The Slave Lords

Game Master EltonJ

Our adventures continue! Word has been received that there are slavers on the Wild Coast. The Slave Lord cycle begins with Slave Pits of the Undercity by David Cook.

Slave Pits Map 1

Slave Pits Map 2


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”I see.” Krishka says thoughtfully as she lets the others continue their questions. She watches the lizardfolk closely for any other signs of influence.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger frowns at their captive. "If you'd wanted to be left alone, perhaps you shouldn't have raided Orlane. Most free folk don't take kindly to being kidnapped to serve a serpent god they've never heard of."


M Dwarf Barb4 HP 50/50AC17T12FF15 F8R3W2 Per+7

Chestman just keeps stomping along.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

If the others have no further questions, Sea Ranger suggests they drop off the trog at the jail, then let the mayor know what's happened at the temple. After that, he suggests they stock up on supplies and head out to the stronghold indicated on the map...

How long of a journey is indicated, according to the map? If it's a lot of swamp, I'd suggest we procure a wagon and horses to pull it, along with some canoes to paddle out into the water if needed. Enough food and water to last us, tents, lots of insect repellent, firewood... anything else? Hoping the mayor will loan us most of this stuff with the promise that we'll return the wagon, canoes, horses, etc so we don't have to buy them ourselves.


M Dwarf Barb4 HP 50/50AC17T12FF15 F8R3W2 Per+7

Chestman heads to the store to see what they can get.


Male Human Psion 10/Atlanteologist 10
Sea Ranger wrote:
How long of a journey is indicated, according to the map? If it's a lot of swamp, I'd suggest we procure a wagon and horses to pull it, along with some canoes to paddle out into the water if needed. Enough food and water to last us, tents, lots of insect repellent, firewood... anything else? Hoping the mayor will loan us most of this stuff with the promise that we'll return the wagon, canoes, horses, etc so we don't have to buy them ourselves.

It's about a day's journey. So you need supplies for about three to five days.


M Dwarf Barb4 HP 50/50AC17T12FF15 F8R3W2 Per+7

I have sixty-five gold I can throw into the pot.


”Careful. Advertising that kind of money is likely to attract many bandits, thieves, and conmen to relieve you of your coin.” Krishka warns quietly.


OCC: Waiting for the players to arrive at the sheriff's office ;-)


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Gothia hands her money pouch over to Chestman.

"Take what you need for supplies for us all."

Gothia gives over around 400gp


M Dwarf Barb4 HP 50/50AC17T12FF15 F8R3W2 Per+7

How much food does each of us have? I have five days of iron rations. Plus we better be ready to have a cold camp. Fire can be seen a long way.

Possible purchases

Cart 15 gp
Horse light/heavy 75 gp/200 gp
Rowboat 50 gp


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger doesn't have much coin on his character sheet... though we got some from the evil priest, I think. I've got no rations, usually living off the land druid style. I'm going to page back and see if I can see how much we each got in the split I'm vaguely recalling. I'll give what I can to the party fund in order to pay for extra rations, water, and those items listed by Chestman. From my own inventory, I can spare about 15gp or so


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 34 | 34/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

TT's cash-strapped, too. Her share of any loot from the priest can go toward supplies as well.


Male Human Psion 10/Atlanteologist 10

Okay, so you have everything pretty figured out for iron rations?


OCC: Note a mule is generally better than a horse and cheeper too. While an oxen is better and cheaper than all of those and it can eat just about any kind of ruffage that the other animals cannot. Now granted the oxen does move a bit slower.


Judging by the real world, mules can be stubborn but are aware of the packs on their backs and avoid hitting obstacles with those packs, unlike horses. A horse is easier to deal with and usually liked better, and I imagine there are reasons for that.

I have four days rations already, wait three now since breakfast. I don’t know how populated the area is, but it’s pretty rare to be more than a day out from a village even in merely somewhat settled areas, if we can get a map showing the various villages in the area, there will probably be several bordering the swamp or whatever territory is the lizardfolk’s. We should know that so we have more options when leaving or if we need to get more supplies.


OCC: Well to be fair I heard cart and boat not pack but yeah mules in RL can be a bit more difficult to deal with but they are much more reliable and oxen are extremely easy to deal with. Horses are more movie friendly here is a historical item.

Horses, mules, or oxen which would be best to pull your heavy wagons? Mules are strong, can go faster, but are often tricky to handle. Mules also had tendencies to bolt and become unruly. Oxen are slower, but more reliable and tougher than mules. They will eat poor grass. Oxen were very strong and could haul fully-loaded wagons up ravines or drag them out of mudholes. A large wagon needed at least three pairs of oxen to pull it. Scholars put the percentage of pioneer wagons pulled by oxen at one-half to three-quarters. The cost of a yoke of oxen during the last half of the 1840s varied from a low of $25 to a high of $65 which was much cheaper than mules and way cheaper than horses.

You will also note they do not even talk about horses which is mainly due to the fact that they were hardly used (if at all) to pull wagons or carry packs.


M Dwarf Barb4 HP 50/50AC17T12FF15 F8R3W2 Per+7

Chestman buys 3 days rations for everyone, a cart and 2 mules to pull it.


Male Human Psion 10/Atlanteologist 10

The vendor takes your money. Along with two mules to help pull it. You may need bug repellent.


M Dwarf Barb4 HP 50/50AC17T12FF15 F8R3W2 Per+7

Chestman counts of 215 gp for the Cart,Mules and boat.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger chips in for bug repellent.

Definitely! Even if it's just a flavor thing. Saw there's stuff to use vs swarms, but it's a bit costly. Speaking of which though... do we have any AoE spells that are effective against swarms? If not, we might want some vials of acid or alchemist's fire if there are any available - and if we have coin to purchase.


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 34 | 34/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

TT suggests purchasing a bunch of hammocks so the party will not need to sleep in any standing water while they hunt down the Reptile God's lair.

Cost: 1 sp ea.; weight: 3 lbs. ea.; according to Ultimate Equipment.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger grins at TT. "Fine idea! Sleeping on the ground in a forest where you can use pine needles and moss to make yourself comfortable is quite nice. Trying to sleep on wet ground that tends to sink a bit under your weight is not nearly so pleasant."


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 34 | 34/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

"Sleeping on a bed of pine needles...yeah, I've done that," the bard replies to Sea Ranger. She thinks back to her recent travels with the tall (and somewhat pompous and arrogant) elf, Nailo. I wonder whatever became of him....

Weren't we supposed to meet him when we dropped off our troglodyte prisoner at the constable's office?


M Dwarf Barb4 HP 50/50AC17T12FF15 F8R3W2 Per+7

Just sleep in the cart and boat!


Male Human Psion 10/Atlanteologist 10
Vesica "Tavern Tale" wrote:

"Sleeping on a bed of pine needles...yeah, I've done that," the bard replies to Sea Ranger. She thinks back to her recent travels with the tall (and somewhat pompous and arrogant) elf, Nailo. I wonder whatever became of him....

Weren't we supposed to meet him when we dropped off our troglodyte prisoner at the constable's office?

Yes. You do.


OCC: Yes but as far as I have seen the group never actually made it to the sheriff and the GM did not introduce me there.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

I'm a little confused... I was thinking that was our first stop, dropping off the trog prisoner. Then let the mayor know what's going on, then shopping, and then we're headed out - following the map. Are we just putting together the shopping list here? I doubt we'd be shopping at vendors with a trog prisoner being dragged along.


OCC: Yes precisely, quite confuzzling, but if you go back through the dialogue I am pretty sure you will find the group never actually dropped the Trog off with the sheriff where Naïlo was to be introduced.

Further I do not recall the group ever letting the mayor know anything. The group went straight from let's drop the Trog off at the sheriff to let's go shopping.

So a major gap inbetween those to elements resulting in nothing, notta, zippo, zlich. Of course, I could be mistaken but I really do not think so since I have been doing my best to see where Naïlo was to be introduced.


Male Human Psion 10/Atlanteologist 10

Yes, it's even confusing to me.

While you are at the general store, the best of you meet an elf mage in the area. Naïlo Quanc. He's also investigating the disappearances in the region of Orlane, and is friends with the two elves that are hired by the mayor to find the source of the cult.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

"Greetings and well met Nailo. We look forward to your help in dismantling this cult and freeing all the slaves the naga has taken. I am Gothia VonSalis, paladin of Heironeous."


my understanding was that we were having some ooc plans on purchases we should consider while walking to the mayor’s. That was my impression anyway.

Krishka looked up from her book to give the elf a once over with a discerning eye. ”Ever been charmed or dominated?” Her bulky frame, though slim for an orc, is still at odds with her well made clothes that seem fit more for a librarian, yet still seems imposing as she carefully considers Nailo.


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 34 | 34/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

"Nailo's fine--I traveled with him a bit between here and there," Tavern Tale chimes in. As she says "There," she tosses her head noncommittally over her shoulder before giving the elf a brief smile.


M Dwarf Barb4 HP 50/50AC17T12FF15 F8R3W2 Per+7

Chestman is a burly dwarf that smells of ale.

Heya.


Naïlo is tall (6'4") and rather slender (136 lbs). He is dressed in Kikko armor and wears a jade holy symbol of Gozreh. He also carries a Longsword, Dagger, and a Longbow.

To Gothia's statement he nods and says, "Greetings Gothia VonSalis Paladin of Heironeous and of course you do as that would only be natural."

To Krishka's question he looks sort of distatsefully at them and says, "Of course not, that would be beneath a High Elf."

Naïlo gives his friend Vesica a return smile and then looks to Chestman and replies "Greetings to you as well Dwarf."


”Some would say it is beneath an orc to read a book, yet…” she gestures with the open book in her hand. ”Besides, one generally does not choose to be charmed or dominated. We seem to be dealing some sort of charm magic the lizardfolk are using on the villagers, and I suspect the lizardfolk themselves may be under the same effects.”

Looking at Krishka, they might notice her nice clothes are in elven style and she has a well made elven style sword and what seems to possibly be a spell pouch.

”In any case, I am Krishka Whitetusk of house Galastacia. Pleasure to make your acquaintance.”


OOC: Okay I missed a few important elements in his discription. He has long golden blonde hair that almost appears metallic in its sheen, he has vibrant emerald eyes that almost seem to shine, and he has a bronze tan that makes his skin appear to almost be metallic. To say he is not a run of the mill Elf would not be hard to ascertain. If the character has an Knowledge[Planar] they might recognize this oddities to be Celestial in origin.

Also the Holy Symbol is of Ehlonna -- not of Gozreh wrong world system

"Greetings Krishka Whitetusk of house Galastacia you can call me Naïlo and it is nice that you have risen above your mediocre origins. As for being charmed or dominated High Elves would simply not allow that to happen. Still it is good to know that some creature is using Enchantment magic as that will help to better understand them and that just about any of the lesser beings could be subject to such control."


Male Human Psion 10/Atlanteologist 10

everyone, a quick perception check!


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 34 | 34/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (4/4) | Conditions: None| NOTES: Bless & IC Combo

Vesica Perception Check: 1d20 + 6 ⇒ (6) + 6 = 12


M Dwarf Barb4 HP 50/50AC17T12FF15 F8R3W2 Per+7

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Perception: 1d20 + 13 ⇒ (13) + 13 = 26


Perception: 1d20 + 9 ⇒ (10) + 9 = 19


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Perception: 1d20 + 3 ⇒ (11) + 3 = 14


Male Human Psion 10/Atlanteologist 10

Perception results:

Less than 15:
You don't notice the orcs that come into the town. You were too engrossed with other things to notice.

15 to 20:
You do notice the orcs, you can't smell them. However, they are from the swamp. They are dressed in furs and wield machetes (dagger).

20 to 30:
You smell something awful. Which you can attribute only to orc flesh. The orcs can smell man, and they are here to raid. The orcs are dressed in furs and wield machetes. There are five of them.


GM Only:
So do the Orks look hostile in nature and how many are there of them?


M Dwarf Barb4 HP 50/50AC17T12FF15 F8R3W2 Per+7

So we have the stuff we need to go camping. Everyone else all set?


Male Human Psion 10/Atlanteologist 10
Naïlo - Xiloak Quanc wrote:
** spoiler omitted **

Naïlo only:
There are five of them, the best you can think of is that they think Orlane has grown weak.

Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger mutters an oath in Elvish under his breath. "Orcs. Raiders from the swamp, I believe. We need to find them quick." With a sharp command to 'Seek', he sends Scout airborne, following him with his eyes. Once the raptor starts circling, he'll head in that direction.

Have Scout 'Seek' out these orcs from above, and head that direction. I presume we've dropped the prisoner by now and we're all supplied up? We posted earlier that dropping the trog was the first task, shopping the second, and then checking in with the mayor about what we learned. I don't think I ever saw confirmation of any of these. Our posted plans are on the previous page (13) towards the top.


Male Human Psion 10/Atlanteologist 10
Sea Ranger wrote:

Sea Ranger mutters an oath in Elvish under his breath. "Orcs. Raiders from the swamp, I believe. We need to find them quick." With a sharp command to 'Seek', he sends Scout airborne, following him with his eyes. Once the raptor starts circling, he'll head in that direction.

Have Scout 'Seek' out these orcs from above, and head that direction. I presume we've dropped the prisoner by now and we're all supplied up? We posted earlier that dropping the trog was the first task, shopping the second, and then checking in with the mayor about what we learned. I don't think I ever saw confirmation of any of these. Our posted plans are on the previous page (13) towards the top.

Scout's perception: 1d20 + 13 ⇒ (4) + 13 = 17

Scout finds them, they are south of the temple of Merrikka.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger motions for the others to follow and takes the lead, moving back toward the temple where Scout is circling high above. The half-elven druid does his best to blend into the forest so as to approach unseen, leaving his shield stowed for the moment - though his scimitar is held in one hand, leaving the other free...

Stealth Check: 1d20 + 6 ⇒ (10) + 6 = 16

Dang, thought I'd rolled a Perception! Thanks, GM! Rolled Stealth though, trying to approach quietly. No AC penalty as his shield is NOT readied.

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