GM ShadowLord's Quest for the Frozen Flame

Game Master The Rising Phoenix

Book Two: Lost Mammoth Valley
Battle Map


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NG male half-elf animist 6 HP 64/64 | AC 24 | F +11 R +13 W +15 | Perc +15 | 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

Hakata's form shimmers and changes, and he drops to all fours on the cave floor as a snowy leopard. Sprinting across to the tree, he scrambles up it and pulls at the branches wrapped around the man's throat.

Athletics: 1d20 + 9 ⇒ (16) + 9 = 25


Male HP 74, AC 23, F +13, R +12, W +10 Half-orc thaumaturge 6

Reflex (expert): 1d20 + 9 ⇒ (5) + 9 = 14

Quick stats:

HP 14/48
AC 20
Fort +10, Ref +9, Will +8
Hero points: 3
Effects: grabbed

Barely clinging to life himself, Kadosh focuses on the poor man, and on the trees choking him to death. He holds up his bell, ringing furiously to give the man something to hold on to.

Hoping some sort of Exploit Vulnerability might give a minus to the DC to free him, or serve as an Aid for Hakata.
Lore (esoteric) (trained): 1d20 + 10 ⇒ (3) + 10 = 13

Not that it matters, of course, with Hakata's usual rolls...


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

The White Rabbit smacks the Goblin!

Strongjaw smacks the goat!

Tanngrisnir grinds against the violence of the foliage to get the Witch closer!

Strongjaw points the Staff at the man!
Heal(1): 1d6 + 8 ⇒ (3) + 8 = 11


TG1 | GW | FF | RH

The man is free and collapses to the ground, where he is met with healing that brings him back. Gasping for breath, he takes a moment to settle down. When he does, he says "Thank you... I thought I was done for." he manages to say between heavy breaths, his eyes glinting with unshed tears. After a moment of grief for his fallen comrade, he straightens slightly, his expression setting into one of determined sorrow.

"We were scouting ahead, trying to ensure the path was clear for the others." he explains, his voice steadying. "He... he didn't deserve this." His hand gestures helplessly towards the body of his friend.

"I need to get him back to our group, they should know what happened—and he deserves a proper farewell." His gaze meets each of yours, a silent plea evident in his weary eyes. "But I can't carry him alone, not in my state." His shoulders slump slightly, the weight of the situation bearing down on him.

He hesitates, then adds, "Would you help me? It's not far, but I can't manage on my own."


Male HP 74, AC 23, F +13, R +12, W +10 Half-orc thaumaturge 6

"Of course," Kadosh agrees. "It wouldn't be right to leave him here."


Female Demontouched Female Kellid God-Caller 7 - HP 80/99| AC 22 | F +13 R +12 W +14 | Perception +14 | Focus 2/2 |Hero Points 3 |Spells: level 1 1/1, level 2 1/1, level 3 2/2, level 4 2/2
Vehska's Damaged Mind wrote:

Veshka's vision blurs, flashing to white. When the brightness fades, she sees she has been transported to another time, another place—a warm fire, laughter, camaraderie. She begins to relax in the warmth of it all. Not running every day. Not being chased. Before she can truly surrender to the peacefulness, the tranquility gives way to chaos. The ground quakes, and vile demons swarm around. Instinctively, Veshka's hand goes to her weapon, her muscles tense, ready to leap to the defense of her phantom kinfolk. The clash of arms, the shouts of defiance, the desperation to protect—each pulse through Veshka with the clarity of lived experience.

The vision fades.

"Hnng. These trees and their demons, remnants of the worldwound spawn that tore the Following apart." Her vision gets less fuzzy. "We should have killed them twice."


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

Strongjaw looks at the injured human.
What's da clan ov youses?


TG1 | GW | FF | RH

"Sutaki. My companion was charged with protecting a child. We were trying to find a safe path forward through the caves."


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

While speaking with the previously tightly wrapped morsel for the scary foliage, Strongjaw notices that he has multiple injuries that seem to be ruining his clothes.
Medic!


TG1 | GW | FF | RH

The group escorts the wounded hunter, who introduces himself as Udiak, back to Eokoe and Tedanu. It's a tearful reunion where he explains that his companion perished, but you saved him. After spending some time seeing to everyone's wounds, you return to the cave and explore further.

You wind southeast and ascend a secluded plateau above about 30 feet above ground level, hemmed in on two sides by boulders. Smoke from a small fire billows into the area and you cautiously make your way forward.

It's a trap.

Four humanoids resembling Sutaki hunters either heard or saw you coming and are ready. The ambush catches the group off-guard as four arrows whistle through the air.

Who?: 3d4 ⇒ (1, 4, 3) = 8

Valda Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Veshka Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Catamoch Damage: 1d6 + 3 ⇒ (3) + 3 = 6

"You corpse-loving tyrant fiends!" One shouts, and another shouts "This is what you get for worshipping an overgrown lizard!"

Party up! Four hunters wielding bows, two on each side of you, 10' away.

GM:

6d20 ⇒ (12, 13, 13, 1, 16, 4) = 59
Valda: 1d20 + 4 ⇒ (8) + 4 = 12
Hakata: 1d20 + 7 ⇒ (4) + 7 = 11
Strong Jaw: 1d20 + 2 ⇒ (6) + 2 = 8
Veshka: 1d20 + 5 ⇒ (9) + 5 = 14
Kadosh: 1d20 + 5 ⇒ (11) + 5 = 16
Baddies: 1d20 + 7 ⇒ (13) + 7 = 20


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

Corpse-loving tyrant fiends! And, This is what we get for worshipping an overgrown lizard!?

The Goblin just looks a bit flabbergasted...

The Witch then realizes he can act! Tanngrisnir decides to Stride for any cover, as the Witch cast not called Glitterdust on two of the Asshat Archers!
Revealing Light Reflex DC 20

Fors da records! Dis new names bees lames!

The Witch also Hexes Valda!
Fast Healing 4 for 4/4 Rounds


Female Demontouched Female Kellid God-Caller 7 - HP 80/99| AC 22 | F +13 R +12 W +14 | Perception +14 | Focus 2/2 |Hero Points 3 |Spells: level 1 1/1, level 2 1/1, level 3 2/2, level 4 2/2

Veshka flares with wrath, hurling lightning into the ambushers as she dives for cover.

Electric Arc: 3d4 ⇒ (4, 3, 2) = 9 Basic Ref DC 20 for Blue and White


Male Demonic Sarkorin Boar God 7 - AC 23 | F +14 R +11 W +10 | Perception +10

Catamoch meanwhile rushes the nearest archer disembowelingpossibly concerning him with his wicked tusks.

1d20 + 11 ⇒ (3) + 11 = 14


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NG male half-elf animist 6 HP 64/64 | AC 24 | F +11 R +13 W +15 | Perc +15 | 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

Hakata turns toward the other archers and unleashes a spell on them.

Cast calm, cast shield

"Stop! Why are you attacking us? We march in Sister Cinder's name, not some dragon."


Radiant Valda, Peerless Under Heaven | Female human exemplar 7 | HP 113/113| AC 25 | Fort +15, Ref +10, Will +15 | Perc +11 | Focus: 3/3 | Hero Point: 1/3

If Hakata's calm spell fails, Valda rushes the nearest archer and attacks! Her wreath of flowers glows and blooms!

Mirror Strike: 1d20 + 11 ⇒ (19) + 11 = 301d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d12 + 6 ⇒ (11) + 6 = 171d12 + 6 ⇒ (4) + 6 = 10

Allies within 15 feet gain +1 status bonus on attack rolls.


TG1 | GW | FF | RH

Three of the four archers lowers their bow, calmed by Hakata's spell. The fourth refuses to submit and prepares to attack again, but his companions rush to stop him from doing so. Once them tells declares loudly "Onak said to stop! Lower your weapon"

The leader of these hunters, Onak, calls for peace, explaining, "We thought you worked for our enemies, but it seems you’re not from this valley. Who are you?"

GM:

Will DC20: 1d20 + 7 ⇒ (8) + 7 = 15
Will DC20: 1d20 + 7 ⇒ (10) + 7 = 17
Will DC20: 1d20 + 7 ⇒ (12) + 7 = 19
Will DC20: 1d20 + 7 ⇒ (15) + 7 = 22


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

Assuming we ignore the Goblin's last Actions...lol.

Strongjaw snaps out of his reverie to watch Hakata end any further violence.
Probably should just always start we that, then we can decide on any further needed Actions?

The Witch winks.

Straining his neck to get a better look at the formerly aggressive archers, the Goblin whines.
Kens youses bees comings downs here's or wees bees up dere? Mees neck hurts!

The Song singer then yells!
Broken Tusks!


TG1 | GW | FF | RH

"Well met, Broken Tusks."

Onak welcomes you while the hunters tend their own wounds. Onak explains that the valley and its people, who call themselves Sutaki, are ruled by the white dragon Venexus and a powerful necromancer named Ashen Swale. "Ashen Swale is a tyrant!" Onak growls, "who leads a cadre of necromancers, worships Venexus, and mocks our ancestors. Many inhabitants are unable to fight back, but us hunters," Onak introduces Lunit, Kohak, and Uldu, "are among those who have decided to take a stand. Right now, we're protecting someone important on behalf of a seer named Eokoe. The hunters’ wards went deeper into the caves with a few escorts, but they haven’t yet returned."


NG male half-elf animist 6 HP 64/64 | AC 24 | F +11 R +13 W +15 | Perc +15 | 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

"I'm afraid that they have run into trouble. We came across them in another section of the cave," Hakata quickly fills in the hunters on the meeting.


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

Strongjaw puffs out his skinny chest! The White Rabbit is seen snickering. Tanngrisnir is seen enjoying the respite with a chunky tuff of foliage.
The white dragon Venexus and the powerful necromancer named Ashen Swale are who's wees goings ta kickings theirs asses! How's cooooonviiiiient!

The Witch Hexes himself then Refocus by singing a newly made up death is comings fer youses song...
Life Boost Fast Healing 4 for 4/4 rounds.


TG1 | GW | FF | RH

You explain to Onak your encounter the other Sutaki members you have had in the cavern. They are saddened to hear about the death of one of their hunters to the demon tree, but are glad that the child remains safe.

After helping them with their wounds and filling them in on the recent history, you explain that you are clearing out the cavern to make a safe route and tell them to stay put until you are finished to avoid any further injuries.

Finishing with Onak and his hunters, you know only one southern portion of the cavern remains to be explored -- the wolf den Hakata spotted earlier.

Do you need to rest or ok to push on?


NG male half-elf animist 6 HP 64/64 | AC 24 | F +11 R +13 W +15 | Perc +15 | 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

If we can rest long enough to Refocus, I'm good to keep going.

"Come, let us deal with the wolves. Perhaps we can scare them off or usher them to better hunting grounds."


TG1 | GW | FF | RH

The party takes a short rest to refocus, grab a snack, and hydrate before pushing on to take on the wolves. They know the wolves will make it too dangerous for the Following to travel through here.

When the party reaches the center of this den, sixteen wolves move out from various areas of the cavern and surround them, snarling and snapping aggressively. Of note, there seem to be about a half-dozen of them who are pack leaders and have moved to the inner ring closest to you.

You have an opportunity to calm them and add them to your pack, but one character needs two consecutive DC17 Nature checks to do it. Otherwise, the inner six will launch into combat.


NG male half-elf animist 6 HP 64/64 | AC 24 | F +11 R +13 W +15 | Perc +15 | 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

Nature: 1d20 + 12 ⇒ (17) + 12 = 29
Nature: 1d20 + 12 ⇒ (7) + 12 = 19

Hakata attempts to calm the wolves, adjusting his body language to be cooperative and letting out soothing vocalizations.


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

Still chewing on his fifth peanut butter and maple syrup sandwich (the goblin used two pieces of cake as bread), Strongjaw is seen desperate to speak, but his mouth seems a bit smacky....

The White Rabbit is seen teasing the goblin with out of reach water bottle and Tanngrisnir is seen chewing on a sixth sandwich....

Nice job, Hakata!


Female Demontouched Female Kellid God-Caller 7 - HP 80/99| AC 22 | F +13 R +12 W +14 | Perception +14 | Focus 2/2 |Hero Points 3 |Spells: level 1 1/1, level 2 1/1, level 3 2/2, level 4 2/2

Veshka holds Catamoch back by a tuft of fur on his neck, willing herself to be glad that Hakata seems to be soothing the savage beasts.


TG1 | GW | FF | RH

Hakata's efforts to calm the wolves prove successful. His soothing tones lower their aggressive postures. One by one, the wolves' snarls subside as they inch closer. The tension in the air lightens as the wolves begin to accept Hakata's peaceful intentions.

Once the initial tension has passed, the wolves' body language shifts noticeably. Tails wag slightly, ears perk up with curiosity rather than aggression, and some of the younger wolves venture closer, intrigued by these new visitors.

The entire pack of sixteen wolves have joined your Following!

Beyond the wolf den, the Lost Mammoy Valley opens up. You have now traced a path through the cave to the exit, but your previous route is inaccessible due to the cave-in. You need a complete route through for the Following, so you begin to work back through the cave, finishing exploration to find a safer route through.

On your way you find a spyglass and 50' feet of rope hidden among a couple of gargoyles that you easily dispatch. Pushing further into the gargoyle lair, some old equipment from a slain hunter is found: hide armor, a composite short bow, 20 arrows, a minor sturdy shield, holy water, and a moderate ghost charge.

Just past the gargoyles, you find a long chamber accessible only from a ledge. An unlit fire pit, three half-butchered bats, and a bushel of bolts lie in the lower living area. The back of the room is a raised stone sleeping loft lined with large rocks that provide standard cover to its occupants. The 10-foot ceiling is covered in stones held up by nets controlled by a pulley near the sleeping loft.

When the party enters the hideaway, a halfling is taking cover in the sleeping loft, holding a loaded crossbow in one hand and the rope pulley in the other. She calls out "Stop! Take one more step and I’ll bring the mountain down on your head! Who are you? What are you doing here?"


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

Tanngrisnir follows along the winding tunnels with a bit of pep in his step. The mature goat is seen chewing smartly on an especially green tuff of grass.

The White Rabbit is seen riding behind the goblin. The Familiar focused on drawing a Kick me hard! sign.

Strongjaw seems oblivious to any White Rabbit future shananagins....

Seeing the 10-foot ceiling is covered in stones held up by nets controlled by a pulley near the sleeping loft, the nervous halfling holding the rope and suddenly experiencing an unexpected and infuriating itch on his left butt cheek, the Songsinger clears his throat.
Just in case youses bees gots more iv dem rocks in yer ears, Mees yells!

The Witch then quickly swishes some minty mouthwash before continuing.
Wees represents da lollipop....errr ..da Broken Tusks Tribes! Wees just bees findings da good path through dis s#+# stain of mountain. Tanks!

Performance(E) to Make An Impression, impressive performance: 1d20 + 12 ⇒ (16) + 12 = 28


TG1 | GW | FF | RH

Vare's eyes narrow as she assesses the group from her elevated position, her finger still tense on the crossbow trigger. After a moment, she seems to decide that the group poses no immediate threat, and her posture relaxes slightly. "Alright, for now, you can come up. But no funny business." she warns as she carefully sets down the crossbow and releases her grip on the pulley.

Once the group gathers in the loft, Vare introduces herself more formally. "Name's Varilyn Eridge, but you can call me Vare. I served in the Mendevian crusades a long time ago, fighting back the tide of demons at the Worldwound." She looks around the group, her expression hardening slightly. "I don’t usually share much about my past; let’s just say I’ve seen enough to last a lifetime. Enough about me."

As the group settles in, they exchange information about the local area and discuss their mutual need for safety and passage. Vare listens intently, offering up the following pieces of information:

• Calamity Caves is filled with dangerous predators. People rarely visit, she says. "Though there seem to be plenty around today." she spits. She’s leaving the caves after dark; the party can use her shelter once she’s gone.

• Mendevian soldiers live in the valley’s southern forest. She doesn’t live with them.

• Stray demons from the Worldwound invasion remain here and there in the valley, mainly along the northern perimeter.

• The white dragon Venexus rules the valley. The Sarkorians who live here worship her. Vare doesn’t know much about the Sarkorians and doesn’t want to associate with anyone who reveres evil.


Female Demontouched Female Kellid God-Caller 7 - HP 80/99| AC 22 | F +13 R +12 W +14 | Perception +14 | Focus 2/2 |Hero Points 3 |Spells: level 1 1/1, level 2 1/1, level 3 2/2, level 4 2/2

"Even closed the Wound still does seep," Veshka rasps, managing to soften her tone to about the feel of dried bark on the skin.

"The needs of the Following hold me fast, but demon's blood is almost as welcome as Venexus's. Too many Sarkorians still live in thrall to evils best left behind."


NG male half-elf animist 6 HP 64/64 | AC 24 | F +11 R +13 W +15 | Perc +15 | 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

"But our following understands such things," Hakata nods toward Veshka, knowing the campaigners wounds run deeper than can be easily healed. "You would be welcome to travel with us."


TG1 | GW | FF | RH

Vare nods to Veshka, agreeing with her. The curmudgeon doesn't verbalize a response, but you can tell the demons have hit a very personal chord with her.

When Hakata invites Vare to join their following, she declines, explaining that she has unfinished business in the area she needs to see through.


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

Strongjaw just sits there silent after her statement about no funny business....


NG male half-elf animist 6 HP 64/64 | AC 24 | F +11 R +13 W +15 | Perc +15 | 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

"Could you tell us more about the Mendevans? Would they ally with us against the dragon and necromancer?" Hakata asks.


TG1 | GW | FF | RH

Vare considers Hakata's request. "Bunch of ex-soldiers, they are. I don't associate with them, but I know they are continually engaged against both Ashen Swale’s necromancers and Venexus’s draconic servants. It's possible you could find an ally in them if that's your plan."


TG1 | GW | FF | RH

Finishing with Vare, you move north through the tunnel and get closer to returning to the entrance. There is only one more obstacle that lies in your way to securing the tunnel for the following: a moldy tunnel. An unfortunate skeleton lay in the mold halfway into the tunnel. On the ground next to them you find a bola, a longspear, three javelins, and a lesser healing potion.

The wide, inclined tunnel leads north through the majority of the remainder of the cavern back to the entrance, but brown mold grows in patches along the tunnel's length. If the following is going to use this route, this hazard must be dispatched of first to make it safe.


NG male half-elf animist 6 HP 64/64 | AC 24 | F +11 R +13 W +15 | Perc +15 | 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

Nature: 1d20 + 12 ⇒ (1) + 12 = 13
Hero Point: 1d20 + 12 ⇒ (19) + 12 = 31

"Hmm. Brown mold. I've hear it's dangerous," Hakata reflects. "Let's see if we can remove it before the following comes through."


Female Demontouched Female Kellid God-Caller 7 - HP 80/99| AC 22 | F +13 R +12 W +14 | Perception +14 | Focus 2/2 |Hero Points 3 |Spells: level 1 1/1, level 2 1/1, level 3 2/2, level 4 2/2

"Strongjaw? Want to freeze it out?"


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

Strongjaw rubs his blue hands together!
Bees needs da Winter!

The Winter Witch smiles!
Frostbite: 3d4 ⇒ (2, 4, 4) = 10

Clinging Ice Hex: 2d4 ⇒ (1, 3) = 4

The goblin continues his fun until all the Brown mold is destroyed. They stay 30' at all times if able ...


Male HP 74, AC 23, F +13, R +12, W +10 Half-orc thaumaturge 6

Kadosh breathes a sigh of relief as Strong Jaw seems to be able to freeze the mold. He's felt like he's been in some sort of fugue for days, perhaps some lingering effects from some of the natural hazards they've encountered in the caves, but he's back to himself now. And back to the keyboard...


TG1 | GW | FF | RH

Welcome back!

Strongjaw systematically eradicates all of the mold through the told, freezing it out bit by bit. With the mold gone, the scouts have a clear path through the Calamity Caves for the following to traverse out into Mammoth Valley!

Everyone level up to 5!


TG1 | GW | FF | RH

Shortly after the scpits lead the Broken Tusk following through Calamity Caves and into the safe cradle of Lost Mammoth Valley, Mammoth Lord
Argakoa approaches the scouts.

"This is a sight we desperately needed to see: a place of plenty and promise." Argakoa pauses, looking back to scan the faces of the other following members. “You’ve brought smiles to faces, satisfaction to hungry bellies, and hope to hearts. It’s more than we asked of you, but our work isn’t done. There’s no one I trust more to chart our course than you."

“It will be weeks before the Burning Mammoths can pursue us. You’ve bought us time to resupply and recuperate. But this valley is dangerous. We can’t rush in blindly, and we will need to continue our journey east come autumn. For now, the Broken Tusk following will remain in these caves, hidden from Venexus and Ashen Swale. While our people rest, I ask that you survey our surroundings. I’m certain you’ll find allies and enemies in this valley. I trust you to determine which are which.”

Argakoa offers a rare smile. "Report back when you can. If you find a safe place deeper in the valley, show us the path. We must put more space between Ivarsa and our people."

“Can we count on you?”


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Male HP 74, AC 23, F +13, R +12, W +10 Half-orc thaumaturge 6

"Of course!" Kadosh says, feeling more confident. All the travels -- as awful as they've been -- seem to have given him more strength, of body and purpose. Also, if we say no, the adventure ends. :D


TG1 | GW | FF | RH

AAnnnnndd we're back to hexploration! Here's a brief synopsis of what the next few chapters look like.

Lost Mammoth Valley is 100 miles long and 36 miles wide, encircled by impassable mountains. Each hex is 12 miles across. Although there are many locations in Lost Mammoth Valley, the party isn’t expected to explore them all. Lost Mammoth Valley is split into halves. We're starting on the western half first, then we'll move east. I've updated the second google slide with the map, but here's a quick snapshot of what it looks like. We're starting from where that river exits the mountains on the far left.

Lost Mammoth Valley has daytime temperatures of 70° F all year. If asked, a Sutaki native can explain this wasn’t always the case; the weather changed after Venexus obtained the Primordial Flame over a century ago.

The Broken Tusk following enters Calamity Caves at the beginning of Sarenith and must leave Lost Mammoth Valley by the end of Lamashan.

Although this exploration is free-form, there are defined milestones. To keep this moving, I'll just guide you around a path through the hexes like last night. If you decide you want to go a different path or want to have more control/say in your direction, speak up and I'll let you decide instead.


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

Strongjaw smiles.

The White Rabbit is seen with his mouth watering looking at a Scroll of False Life. Napkin and full set of cutlery are set before him....

Tanngrisnir is seen happily chewing on green foliage.


TG1 | GW | FF | RH

Exiting the dim confines of Calamity Caves, the Broken Tusk scouts find themselves at a waymarker just 300 feet from the cave's exit, beside the swiftly flowing river. This river, 20 feet wide and 4 feet deep, originates in the nearby mountains and guides their path southeast away from the mountains. The waymarker features a handprint and a stone disc depicting the three-star constellation Ohoto, symbolizing a magic spear, which suggests their direction.

Over the course of the next several days, you lead the following along the river’s south bank and eventually reach a more secluded area marked by a solemn Iomedaean grave. A longsword with a religious symbol around its crossbar stands as a gravestone, bearing an inscription. A stone atop the cairn reads in Common, “Elan Eridge. Corporal, Brother, Son, Friend. Though his cloak turns white, his blade never dulls. By the Inheritor’s grace, he is saved.” You recognize the surname of Eridge; this was the same as Vare, who just met.

The longsword is a +1 low-grade cold iron longsword.

There are two possible paths forward here. You can follow a well-tended path northeast, which looks like it will eventually lead out of the mountains, or you can climb further into the mountains on a path that looks like it leads to a vantage point overlooking the valley.


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Male HP 74, AC 23, F +13, R +12, W +10 Half-orc thaumaturge 6

You guiding us sounds like a good plan for PBP. Thank you.

Kadosh wipes his head and sheds a layer of clothing. "It's so warm!" he marvels.

He looks around, in a bit of dismay. "Where should we go first?" He glances up at the sky to make sure the dragon hasn't already found them. Somehow, he just knows in his bones, they're going to end up having to fight it.


NG male half-elf animist 6 HP 64/64 | AC 24 | F +11 R +13 W +15 | Perc +15 | 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

Hakata approaches the grave, "The spirits appreciate offerings, but it is wasteful to leave behind so fine a blade when it may be used to protect those that live on." The scout fashions a--to him--more appropriate offering, an effigy of a sword made of wood, wrapped with a vine hanging with red berry clusters. "Peace, warrior."

He hands the sword over to the rest of the group to see to its disposition.

"I would love to wee what lies before us. We have been walking blind in those caverns for too long."

A vote for the mountain overlook.


Male Goblin ◆◇↺ Witch [Beastmaster] 7 Hp 69/69 AC (T) 22 Fort(E) +13, Ref(E) +14, Will(E) +10 Perception(T) +8 Focus Points 3/3 Conditions Vital Beacon 4/4

Sitting on top of Tanngrisnir, Strongjaw looks out at obvious options of following a well-tended path northeast, which looks like it will eventually lead out of the mountains, or they can climb further into the mountains on a path that looks like it leads to a vantage point overlooking the valley.

Higher. Further. Faster. Baby!


TG1 | GW | FF | RH

The Broken Tusk scouts ascend the rugged mountain slopes through the Lost Mammoth Valley and eventually come to a rocky promontory where they find the remains of a cave bear skeleton. Examining the bones, you see score marks from large talons, claws, and beaks.

Looking around you, you discover white feathers nearby. Spreading out, you search the area and eventually find two large bird nests 70 feet up the mountain. Thirty feet away from these two fresh nests are four abandoned nests.

Pursue further or turn back?

GM:

Nature: 5d20 ⇒ (1, 6, 19, 17, 5) = 48 6,8,8,11,13
Perception: 5d20 ⇒ (14, 15, 18, 16, 15) = 78

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