GM Euan's Jade Regent

Game Master Euan

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The Crown of the World


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Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk readies for war as best he can. He can Disrupt Undead, but mostly will be hucking balls of molten earth at the bad things and trying to stay near Ameiko (to protect her as best he can).

He doesn't have any great plans, but feels comfortable with his magical protections to get job done.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 more combats)

To prep enough buffs for one person all the way back, should I also aim for 48 minutes worth of buffs? 9 encounters worth? I forget how long a walk it is, though if the shamblers are are CR 1-ish I expect them to not slow us down much...


Roll20 Map - Tracking Sheet

It's a hand-wave walk. Just prep what you'd prep, don't over think it.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk completely overthinks everything about the undead, and nothing short of a mule-kick would get him to stop. He will twist and mull over every mulish detail about the cleansing.

* * *

When completed, Mukluk will return to the caravan to tell everyone what has happened, and by 'everyone' he means mostly Moose and anyone around Moose at the time.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 more combats)

Unk preps 9 castings of Enlarge Person after foreseeing the walk being a long one. Also 2x Haste, 2x Fly, Dimension Door, SMIV, and Wall of Ice.


F

Kisaiya preps two Veils of Positive Energy and Communal Protection from Evil

Kisaiya hacks through undead in droves as she stays close to the group, not letting any of the horde get past her.


Roll20 Map - Tracking Sheet
Durgan Far-Walker wrote:
"Uh, Ameiko, do you mind if I take that headband?

”Oh! Of course! I was just admiring how it sparkles. I’ll take the next one.” Ameiko is totally fine waiting.

Durgan and an enlarged Kisaiya lead the way as the party fans out in a wide swath of destruction. Considering your overall plan, and the skills you’re each able to bring to bear, you actually clear out the bulk of the undead. Certainly immediately around the tower, and the eastern side.

… and that’s lunch!

You reach the caravan by lunchtime, somewhat tired from your morning’s exertion, but pleased at your overall efforts. They were lesser undead to be sure, but so many! Upon hearing your story, Sandru wants to travel the rest of the day so camp is far, far from here. He doesn’t like the idea of undead, even stragglers, wandering into camp throughout the night.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 more combats)

"I foresee that... we should all walk off the fighting from this morning." Unk agrees.

Snowball rolls her eyes as she floats nearby.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk will help keep additonal watch if that is needed in the night. Otherwise, he will spend his time brushing down Moose and communing with the great Mule Spirit that abides in all of us.

"Alright? Are we good to keep moving on? Let's get it on," Mukluk says in the morning, ready to get moving on again.


Roll20 Map - Tracking Sheet

”Dead Man’s Dome,” Ulf speaks up when the opportunity arises that evening around the camp supper. It’s mostly just the party, Ameiko, and Sandru - though Koya lingers as well. ”…is our next target, and the bit between here and there, a few hundred miles, is going to be tricky. We could go back, and hope that the storms have passed - wait for them to do so. Then we could follow the Trail. Otherwise it’s trackless wastes and I worry we’ll be drawn off course.”

He goes on to explain that the bald hill was once a mighty watchtower that overlooked the rolling descent of the polar ice toward the tundra basin of Ruun Uvas, paid for by taxes levied upon merchant trains using the Path of Aganhei and sheltering under its protection. Two centuries ago, however the tower and its grounds were attacked by an army of giants and undead.

Many caravans were slaughtered, but a lone hero taken on as a guard led a charge that broke the enemy lines and then held off the enemy long enough to allow the surviving caravans to escape. The hero then fought his way back and, according to the tale, lured the enemy inside the tower and collapsed it upon himself and them.

None knew his name, so those who marked the fallen tower as his cairn simply called it Dead Man’s Dome. While it still offers a commanding view of the surround, few willingly venture there during the dark night, even though stories tell that the lone warrior still guards travelers who come there.

”Once we make the Dome, we’ll begin to descend from the High Ice into the basin surrounding the country of Ruun Uvas. There we can rest, and trade, at a village called Ul-Angorn. Oh they’re a chatty people, and the first town weary travelers are likely to find. Things should begin to be easier at that point, though we still have a ways to go. Some of it will at least be civilized.”

Sandru likes the sound of trade and resupply. He suggests you press on. ”It’s a long way back, and we’ll have to resupply and no chance at trade since we were just there. Surely going forward is the way to go.”

As fast as your caravan is, it’ll take just about two weeks - with few setbacks - to get there. Then another few days to Ul-Angorn. The risk is getting lost, but perhaps that can be overcome?

The alternative is going back to the known route and wait for the storms to pass. That will take a little over two weeks back, and then the long way around - assuming no storms have to be waited out. The benefit is that it’s a known route so you’ll move faster. It’ll still be longer by a week or two, maybe longer depending on the storms.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

"I agree with pressing on, Sandru. I am confident in our guides, and I have to say this Dead Man's Dome sounds like a place to pay tribute to a legendary caravan guard."


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 more combats)

"I foresee that the winter storms in summer shall have passed, but the long way around is very long. Let's visit this Dead Man's Dome." Unk agrees.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
GM Euan - Jade wrote:
He goes on to explain that the bald hill was once a mighty watchtower...

Mukluk rubs his hand over his hairless head.

Whomst amongst us has not lost a watchtower of hair from one's dome? It still can be glorious.

I might be getting my descriptions mixed up...is this a known caravan route or not?

"Yeah, I don't think we need to skirt around. Let's just get there, and I'll go over it with Moose to see how he feels about it just to be sure," Mukluk nods along to the idea of the plan to go to the Dome.


Roll20 Map - Tracking Sheet

The 'path' you're on is not a caravan route. No one goes over the high ice this way. You were forced, in part due to the morozko storms, and in part at the request to deal with this she-devil, to divert from the known route.

You're relying on Ulf's sense of direction currently.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 more combats)

We also have a compass named Snowball...


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
GM Euan - Jade wrote:
You're relying on Ulf's sense of direction currently.
Unk the Conjurer wrote:
We also have a compass named Snowball...

To be fair, would prefer to rely on the PC, not the familiar, to keep us headed in the right direction.

Mukluk looks over at Snowball. ”What do you think, BigFur? Can you get us there?”


NG Female | Shilvanshee | max HP 28 | AC 19, TCH 14, FF 17 | CMB 4, CMD 10 | Fort +5 Ref +6 Will +8 | Init +6, Perc +16; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 4/5 | Conditions:

know geography: 1d20 + 7 ⇒ (19) + 7 = 26

"I've been informed of future possible routes, and I can feel which way is North in my bones. I think I can keep Ulf heading in the right direction."


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 more combats)

Know geography: 1d20 + 18 ⇒ (12) + 18 = 30

"I foresee that we'll be fine." Unk interrupts.

How well do Unk & Snowball know the way? XD


Roll20 Map - Tracking Sheet

It's knowledge geography to know the way, but it's survival to stick to the path.

Still, you're confident that even if you go off the non-existent path a bit, you should be able to find your way back without overmuch difficulty. If there is a problem, Koya and Durgan would have to push the create food and water spells to the exclusion of other fun stuff, but that's likely the only downside to failure.

It's Arodus 31, an Oathday, as you set off over the high ice!

I'll move us through the next bit of ice soon. Someone, or three someones, please make three (total) survival checks to stay on the path. Ulf probably has the highest bonus at +13 in cold climates - or you can use your own modifier if better.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

1d20 + 13 ⇒ (4) + 13 = 17 Survival

Mukluk helps Snowball point Unk in the right directions to decide a path for the caravan.


F

Survival: 1d20 + 13 ⇒ (2) + 13 = 15
Hero Point Reroll: 1d20 + 13 ⇒ (11) + 13 = 24

Kisaiya makes sure to keep Snowball fed so that she is not distracted from the path.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan will try to assist Ulf in finding the right course.

Durgan to Aid Another: 1d20 + 9 ⇒ (3) + 9 = 12
Ulf Survival, Aid: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21


Roll20 Map - Tracking Sheet

The high ice is something of a miserable slog. Or would have been without the magics you carry. Endure elements, create food and water, make whole, and other spells keep the caravan humming along and the residents relatively at peace. The cold however is relentless, and the wind whips so, and the occasional deep drift of snow forces switchbacks, digging out, etc.

The early days are marred with a few undead sorties but those die away quickly. Then, aside from the purely physical issues, you manage a relatively peaceful transit. There’s little alive this high and this cold, and what does live is very sparsely populated and avoids your rather large force.

You make good time after some trouble early on with a few nasty ravines creeping up out of the snow. It’s not always a straight line, but Ulf planned for that in his plan and you just about make it right on time thanks to healthy food provided to Snowball in part!

The ice and snow are somewhat plain and one day drags into another as you trudge north… and then start south again on the other side of the world!

Eventually, Dead Man’s Dome rises firmly above the horizon, about a half dozen miles away or so by mid afternoon on Rova 15, a Fireday. If you press on, you’ll be able to spend the night on the dome, though there are some in the caravan skittish about such an idea. Ghosts!

What do you do? Press on to enjoy tomorrow’s sunrise from atop the Dome, or camp a little early in an abundance of caution?


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

First, a little crafting logistics. That is 15 days of travel? So Durgan finishes his armor on Day 2. Then he has 13 days to work on his Dwarven Waraxe. It still comes out to about 40 GP/day progress, so in 9 days he has finished his Dwarven Waraxe. Which, like the armor, he cannot quite use effectively at this time.

"Dead Man's Dome has a good view of the surrounding area. And if the nameless hero still protects travelers... not all spirits are evil.

I would vote for going to the Dome."


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk nods, going to rub his own bald dome before remembering that there is an angelic helmet upon it and goosing it accidentally.

"Ayep. That's wise thinking. Me and Moose were athinkin' the same," Mukluk nods along and is happy to set up camp on the dome.


F

Kisaiya is washing off some of her cooking implements. ”Dome is good with me.”


Roll20 Map - Tracking Sheet

You come upon the Dome at dusk. The golden fire of the sun low on the horizon seems to shine off the bald hill. As you get closer, you find ruined fortifications scattered around the rim of a slightly flatter area. Quite large, you’re able to circle the wagons if you wish, within the crumbling walls.

As is common in the evenings, Ameiko breaks out her samisen, and begins to play. She attempts to break the fearful spirits of those uneasy at the thought of spending the night here of course, but she’s also just having fun! And fun is infectious. Before long, most everyone is getting into the spirit of things as the camp is laid and the bonfires are lit - no wood required thanks to the campfire beads.

Next post, please roll a d20 for Ameiko’s entertaining. She has a +19 to her check thanks to the masterwork samisen and her impressive innate skills! And of course she fires up a heroism before playing.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 more combats)

Ameiko's entertaining: 1d20 + 19 ⇒ (1) + 19 = 20

Unfortunately quite a few members of the caravan don't agree that hauntings can possibly be good, so Ameiko's song doesn't go over as well as usual.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

1d20 + 19 ⇒ (19) + 19 = 38 Ameiko song

Mukluk takes care of Moose and his wagon before moving over to help set things up for Ameiko's fun.

"What's so fine about this nice dome, huh?" Mukluk says, taking a break from the festivities to look about the area.

1d20 + 14 ⇒ (14) + 14 = 28 Perception


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Roll20 Map - Tracking Sheet

Just needed the one post, so Unk’s roll it is. :)

Though Ameiko tries to shift the mood, elements of the caravan are just too uneasy, a string breaks, and things generally go sideways. Still, Ameiko is skilled, and she drags the less excited members along. In the end, it’s a party not unlike the one that set off the expedition many months ago now - if a little brittle at the edges. You’re over the dome of the world, and descending back into civilization on your way to Minkai. It’s all smooth sailing from here - right?

Perhaps not, but it feels like the page has turned and things, for the caravan at least, will be easier now. You post the usual watches, but the night is clear and beautiful, if cold. The stars sparkle and the moon, only slightly waning, rises brightly bathing all in its glow.

In the morning, you’re up early, enjoying your coffee as the camp begins to stir. The sun peaks over the horizon, and all stop a moment to watch the spectacle - warming yourselves by the breakfast fires and drinking your hot liquids.

Almost unnoticed…. You have a guest. A tall man sits on the hill, leaning back on his arms, taking in the sunshine. However, he casts no shadow - the sun seems to shine right through him unwaveringly. The smile on his face is warm and kind. As the sun fully breaks with the horizon, he stands turning to Ameiko. He bows deeply, and vanishes like the early morning mist.

There’s something sticking out of the ground however where he was sitting. Some sort of terra-cotta statue of a warrior.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan bows to where the spirit had been.

He says a silent prayer to Abadar.
May this hero who protected trade caravans continue to find honor and peace in his existence, whatever form it may take.


NG Female | Shilvanshee | max HP 28 | AC 19, TCH 14, FF 17 | CMB 4, CMD 10 | Fort +5 Ref +6 Will +8 | Init +6, Perc +16; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 4/5 | Conditions:

Snowball swiftly flies over, ending in a pounce on the terra-cotta statue. She slowly trots back with the spoils of her hunt, proudly depositing the statue in Unk's palm.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 more combats)

"Aha, just as I had foreseen! The warrior guarding the tower." Unk explains, holding up the statue proudly.


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Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk, after others have secured the area, will examine the terra-cotta warrior.

1d20 + 13 ⇒ (3) + 13 = 16 Spellcraft

"Weird thing for a image to leave a little something-something just laying around if you ask me. Ghostly sunrisen apparitions delivering statues is no basis for a system of equitable distribution. Supreme commerce derives from a mandate from the market forces, not from some farcical crepuscular entity."


Roll20 Map - Tracking Sheet

The diminutive warrior is a terra-cotta talisman (link) of no slight power.

The Dead Man has chosen to serve...


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk offers the thoughtful gift present around, and he would hold it for the time being if no one else wants it...but it's not for him.

"That's a very nice gift," he adds, and tells Moose all about it. "Ameiko? Did you want this?"

Mukluk enjoys the morning, and is there is nothing else of interest (and no reasonable exploring to be done), he will be ready to set off when the caravan is good to go.


Roll20 Map - Tracking Sheet

"I'd love to have it." Ameiko response with some awe. After all, it's not every day a dead hero offers to serve you...

You descend from the Dome, taking its protector with you, whomever picks it. By nightfall you should reach Ul-Angorn perched on the shores of the Saltsea Lake.

Before you make lunch however, a wailing wind catches up with you and seems to deposit a dozen of those damned cone of cold breathing Hoarfrost Spirits! They descend on the caravan, spreading out and intent on doing as much damage as possible. Their cones of cold do harm the crew quite considerably, and if not for Koya one or more certainly would have died. You did lose a couple mules and a horse in the opening salvo, but Sandru can get you through to town without too much trouble.

The party did well fending them off however, as you’ve grown confident in your abilities against these creatures. So once their cones were spent, you mop them up pretty quickly and before they could do much further harm. The wind seems to scream in anger as it whips back up into the sky...

At lunch, Ameiko notes, ”We should be careful, and try very much to keep quiet about who we are and what our intentions are.” She takes a deep breath, ”I’m not sure what’s going on over there, but if I am to be Emperor, someone is going to have to step down and they may not like it. Let’s try to lay low as much as we can. It would be good to lean something of the opposition before we go blundering in.”

”We’ll have been a long time on the ice, and our folks will be chatty. We’ll have to try and impress upon the crew that they need to be quiet about certain topics. We should be clear about what those topics are and why of course. But we should prepare for this.”

I don’t want to get too bogged down here. I’m fine hand waving conversations with the caravan crew about what’s off-topic as you progress to Minkai. Just give me a sense of what you think should be kept private, if anything, and we’re good to go.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

"I can try to misdirect particularly pointed inquiries."
Durgan has a +9 Bluff, and can use his domain ability for an extra +4, so that's an option if someone is more actively prying. Anybody have better than +13 Bluff?
"We might also need such subterfuge if we wanted to make our own inquiries without arousing suspicion."
Not sure, but I could see using Diplomacy to gather information and Bluff to make it so that nobody realizes you were doing it.

"I think the crew should simply relate that we are a merchant caravan, and we have goods to trade. That is true, and does not arouse suspicion. They may also share tales of the storms we braved, of Dead Man's Dome, of some of the monsters we battled... I think there is enough to keep curious locals busy. It would be better that they not say more.
We can explain to our crew that you, Ameiko, may be under threat from demons after having recovered her family's sword from Minkai, after it had been lost in Kalsgard. For that is true, and it is a good enough reason to not mention 1) demons, 2) the sword, 3) Ameiko, 4) Kalsgard, nor 5) Minkai. I'm not sure if any of the crew know that it is Oni after you, but 'demon' covers a lot of ground as long as you aren't being too technical about the word."

"Did I forget anything? Even if Unk's protections alert us to magical scrying - a fact for which I am very grateful - the Oni might have the more mundane approach of spies passing along rumors of certain key phrases or stories."

I believe the post detailing what we know about the Oni conspirators is here.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

"Yeah, all that...and if anyone asks, Moose is just a normal mule. You just tell them that if they ask. Most won't know the difference and won't be asking, but he's totally normal, okay? You got it?" Mukluk adds on to Durgan's choices.


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M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan looks Mukluk in the eye and says with utmost sincerity, "Nobody will ever hear from me that Moose is anything other than a normal mule. You have my word."

He is very convincing.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 more combats)

Unk nods along agreeably, stroking his very long beard.


NG Female | Shilvanshee | max HP 28 | AC 19, TCH 14, FF 17 | CMB 4, CMD 10 | Fort +5 Ref +6 Will +8 | Init +6, Perc +16; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 4/5 | Conditions:

"Unk's protection only works out to around forty feet, don't forget. He can't cover the whole caravan at all times. Still, I think we can keep the things that are most at risk of being scried upon relatively close together."


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Roll20 Map - Tracking Sheet

It’s a bedraggled crew and wagon train that enters Ul-Angorn that evening just around supper. The town not a large place, and is fairly quiet at this time of year. The introduction of a caravan off the high ice - even though there were reportedly storms blocking the way - makes you instantly the center of attention! Exactly what you didn’t want.

Villagers swarm the caravan intent on gossip about the path you took, what you encountered, everything. There’s literally nothing else going on so you’re mobbed. Durgan does his best to ward off inquiry, or at least channel it, though it feels like a pebble stopping a wave.

You’ll need to make DC 23 security checks for each day you remain in the village or a small bit of information leaks out about who you are from the crew. One or two leaks should be no big deal, but the effects are cumulative.

The next poster, please roll a security check at +10, DC 23. Also, enjoy a +4 circumstance bonus from party efforts to keep jaws from flapping.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Security Check, Circumstance Bonus: 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26

Durgan's efforts seem to have paid off. He does his best to steer conversation towards how the insights from the Manual of City-Building might improve Ul-Angorn's transportation infrastructure, hoping to eventually bore the locals into being less inquisitive (while not being actually rude to his hosts).

Of the two Abadaran texts that Durgan carries, the Manual is the less theological of the two, being more akin to a civil engineering/urban planning handbook that can be used by those of any faith.


Roll20 Map - Tracking Sheet

Nicely done!

You are eventually guided to a field at the edge of town where you can make camp in some comfort. The villagers, though eager for stories, are also open and friendly. Much in the way of hot food and drink is brought to you. You turn in early, exhausted from the long trip and looking forward to trading in the morning.

As usual, you have two days worth of trading to do if you wish. Sandru, mindful of the risks, still wants to stick it out the full two days - at least. He needs to resupply as well, obtain a few fresh steeds, and perform some repairs beyond Durgan’s magics. And of course buy more trade goods to replace what you sell.

Let me know your general plans.

If you stay the full two days, traders may make three rolls each, at +10. Let me know what else you plan to do over those days if anything special before pressing on.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk hunts for the right kind of nuts to feed to Moose as treats. As the mule is quite particular, he knows he has to find the exact right treat to serve as a treaty-treat.

He will help others trade, happy to serve as a back of burden. He will scout out supplies for things needed for what he might craft next.

"Hey Bigfur? You know where are going, right? Is there anything special we're going to need? Or are we all good?" Mukluk asks Snowball.

Is there a buy/sell limit for this place?


Roll20 Map - Tracking Sheet

As a frontier trading post, it has an outsized limit.

What were you looking to buy? There's not much to sell at the moment, but we could do a divvy for the few gold it would bring if folks need it.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
GM Euan - Jade wrote:
What were you looking to buy?

Buy? Nothing fancy, but sell might be nice as then crafting supplies might be bought for those who like to craft.

Mukluk ponders his time in the town.


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Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Unk? Where are you? Pspspspsps, Snowball, are you around? You haven’t posted in nearly a week? Durgan? You around, could use help to push forward.

Mukluk looks around, wondering where all his fellow caravaners are.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan is not particularly happy with the plan to stick around - he worries that the caravan will start to gossip - but he accedes to Sandru's wishes.

Trading: 1d20 + 10 ⇒ (11) + 10 = 21
Trading: 1d20 + 10 ⇒ (15) + 10 = 25
Trading: 1d20 + 10 ⇒ (2) + 10 = 12

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