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![]() Uh, oh! Geoffrey is unresponsive, just standing there in a daze. He must have been hit with a poison dart or something. The bandit leader's spell goes off and 1d3 ⇒ 3 Stirges appear right in front of you and attack! One goes for Yue Fei touch attack: 1d20 + 7 ⇒ (3) + 7 = 10, and one goes for Malok touch attack: 1d20 + 7 ⇒ (14) + 7 = 21. If it beat your touch AC, it will suck your blood. Take one Con damage. The third stirge flies off after the archer that just turned against his ally. (poor guy, he's having a rough day). The two bandits near Geoffrey each take a swing.
The last archer bandit takes a shot at Laillei.
Round 4:
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![]() The beast sniffs the air, and then bolt off through the underbrush. Birds begin to take flight and circle in the air above your location. More birds join in until the sky is thick with beating wings. Suddenly a man walks out from behind a tree not 30 feet from you. "Are the hell knights now sending conjurers to do their dirty work for them? I always knew they were cowards deep in their core. Only cowards consort with fiends." The man is dressed in simple rough spun clothes, and carries a staff in one hand. The top of the staff is a gnarled ball of roots and a soft green light emanates from within that ball. "I may not be able to see you, but I can smell you. You stink of Palin's Cove, that blight on the land. You will not escape so easily this time." Go ahead and act. You can treat this as a regular round. Feel free to talk back, flee, fight... ![]()
![]() The middle archer steps back and shoots at his friend. Arrowed!: 1d20 + 1 ⇒ (8) + 1 = 9, damage: 1d6 ⇒ 6
Back in the melee, the wounded bandit sees sense and dives into the bushes, leaving large drops of blood behind. The remaining two bandits continue their assault on Geoffrey.
The bandits seem to be losing confidence. And then the leader speaks. "Ugh, such incompetence. I thought we were better than this. I always have to do everything myself." The bandit leader begins an incantation in a foreign tongue, his arms moving wildly.
If you roll a spellcraft of 18 or more, you can look at this:
The spell being cast is Summon Nature's Ally II Round 3-4ish:
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![]() Wow, I never see crits somehow. Yes, they are daggers and I'll take your damage roll. Geoffrey swings his earthbreaker but the bandit barely jumps out of the way. The weapon swings and shatters the rocky ground. He laughs and then is hit in the face with force magic sending him reeling. He recovers and advances to attack again. The bandit near the leader gets a confused look on his face. Will save: 1d20 ⇒ 9 He draws his dagger and stabs the bandit leader in the back! Attack vs flat footed: 1d20 + 1 ⇒ (5) + 1 = 6. The bandit leader catches his had mid-stab, wrenches it back forcing the man to the ground. "I thought you were smarter than that Felix. I see I was mistaken. Kill this traitor!" The bandit next to him reluctantly pulls out his short sword and runs Felix through as he begs for mercy. The bandit leader turns toward the battle, "I want these heros to suffer. Archers, get in position." A group of bandits produce short bows and move off to the side on top of a small ledge to get a better shot at you. They will attack next round. Bushes on the map will give cover. Squares with bushes count as difficult terrain. The bandits in melee attack again at their targets (the ones not killed on Yue Fei's turn) vs Yue Fei: 1d20 + 1 ⇒ (7) + 1 = 8, damage: 1d4 ⇒ 4 vs Geoffrey: 1d20 + 1 ⇒ (9) + 1 = 10, damage: 1d4 ⇒ 1
Round 2:
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![]() The plan seems to be falling in place now. If you start getting bored or lost, need more info about the town, or need a change of pace, just shoot me a PM, and I'll see what I can do to living things up. Right now I'm trying to wrangle everyone going to the woods together. There are still a couple side excursions going on, but that can wrap up as we set out for the woods. It's been 4 days now I believe in Palin's Cove. ![]()
![]() The plan seems to be taking shape. Myth, you are able to deduce with great accuracy the schedule. You can use it for predicting shift changes, or know who is on duty when. Most of the men are still out on patrol. Only 9 remain in the keep. That leaves 24 out on patrol, due back any day now. You might be able to intercept them on their way back, if you leave soon. If you wait much longer they will eventually return to base. who all is going on the druid recon mission? ![]()
![]() Sorry for the wait folks. Things have a way of piling up just at the wrong time. I'll try not to let that much time slip again. The rightmost bandit drops! The other 3 move into attack One goes for Yue Fei, "I'll kill you for that!" he cires.
The other two go for Geoffrey
Next up:
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![]() Bandit Init: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative:
Only the 4 bandits attack. They each pull a long dagger and charge toward the group as the leader looks on smugly. Yue Fei, take your shot, then brace for impact.
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![]() If you have prepared sufficiently, there is a road leading out of Palin's Cove near the logging and milling district. It runs up the river for a ways. There is a tavern outside one of the near logging camps that would be a discrete area to meet before heading into the woods. The road is fairly well traveled, mostly by loggers, and you could get a bit more current information about the Druids from there. But feel free to plan more, make inquiries, break into homes, buy any supplies, or set up your own magic shop. ![]()
![]() Myth: Unfortunately, the only document regarding the hellhounds is the approved request. It does not specify a delivery date. The orders all seem fairly normal as far as you can tell. The ranks and job designation of the soldiers are all fairly mundane. That is, there are no telltale signs of any magic users in the order. ![]()
![]() Myth, you are able to break in to the Captain's quarters, a nondescript building near the barracks. Inside you find orders for each soldier under his command, 32 in all, plus the Captain. There is other correspondence from the Nail's main branch. It mostly concerns legal policy and instructions to convert the savages of the land. You also find a granted request form for a squad of hell hound troops. ![]()
![]() It seems thus far like you have further reconnaissance to do on the Order of the Nail. Maybe some sneaking in. Another group seems ready to start stirring up trouble with the druids. If it seems good to you, prepare to make a trip into the forest to the east. If anyone else prefers not to partake in the druid rousing, there's still dragon to be found if you wish, or more exploring of the town for other options. Let me know what you will do next. ![]()
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![]() If you're ready to kill some bandits, first post in the Endless Encounters recruitment thread. If that's done, give me your best anti-bandit catch phrase or quip. A line of bandits, a dozen in all stand in the road. The leader steps forward and calls out in bored voice, "You all know the drill. Your money or your lives..." ![]()
![]() You are traveling in a caravan on business from Almas to Oregent, when the road is suddenly blocked by bandits! Oh, no! What ever will you do? This is a nice easy starter encounter only for people signed up with Endless Encounters. If you want to play, please go to the main thread and sign up there, make a first level character according to the campaign rules, them come join the fun. This encounter will start on February 1st. ![]()
![]() As the plan takes shape, you agree to do a bit of reconnaissance and meet the next day. Seraphim: Dinner with Innkeeper
Everyone: Tell me if there's any specific thing you want to do, and roll a gather information check. If you roll really high, I might give you a juicy bit of gossip, otherwise I'll start to give you a picture of the town. I'll give each of you info separately, so if you learn something, the others probably don't know. Go ahead and continue to discuss the plan here. The gather information checks can happen over PM. ![]()
![]() As Myth waits in room 217, slowly the others begin to trickle in. It will be some time before everyone gets there, as some have elected to explore the town upon arriving. I'll assume everyone goes in at some point in the night. go ahead and begin scheming. If you don't want to go to room 217 at all please say so. ![]()
![]() As Alexis approaches the barkeep, he is already giving orders to the help. He speaks to Alixis with a low but friendly voice. "Yes my Lord. We have rooms aplenty. You shall have a cozy room with a built in office and conference room. Our rooms are equipped also with safes, the finest in the land. I trust your visit will be profitable. And you can rely on my discretion. Please don't hesitate to ask if you need anything. Anything at all." ![]()
![]() The barkeep spies the well dressed Seraphim and greets her with all the generosity and charisma of a good salesman, "Doth mine eyes deceive me? It seems as though an incarnation of Desna herself has graced my humble establishment." He bows low and begins ordering the maids around. "Prepare the governor's suite for our guest! No wait! the Empress suite. It has a better view of the woods for our charming guest. Draw a bath, and send up wine and cheese." He turns to Seraphim, "We are at your service my lady. If there is anything we can do for you, don't hesitate to ask. We have wonderful meals served throughout the day in the hall. There are many wonderful markets around town as well. In the morning allow me to have a carriage brought around for you. They can take you to all the best jewelers in town." ![]()
![]() you arrive in late afternoon. The barkeep greets you merrily, giving you the whole package seemingly without taking a breath. "Welcome Master Edran! Welcome to the Hang Nail. What type of accommodations do you desire? We have single rooms, double rooms, rooms for entertaining. You look like a sophisticated gentleman. How about one of our suites? Perfect for relaxing after a long voyage. We have a wonderful view of the harbor. The suite is only 2 gold per night. Yes that will do. Softest beds in town. No need to pay now. I'm sure you have important business to attend to. I'll start a tab for you. Let me get you a drink. Here at the Nail, the ale is cool, the fire is warm, and we are here to meet your every need." While he talks, he pours you a mug of frothy ale and thrusts it into you hand. A bar maid appears, and before you can stop her, she leads you over to a fur covered sofa near the fire and sits you down. As quickly as the flurry of activity began, it ends. The Barkeep moves on to other customers, and the barmaid moves on as well. You are left alone near a cozy fire. A moment later, a turkey leg and crust of fresh bread arrive on a stand near you. ![]()
![]() Each of you arrive at Palin's Cove without incident. You approach from the south along the road. The first thing you see as the town nears is a thick cloud of smoke hanging ominously over the port town. Soon cinders begin falling gently onto your head and shoulders. Once you get near enough to see the town itself, you can tell it was obviously once a thriving port. Surely in the glory days of the Chelaxian Empire, warships of all types wintered here, preparing for excursions farther north. Now the military shipping has all but dried up. The docks still get good use transporting various goods out of the town, but the dock area does seem a bit overbuilt. The original fort still stands with its stone walls and towers. The city guard controls the fort now. Each tower is bristling with siege weaponry. This is not surprising as great weapons of war are one of the town's main exports. Half a dozen merchant ships can be seen in port even now. And you passed several convoys of goods headed toward Korvosa on your several days journey to Palin's Cove. The first inn you see lies outside the city gates. A large sign says "Hang Nail Inn". Immediately behind the sign is a large banner along the city wall displaying the symbol of the Order of the Nail. It seems they have secured a headquarters within the keep itself. The Keep is built into the city walls. The Hang Nail Inn is rather nice, were it not for the ever present soot that seems to coat all surfaces. The entrance is rather grand, and there is a large map mounted on the wall just inside. You can see that the town has grown significantly from the fort it used to be. Now it is a sprawling industrial town. The map is a bit light on detail, so it looks as though you will have to explore the town more to find out where everything is. Palin's Cove makes all sorts of goods ranging from weapons, to jewelry, from raw lumber, to music boxes. There are open markets to visit, powerful industrialists to bribe, city officials to cozy up to, presumably an underground black market to discover, and all the other trappings of a city on the rise. At this point, you may settle in to your rooms, start asking the locals for information, explore the town, explore the woods beyond, or any other action that seems suitable. You still need to come up with a plan, and the main hall of the Hang Nail is large and nearly always crowded. At any given time, at least 40-50 people are eating and talking. Deals and trade agreements are happening all around you. The food is hot, the ale never ceases to flow, and there are rooms aplenty. If the inn could be described in a word it would be "reputable". You should be able to meet in the main hall without arousing too much suspicion. If you are paranoid, you can also meet in one of your rooms a bit more discretely. I have posted the map at the top of the page with the others. Where shall you begin?
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