up at the mercenary.

◆ Move
◆ Ready longspear
◆ Attack
Longspear: reach
To Hit: 1d20 + 8 ⇒ (14) + 8 = 22 Piercing: 1d8 + 3 ⇒ (8) + 3 = 11

Note: I'm assuming that the platform is 5' high and it's second tier is 5' higher than that.


.

The platforms are all -ten- feet above the ground accessible by rope ladders. Let me know if you're reconsidering the action.


Human Monk 4| HP 52/52| AC 21| Fo +9 (7) Re +11 Wi +9| Percep +7 Stealth +9| Move 35'| Hero Points 1/1 Focus 2/2

Nope. My longspear should still reach him.


NG Female Ranger 4 | AC 21 | F 9 R 12 W 9 | hp 50/50 | Perc +9 (+11 to seek Target), keen eyes, low-light | Hero Points 0 | Effects:

Lenna looks at Varook, eyes wide, What is he DOING? clearly running through her mind.


Male NG Halfling Fighter 4 | HP: 54/54| AC: 22 |F: +10, R: +12, W: +10| Perc: +12 | Speed 25ft | Hero Points 1/1 | Active conditions: None

"They are a notorious mercenary group. Perhaps they threatened him?"

Without any missile weapon, the little warrior draws his swords but remains beside his friend.

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