Into the Desolation

Game Master Zorblag

The Slumbering Tsar Saga

Maps and Handouts
Roll 20 Site Link


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Bard's Gate's shrine to Muir's is a relatively small building in the Old Temple District of City. Although it is old, it's been well cared for over the years, and now that it is seeing more use since the fall of the Great Shrine in the Lyre Valley, it feels crowded. Here in the chapel, the decorations are only somewhat ostentatious and the symbol of Muir, a blood red upraised sword upon a white background is displayed prominently. The room has been cleared for this briefing, but through the open door you can hear the bustle of the daily activity of the clergy as they attend to their various duties. In addition to the five adventurers chosen from those who responded to the call for an exploratory expedition there are two priests of Muir in the room.

Barahil the Faithful is the taller of the two, a stern looking warrior of a priest with a reputation for bravery and austerity. His severe eyes gaze out at the group before him as if trying to measure their worth even as he speaks. "As the head of what remains of the church of Muir here in Bard's Gate it is my honor to thank you for gathering to our call. As you likely know, The Order of the Sword of Retribution has much invested in the the reclamation and of our basilica in the Lyre Valley, so we cannot currently send our own forces into the desolation surrounding the ruins of old Tsar. Until recently I hadn't imagined that we had a need to, but thanks to Brother Grindolf's discovery it seems we have need of an expedition that should not wait until our other task is done.

"You know the basic task. Brother Grindolf has found a set of orders that Zelkor, leader of the Army of Light issued to the paladin Lord Bishu more than 300 years ago at the end of the siege of Tsar. These orders were to stay behind the main body of the army and secure the former city of death and undeath, the vast Temple to blasphemous demon prince Orcus against reoccupation by it's former inhabitants or any other evil force that might try to fill the vacuum it's desertion would leave. Until this discovery it was thought that Lord Bishu had been lost with the rest of the Army of Light in the Forest of Hope, but if there is any chance of learning his actual fate, it is one that we cannot turn down.

"We have already provided you with some funds to equip yourself for the journey, and will rely on you to use your previous experiences to determine what will best suit your needs. Though our resources are stretched thin right now, I have obtained an agreement with Bolfred the Just and the Church of Thyr, who seems endlessly interested in sponsoring adventuring parties to do this sort of good, that should you find evidence of Lord Bishu and his followers we will find a way to support whatever actions make sense in the light of your discoveries.

"Beyond that I will leave you to discuss the particulars of your expedition with the one who's found cause for it. Brother Grindolf here can answer any of your questions as well as I could, and I am needed elsewhere at the moment, as always seems the case. I look forward to hearing from the Brother of your reports, and may Muir bless your holy mission."

With a brief nod to you and his fellow priest and very little ceremony Barahil turns the briefing over to Brother Grindolf and strides to the door where you see another priest waiting for him, a scroll of some sort in his hands and a worried look on his face. Barahil is already issuing orders to deal with some situation or other as the two make their way out of sight.

This leaves you with Brother Grindolf, an unassuming middle aged man who looks like he would be much more comfortable in a library than on the battlefield. You might wonder how it was he came to be a priest of the Goddess of Virtue and Paladins, but you also know that looks can be deceiving, and fate places people where it will. Once Barahil has departed, Brother Grindolf clears his throat and addresses the group in a much less imposing voice. "Er, like Father Barahil said, I'm to be your contact for this expedition. In addition the funds you've already provided I have a couple maps and documents to send with you and will do my best to answer any questions that you might have. I don't know that much of area of the ancient battle of Tsar, but I'll do my best to give you the best start possible. Now, what can I do to make that happen?"


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

.


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm nods to Barahil, "Well met, Sir. I look forward to this expedition to reclaim the battlefields of Tsar from the forces of darkness."

He takes the maps and unrolls them for the group to see. "Now, tell us everything you know about these lands. What settlements still remain? What adversaries may we expect? You say Lord Bishu was last seen at the Forest of Hope. Where may we find that?"


Brother Gridolf peers at the maps as they are unrolled and gives a regretful sign. "Sadly there's not a lot that I can tell you about the lands now. The area used to be a caravan route to the desert countries to the north of here. The trade was quite profitable, apparently, but eventually it was cut off as the Orcus worshipers in Tsar made it too dangerous to pass through. That's one of the main draws to the area at this point, but if anyone did manage to re-establish a safe route we'd know about it, so there must be dangers in the area that prevent it.

"There will also be various adventurers that'll try to explore the area looking for treasure lost during the war; the whole place is a huge battlefield that was abandoned with some haste, so there are sure to be spoils to be found there. We don't get many triumphant heroes back here with tales of treasure though, so that speaks again to the dangers or possibly the fact that the fields have already be thoroughly picked over.

"There are rumors of a sort of semi-permanent settlement that's sprung up on the southern border of the region. We've marked the likely location right here on this map," he points out a spot on the southern edge of the largest map. "It's supposed to have sprung up supporting the few attempts to explore or get through the Desolation, that's what we call the area around Tsar, and if it's there it's probably the closest thing to civilization you'll find. I can't tell you what to expect from it, other than to say that whatever expectations you do have should be tempered.

"We had thought that Lord Bishu and his company of knights had traveled far to the south, to the Forest of Hope. That's where the Army of Light that pursued the fleeing forces of the Demon Prince fought their last battle; it was assumed that they had been with the main force. No one ever returned from the Forest of Hope to give a proper report to contradict that. What I've just found in the archives contradicts that assumption. It's an order from Zelkar himself to Lord Bishu to remain behind and secure Tsar against any possibly returning forces of Orcus, or other evil forces that might seek to take advantage of the empty city. If Lord Bishu received this order he never would have made his way to the Forest of Hope at all, but rather should have set up camp in Tsar or it's surrounding regions somewhere. That's what we're asking you to investigate.

"As for specific adversaries, Orcus was the Demon Prince of the Undead, and there were horrific casualties in the war that might have left restless spirits even without his influence. You should be prepared to face off against undead foes of various sorts. Both sides of the war also called in allies from the various planes, so creatures not of this earth might well still roam the area. I'm afraid I don't have anything more specific than that."


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Guys, are we assuming we already know each other?

Helgash sat silently in a corner - usually he would have his hat pulled low over his eyes but he knew better than doing the his 'dark and mysterious' thing inside a religious shrine. So he just let his hair fall down slightly over his face, while he passed small bits of dried cheese for Coal to munch on - the pitch black rat seemingly perfectly at ease perched on the shoulder of the muscular, but lithe swordsman.

They almost seemed two of a kind, both feral - the half-orc dressed completely in black mirroring the dark rat pelt, and the hint of fangs under his lips was unmistakable, and clearly stated his orcish heritage.

"Well met Brother Gridolf" - he stood up, and bowed shortly - "I am Helgash" - the half-orc paused for a moment - "Do you, and by extension do we have any contact in this settlement you have pointed out?" - he inquires.


For a seventh level start I'll leave it up to the party to decide whether any or all of you know or have worked together in the past.

Brother Grindolf shakes his head sadly. "We're not sure if the settlement is still there at all, let alone who it's inhabitants might be if it is. It's not a place many find a need to go under normal circumstances so our information is old and vague."


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

I think it's easiest to assume we're an established group

The ruggedly handsome (insert charismatic bard cliche here.... :) of middling years smiles in thanks for the information, filing everything away knowledge and more importantly secrets are power that and he's afflicted with an implacable curiosity about the world and how it got to be this way.

Is there anything to identify this Lord Bishu if we do find his crypt? Armor? a distinctive sword? I'm assuming he was human and therefore has long since passed


Brother Grindolf nods at Tristan's assumption. "Lord Bishu was indeed human, so it would be surprising indeed should he have survived these long years, though stranger miracles have occurred I suppose. Given that he lived so long ago we don't have particularly reliable descriptions of him, but he was a renowned paladin of Muir, and probably the most famous knight in Zelkor's Army of Light. His arms and armaments would surely display Muir's holy symbol upon them and would be of exquisite quality as would befit such a highly esteemed paladin lord."

Brother Grindolf pauses and thinks for a bit before adding, "His company was known as the fifty and one, I believe referring to himself and fifty knights and paladins who composed it, so one might assume that any burial or crypt that contains him would reference that in some way, if only by their numbers in a picture, perhaps? That is, assuming that he died in the area and was survived by any who would be able to construct a monument to him. At this point anything else that I have to offer would be wild speculation as the events we discuss happened so long ago."


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
Zorblag wrote:
Brother Grindolf shakes his head sadly. "We're not sure if the settlement is still there at all, let alone who it's inhabitants might be if it is. It's not a place many find a need to go under normal circumstances so our information is old and vague."

"And Brother Grindolf, would you know if any merchants regularly, or occasionally for that matter, leave to barter or sell their goods at this settlement? After all they must receive their supplies from some place?" - Helgash adds - "I ask this because of another thought that has occurred to me - should we perhaps disguise oar goals in traveling to the region?" - this last thought is as much aimed at his companions, as it is to Grindolf.


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm nods at Helgash, "A good idea, my friend. Until we know the disposition of this settlement we should not advertise our intentions."


Brother Grindolf shrugs apologetically at Helgash, "If there is a settlement there now that isn't self sufficient it would probably make sense that they get supplies from somewhere. If it does I don't know what the supply chain might look like. No news or rumors of such a thing have made it here, though admittedly it's not something we would be looking here here at the shrine of Muir."


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"Not to worry" - Helgash nodded at Bother Grindolf, and grinned at Tristan - "I am sure we can ask around"

Grimm Wald wrote:
Grimm nods at Helgash, "A good idea, my friend. Until we know the disposition of this settlement we should not advertise our intentions."

"Shouldn't be too hard if we find traveling merchants looking for protection or an escort" - he added to Grimm - "Otherwise we just need to be more creative"


Brother Grindolf speak again, somewhat hesitantly this time, not wanting to interrupt. "Subterfuge isn't really Muir's way, so I wouldn't dream of telling you how to go about it should that be your decision. I can say that the two most common reasons I'm aware of to potentially make your way to region around Tsar would be to hunt area and maybe even the city itself for the spoils left from the war, or to seek to establish the mythical lost trade route to the northern kingdoms, either on your own or as agents of someone else."


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Hurmph. I'm a bit curious what you mean by 'the desolation'. How much of this is there, and how desolate is it?"


Brother Grindolf nods at Groff's question. "I wish I had more details, but I do know some at least. The term desolation seems to show up in our archives in the century following the battle; whether it's the local term or not I can't say, but it's been what we deem the thousands of square miles to the east of Tsar now for at least 200 years. To Tsar's west are the towering Stoneheart Mountains which are said to be entirely impassible. Exactly how desolate the desolation was or is I can't say, though as you can see from the maps the different regions seem to have been given names at some point: the Ashen Waste; the Boiling Lands; the Chaos Rift; the Dead Fields. Certainly not inviting names, but I can't tell you how apt they might have been when this map was made or now.

Perhaps the main dangers in the area are based in Tsar itself, or perhaps the city is empty and the desolation is teeming with whatever stops adventures and explorers from reclaiming the trade routes to the north. Your expedition isn't primarily intended to learn the state of things, but I do anticipate being much better informed once you've been there and sent back some reports!"

I've added a link at the top of the campaign for maps and handouts. Brother Grindolf's map of the Desolation can be found there now.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Yeah, if we come back. "


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

do you have any particular method of reporting back in mind? .. Scrolls of sending are pretty limiting


"Well, it's likely to be dangerous where you're headed, but I have faith that Muir will watch over you. In terms of reporting back, we hadn't planned on anything so extravagant as scrolls of sending; I was expecting that after your exploration you would either come back in person, or if the expedition is extended ideally find someone to send back on your behalf. If you think that you should leave here prepared to do more than that I'll leave it to your judgement. This isn't a time sensitive matter, so I don't anticipate a need to rush communications."


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Helgash looked carefully at the map - "You just gotta love the names which have been chosen for the region. I assume this one labeled 'The Camp' would be the settlement we have been discussing?"

Zorblag wrote:
"Well, it's likely to be dangerous where you're headed, but I have faith that Muir will watch over you. In terms of reporting back, we hadn't planned on anything so extravagant as scrolls of sending; I was expecting that after your exploration you would either come back in person, or if the expedition is extended ideally find someone to send back on your behalf. If you think that you should leave here prepared to do more than that I'll leave it to your judgement. This isn't a time sensitive matter, so I don't anticipate a need to rush communications."

"If by any reason we do not want to return to Bard's Gate to report in person, I have heard of birds - crows or pigeons - which you can probably purchase or rent or something, and which are trained to return to their point of origin" - he comments - "We could procure some, keep them with us, and release one whenever we want to send a message without travelling? Less amazing than magic, but perhaps efficient enough?"


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Guys...give me a minute, there's some people I need to speak with

This cues some natural eye rolling as the group has seen their party Diplomancer cast this spell many times

diplomacy: 1d20 + 19 ⇒ (2) + 19 = 21

Ears of the City concentrated on learning about Tsar and the Camp:
Ears of the City
School divination; Level bard 1, cleric 1, inquisitor 1, shaman 1, sorcerer/wizard 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S, M/DF (a small piece of a brick)

EFFECT

Range touch
Target one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind.

Each round for the duration of the spell, the target can attempt a Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn’t involve actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and deaf.


Results of Ears of the City: Tsar is regarded in Bard's Gate as a place where fools go seeking treasure and usually find death. There doesn't seem to be any particular information beyond that. The camp gets even less as it doesn't seem to be a name that means anything to the inhabitants of Bard's Gate.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

well... Seems my friends, the people have nothing to add. Tristan says chagrined

looks like we truly have a mystery on our hands. Guess it's our job to figure out. He rubs is hands together. Eager for the challenge


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Tristan, shouldn't you roll a Diplomacy check per round?


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

first time as a player using this spell. It does seem that as a 3rd lvl caster I'd get 3 rds with one check each round

diplomacy rd2: 1d20 + 19 ⇒ (2) + 19 = 21
diplomacy rd3: 1d20 + 19 ⇒ (20) + 19 = 39

The people of bards gate may still know nothing... But if the info is out there Tristan will have found it


Results of Ears of the City: Apparently a minor diplomat who fell out of favor with the Bard's Gate government has been tasked with the impossible task of re-establishing trade with the northern kingdoms as a sort of punishment. The trade route, if established, would pass by the ruins of Tsar.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Hold on...there's a minor diplomat tasked with re-establishing the trade route. But it's likely a punishment for him rather than a serious endeavor.

Tristan turns to his friends and says I'm all out of questions for Brother Grindolf here. Anything else you can think to ask or should we start provisioning for the expedition?


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Might as well get ready. Not really loaded up on what to expect though."


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

Khoran, who has been quiet so far, pipes up "I've got a question. I can think of many near-suicidal things to do that I believe would be more fun than this sounds like. Several of them might even be more profitable. What is in this for us, besides putting our arses on the line to support your goals?"


Brother Grindolf listens to Khoran's question and nods, acknowledging the point he raises. "I'll not sugar coat this. Other than the funds to equip you for the expedition we're not offering a lot up front, and without knowing what you'll find I can't promise a particular reward for the work you might do. I can give the church of Muir's guarantee that you'll receive fair compensation for any information you find, and more for any physical relics of Bishu's fifty and one, or other knights of our order that fought in the conflict for that matter, should any be found. You'd certainly have the gratitude of our order, though the immediate worth of that is something you'd need to judge for yourself. There's also the possibility of other spoils from the ancient conflict that you'll of course be welcome to do with as you see fit.

"In the end I can't tell you whether that's worth the risks you'll take. We hope that you will undertake this task, but should you deem the effort too great or your time better served elsewhere we have no hold on you; the choice to do so is yours alone."


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Well I got family business to attend to there, so I'm going. "


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

and it's a mystery. Sounds interesting not sure how many of his nine lives the curious Tristan has remaining

merry Christmas everyone


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
Tristan Luckbringer wrote:
Hold on...there's a minor diplomat tasked with re-establishing the trade route. But it's likely a punishment for him rather than a serious endeavor.

"He may be interested in assisting us with our endeavor - probably worthwhile to at least try and contact him" - Helgash ponders.

Tristan Luckbringer wrote:
and it's a mystery. Sounds interesting

"Yeah Khoran - a mistery. It will be loads of fun" - the half-orc grins. Somehow it seems Coal is kind of... Trying to grin also? Probably not...


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

happy new year guys...lets get this rolling

Looks like we're in. Well most of us anyway Tristan says glancing at Khoran

Any other questions for Brother Grindolf before we set out to make preparations?


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

After the meeting with Brother Grindolf is over Tristan will cast Ears of the City for detailed info about the disgraced noble hoping to locate him so we can talk with him and see if he'll help fund the expedition

Ears of the City
diplo: 1d20 + 19 ⇒ (4) + 19 = 23
diplo: 1d20 + 19 ⇒ (4) + 19 = 23
diplo: 1d20 + 19 ⇒ (17) + 19 = 36


Results of Ears of the City: Following the particular lead of a disgraced diplomat tasked with re-establishing trade routes with the Northern Kingdoms you learn that Sammar, who was known as both competent and ambitious before he mistakenly offended the a noble family, left Bards Gate about a month ago. He was known to be heading north and rumored to be planning on hiring a caravan to make the expedition to the northern kingdoms when he was closer to the passage by the ruins of Tsar. There is no evidence that he has reported back to the city in any way that you can find.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Tristan informs the group of what he learned with the spell...

looks like we might run into him as we head north but then again maybe not. We shouldn't count on it.... Khoran how long will it take for the Bag of holding?


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
Tristan Luckbringer wrote:
Any other questions for Brother Grindolf before we set out to make preparations?

"Not really no - I am sure we will remember many others in our travels though" - Helgash chuckles, then bows at Brother Grindolf - "Well met Sir. Until we meet again"

Tristan Luckbringer wrote:

Tristan informs the group of what he learned with the spell...

looks like we might run into him as we head north but then again maybe not. We shouldn't count on it.... Khoran how long will it take for the Bag of holding?

"How long is the trip north supposed to last, that would be my first question"

Apologies if it has already been asked/answered.


The time it takes to travel to the Desolation from Bard's Gate depends on the method you're going to use to get there. It's about 300 miles away by foot. If you're walking and using Nature's Path it'll take about 2 weeks. Less time if you're riding, more if you're not using Nature's Path.


Actually, I was assuming moving at 30 feet per round when I gave 2 weeks as an estimate. With the slower movement speed for the party it would take closer to three weeks on foot with Nature's Path. Not a huge change, but Groff and Grimm wouldn't make it in the two weeks.


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

"The largest bag of holding I can craft will take 5 days and 5000 gp worth of materials. The smallest would 2 day and 1250 gp of materials. While I am crafting, you should research the Desolation, the city of Tsar, anything we can find out about this settlement and whatever else comes to mind that might be useful - are there barbarian or humanoid tribes in the region, for example."


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

The smallest is probably all we can afford. All I have is 250gp and we still need to buy rations and other mundane equipment. I'll start researching and talking to the scholars

While Khoran is crafting Tristan will do his best to research anything relevant to the expedition. Using multiple casts of Ears of the City and his own knowledge checks and trips to consult with sages etc

diplo is +19 for Ears of the City

and for any other knowledge checks=
+14Knowledge (Arcana)(Cha)____{+1rank,+6Cha, +3Circ, +1Bard,+3Class}
+14Knowledge (Dungeoneering)(Cha)____{+1rank,+6Cha, +3Circ, +1Bard,+3Class}
+14Knowledge (Engineering)(Cha)____{+1rank,+6Cha, +3Circ, +1Bard,+3Class}
+14Knowledge (Geography)(Cha)____{{+1rank,+6Cha, +3Circ, +1Bard,+3Class}
+14Knowledge (History)(Cha)____{+1rank,+6Cha, +3Circ, +1Bard,+3Class}
+14Knowledge (Nature)(Cha)____{+1rank,+6Cha, +3Circ, +1Bard,+3Class}
+14Knowledge (Nobility)(Cha)____{+1rank,+6Cha, +3Circ, +1Bard,+3Class}
+14Knowledge (Planes) (Cha)____{+1rank,+6Cha, +3Circ, +1Bard,+3Class}
+18Knowledge (Religion) (Cha)____{+4rank,+6Cha, +3Circ, +1Bard,+3Class}


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
Khoran of the Bone Bears wrote:
"The largest bag of holding I can craft will take 5 days and 5000 gp worth of materials. The smallest would 2 day and 1250 gp of materials. While I am crafting, you should research the Desolation, the city of Tsar, anything we can find out about this settlement and whatever else comes to mind that might be useful - are there barbarian or humanoid tribes in the region, for example."

"I think Brother Grindolf is most likely the biggest authority as far as The Desolation is concerned, and he just told us as much as he can" - Helgash replies - "And Tristan is using 'the thing' to gather whatever information may be out there. So.... I guess I will take a look around and check if any travelers or merchants are heading north - maybe we find someone to tag along with"

Diplomacy around Bard's Gate to gather info according to the above: 1d20 + 10 ⇒ (11) + 10 = 21

Helgash will want to pose himself and his companions as simple traveling adventurers: 1d20 + 13 ⇒ (14) + 13 = 27


Brother Grindolf looks a little surprised at being called an authority about anything, but then gives a little shrug. "I think that after the Army of Light disappeared there was a collective decision to put the events of the war firmly in the past. It was a tragic loss that no one has wanted to address to this day, so the area around Tsar has gone largely unexamined by everyone not directly affected by it. Since it no longer intrudes in the daily life here at Bard's Gate we've paid it no mind for so long that we now know next to nothing about it."

Investigations throughout the city bear this up as you fail to dig up any more interesting information on Tsar or the Desolation. Though you do find some caravans heading north from Bard's Gate all that you contact plan to only head as far as Glendovel Close before either turning back around to Bard's Gate or possibly heading east towards the town of Darnagal. Your path will take you much farther along the Old North Road and you find no one planning on taking that Route.

A Map of the Region


M Aasimar | HP 11/11| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +2, R: +2, W: +5 +2 vs compulsions| CMB +1 / CMD 13

If it wasn't for the restrictions on arcane enlightenment, I could pull page-bound epiphany to help with the research... No go though.
I can dig out Akashic Communion, Contact Entity I and I, Divination and Scrying.
Also, we might do more research in Glendovel Close (and maybe Elise and Aranost if we can get to it - is that an elven capitol; they have long memories)


Just for a sense of scale, Bard's Gate is a city of around 125,000 inhabitants and the largest city you'll be interacting with in the area. Glendovel Close, in comparison, has just over 2,100 inhabitants and is much more rural, but is on your way. To get to Aranost you'd have to travel through the Dragon Hills, the territory of 2 feuding families of dragons (one blue and one green,) and it's pretty small for a capital anyhow, consisting of a bit over 3000, mostly orcs and half-orcs. That might be an interesting adventure, but probably not the one we're having here. Getting to Elise would involve either traveling through the Desolation itself, or making a detour of more than 100 miles to get to a town of around 600.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

certainly seems worth traveling via caravan to Glendovel Close. And from Glendovel we're on our way to the Camp. Seems like we've got all the info we're going to get. We'll just find out for ourselves


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
Zorblag wrote:
Investigations throughout the city bear this up as you fail to dig up any more interesting information on Tsar or the Desolation. Though you do find some caravans heading north from Bard's Gate all that you contact plan to only head as far as Glendovel Close before either turning back around to Bard's Gate or possibly heading east towards the town of Darnagal. Your path will take you much farther along the Old North Road and you find no one planning on taking that Route.
Tristan Luckbringer wrote:
certainly seems worth traveling via caravan to Glendovel Close. And from Glendovel we're on our way to the Camp. Seems like we've got all the info we're going to get. We'll just find out for ourselves

"That was a solid find Tristan - I know how much you prefer to travel with company other than your hardened, rough, battle weary companions" - Helgash nudges the bard - "Maybe there is some merchant daughter captivated by your scholarly good looks, who can make the trip, or at least half of it, more interesting?"


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Tristan nods in agreement at Helgash's wise counsel. It's important to combine business and pleasure whenever possible

Tristan uses his last spell of the day to try and find which of the caravans departing North towards Glendovel soon would be most interesting for him

note the first factor is double-weighted
[ 2(#of available women with beauty scores 7-10 X potential susceptibility/willingness to his rugged charm) x1(quality of food) x1(comfort of accommodations)]=Tristan Travelmeter

Beauty score weights
7=1
8=2
9=4
10=8

Ears of the City, gather info on various caravans Tristan Travelmeter score: 1d20 + 19 ⇒ (12) + 19 = 31
Ears of the City, gather info on various caravans Tristan Travelmeter score: 1d20 + 19 ⇒ (11) + 19 = 30
Ears of the City, gather info on various caravans Tristan Travelmeter score: 1d20 + 19 ⇒ (9) + 19 = 28


I'm going to ask that we refrain from assigning numerical values to the attractiveness and susceptibility to seduction of pretend people in the game. It's veering into a game that I would not be interested in running or participating in. If anyone would like to PM me about the topic or have a discussion in the discussion forum about why I'm not interested in that sort of game we can, but I'll ask that we move on to other topics in the game thread.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

my post was meant to be humorous. I apologize if the humor was not well received. I've no interest in roleplaying any seduction scenes or anything like that. That's not what this campaign is supposed to be about

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