Small Demon

DM Tanner's page

929 posts. Alias of Tanner Nielsen.


RSS

1 to 50 of 929 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Juce and Tahllana:

After a brisk walk past rows of tents and stacks of supplies, you come to a large canvas pavilion. You would guess they are noblemen and commanders by their equipment and bearing ("He hasn't got sh** all over him."). One of them recognizes Juce and beckons him over. He is a large man with a full bear and a jagged scar running across the bridge of his nose. He stands at a table covered with a map of Elsir Vale. Juce recognizes him in turn as Commander Rennovar, third in command of the armies of Brindol. "Lion Koran, what have you to report of the elves?"

Dragox and Shalani:

Making your way through the village, you are pointed by several soldiers along the way toward a large red-and-white striped tent. Inside are dozens of crates, barrels, bundles, and boxes. Stacks of armor, weapons, and shields litter the floor. One rather large portly fellow with a blazing red mustache stands in the center, barking orders to several workers who scurry about organizing and checking equipment. He spots you, waves you over, and speaks in an I've-too-much-work-for-manners sort of way. "I'm Quartermaster Keyes, what're you looking for?"

Kor'Lyn:

Making your way through the village, you an education in the manner of human warfare. As opposed to the small, cohesive bands of hunters familiar to you since childhood, you see rank after rank of soldiers bearing shortswords, shields, shortbow, and longspear. You realize how difficult your father's rangers would find facing enemies in an open field without cover or concealment. These human warriors, however, do not seem to be warriors. Most appear to be farmers and laborers, conscripted and hastily trained to face the coming horde.

The village is a dizzying array of tents, supplies, weapons, and bodies milling about in a chaotic dance of organization.


Shalani and Dragox are going to the quartermaster, Tahllana and Juce are going to the commander. Kor'Lyn, were you looking for anything in particular? (I'm making this village up as we go)


Take care of you and yours, I know how nasty flooding can be.

So who is going to talk to the commander, the quartermaster, etc.?


It is readily apparent that private citizens were evacuated from the village several days ago. Homes are filled with cots and sleeping pads and soldiers stand in knots speaking to each other in anxious tones. Talar the sleepy village is now Talar the military camp.

The soldier returns a somewhat awkward salute to Juce. "I'm just a sergeant, sir. I was told to have you go speak with Commander Rennovar at the inn. He wanted a debriefing on your mission to the Tiri Kitor."

He answers Shalani and Dragox in turn. "We have a priest of Gorum over at the smithing camp. Otherwise it is just a few acolytes with healing kits running around. There used to be a general store, but loaded up his stock and headed to Brindol when we cleared the village." He eyes the large bundle of wrapped weapons. "But I'm pretty sure that our quartermaster would be interested if you are looking to sell."


Not to metagame too much, but the main purpose of stopping in Talar is to catch up on news and sell your loot. Since you are dealing with military folks, brief and to-the-point role-playing would actually be appropriate this situation and would help the party get what they need and get going.


Within minutes, the small village of Talar comes into view amidst the patchwork of farms and fields. A small cluster of buildings surrounds a well, with a single inn and a chapel. What would be a rather stereotypical sleepy village is marred, however, by an army. Nearly a hundred canvas tents are pitched along streets and in nearby fields. Soldiers dig earthen ramparts and erect picket lines of sharpened stakes. To the east of town is a small makeshift village of blacksmiths, farriers, armorers, and carpenters busy making repairs to equipment. A newly-erected corral holds dozens of horses and barriers of furniture and other household goods blocks key entrances into the village.

As you pass over the village, a flash of light from near the inn catches your view. Someone is signalling to you with a hand mirror. It appears to be code of some sort, since Juce nods in understanding and your owls begin to descend. You land in a small field near the horse corral. A small knot of soldiers, clad in chainmail and armed with longswords and shields, approaches. One of them bears a heraldric crest on his shield of a rampant lion and addresses you when they come near. "Hail! Is one of you Lion Juce Koran?"


Chapter 3 - The Ghostlord's Lair

With farewells to old companions and new allies, the reformed Silversong Champions take their leave of the Tiri Kitor. You are led by Killar Arrowswift to a nearby clearing where several giant owls await. Elven hunters are busy strapping saddles and equipment to them as they preen and clean their feathers.

Sellyria Starsinger bids you farewell, invoking the blessings of Calistria. Killar is as subdued as ever, giving merely a perfunctory nod to the party and a second nod to his son, Kor'Lyn. You mount just in time to hold on tightly as your mounts alight into the air, circling for altitude as you climb high over the forest canopy. The air is brisk against your skin as you wing south, following the sinuous line of the Witchwood Road southward toward Talar.

Around midday, you see the tiny collection of buildings of the village of Witchcross. It passes underneath you and then disappears in the horizon behind.

As you near Talar, Juce suddenly twitches his head as if listening to an unseen voice.

Juce:

Because you actually do hear an unseen voice. You recognize it as coming from the regional commander of the Lions of Brindol stationed in Talar.

"Lion Koran, this is Dragon 3. Report to Talar for debriefing and new orders."


*whistles* Wow, that's a lot of stuff. I noticed that the RHoD campaign has you face many, many more humanoids than a typical campaign. In fact, most of the 'monsters' are still soldiers in the horde. Which means there is a whole lot of equipment to account for.

So we are going to have Maysalkirii take the Large-sized equipment. Would anyone object to donating the non-magical, non-masterwork equipment to the elves? It would pare down the list and is not valuable equipment to begin with. Just let me know if you object.

With those two considerations, it comes to:


(3) potion cure moderate wounds
Ring of Protection + 1
(3) potions, bright orange and pasty (true sight, 50gp)
(4) potions, murky blue (CL3, protection from chaos)
Unguent of Timelessness
The Deed to Vraath Keep
+1 Rapier
(7) masterwork spear
+2 rapier
+1 light crossbow
10 crossbow bolts
+1 mithral shirt
darkwood shield
silk rope (50 ft.)
spell component pouch
scrolls: fly
potion of Alertness
potion of Cure Light Wounds
leather map to Vraath Keep
Larkspur (white pony w/ riding saddle & saddlebags)
3 gp, 8 sp, 7 cp
639 gp voucher
(3) +2 shortsword
(3) +2 bastard sword
(3) +1 silent moves studded leather


With the addition of the giant owls, you have saved 1-2 days of travel and could probably afford a stop-over in Talar or Brindol to rest and sell loot.

Had we finalized who claimed what treasure? I noticed some posts in the OOC thread but just wanted to make sure.


Juce:

Terrelton and Nimon Gap have fallen. The Lions of Brindol are currently stationed in Talar and trying to execute harrying actions against the Red Hand until reinforcements from Dennovar can reach Brindol.


Any other errands before leaving? Are you going straight to the Hammerfist Holds? Seems like you might want to stop over somewhere to sell loot and perhaps gain some more news.


Sellyria Starsinger approaches at the mention of magical assistance. "Why yes, we would be happy to help. I can communicate with your commander and let them know that you have gone with the Champions."


Killar shakes his head. "No sightings were reported. If the dragon fled from you, I doubt it would have chanced to fly within arrows reach of our hunters. Is there anything else you require before leaving?" He gives a subtle look towards Kor'Lyn as he speaks that last part.


Killar clears his throat, frowning openly at Juce's suggestion. "The Tiri Kitor are under no obligation to be drafted. I will assume that you are just fatigued and excited. That way, when you say 'drafted,' I will instead hear 'politely request aid.'" He turns to the rest of the party. "I will not lie; we are impressed by your victories down south and in the Blackfens. I see that this problem with the Red Hand will not be solved by staying independent. I hereby pledge a group of hunters to Brindol's defense. They will harry and harass the horde as it travels and sabotage their weapons and supplies. I will also loan you several of our beloved giant owls for the next few weeks until the horde is defeated. Treat them with kindness and respect, as you have with us, or they will abandon you."

Same stats as giant eagle.


Reprinted for your convenience:
Keep it hidden until Brindol is taken. Should it fall into the hands of someone who could return it to its owner, the consequences for our effort could be dire indeed.

The sourcebook gives distances in time, not length. At first I thought at a vigorous march you could do 20 miles per day. But that would be 160 miles by road. There is no way that the valley is 160 miles from top to bottom. That would make it nearly 500 miles from end to end. That's just not feasible. So please amend my earlier statement to read, "Four days on foot, two days by horseback." From Rhest to Hammerfist Holds will be 80 miles by road, and about 70 miles in a straight line.


Assuming you would be knowledgable of the area, you could reach Hammerfist Holds in about four days on horseback, eight days on foot.


Arrows? In an elven village? I'm leaning towards 'yes.' That's like asking if you can buy pipeweed in a halfling shire. ;)

The guards and the lone human continue to make scuffling noises on the forest floor.


Killar clenches his jaw as Kor'Lyn makes his introduction. He is obviously exerting himself to keep control. "You make a very poor case for your neighbors, Kor'Lyn. As you can see, he and I have had strained relations. I am not interested in dwelling on our past, so I will simply say that he is competent in what he does. If you like, we could-"

Killar Arrowswift is cut off by sounds of shouting from the ground. "I said unhand me! I wasn't trespassing and I'm not with the horde! I am here for the Silversong Champions!" Looking down, you see a human male bound in fetters being led by several elven hunters toward the rope ladders leading up to the village.

Enter Sigz, stage left.


Since two new PCs will be joining us with their appropriate WBL, Maysalkirii and Narses need to take their share of the loot with them. Let's just consider this a floating debt on future sales of the loot. We can assume that the cost of raising and restoring Shalani is subtracted from this share.

With heavy hearts, the party says goodbye to their two stoic warriors. Maysalkirii and Narses bid goodbye to their comarades, their elven hosts, then depart westward through the forest toward the Wyrmsmoke Mountains to take their fight to the Red Hand horde. With sadness, Dragox realizes that he alone is the sole remaining original member of the Silversong Champions.

Mid-morning, you are approached by Killar Arrowswift. He seems somewhat less forward and confident than you usually see him. "I, I have a request for you. But perhaps you will see it as an opportunity, I do not know. I cannot help but notice that two members of your party have left your company. I can see that you do much good for the entire Vale, and wish you help you. I must stay with my village, but there is another who might be of service to you. There is a young man in our village named Kor'Lyn. He is very capable, if somewhat headstrong. He is... there isn't a politer way to say it, a half-human. It has been difficult for him to be a full member of the tribe, and he has trouble putting people at ease. I wouldn't say it is his fault, but I think he hasn't done very much to help people accept him more." Killar rubs the bridge of his nose, "But that is neither here nor there. He is a capable young man, and someone I believe who could be of great help to your cause. Would you be willing to meet him?"

Sigz:

Please remind me, how did you want to introduce Juce?


*magic DM hand-wave*

Shalani was raised by Dragox that next morning after a burst of divine insight. She is there for any goodbyes.

----------------------

Please continue whatever RP you guys had planned for Maysalkirii and Narses to depart. Everyone is present.


Looks good so far. Since Maysalkirii and Narses are both the outdoorsy, rugged-individualist types, I'm fine with them not taking a portion of the treasure when they leave. It's in keeping with the Rambo-esque one-man-army.

That being said, it is a war-time economy, so don't expect too great of prices for when you sell your stuff. ;)


I'm guessing you are assuming Dragox raised you?


Narses:

Sounds good to me. Let the other guys know when you decide what you are going to make.


Narses:

Would you like a new character? I'm all for switching things up.


Everything looks good so far. Dragox, you can get your changes up when convenient.

Haven't heard from Narses yet.


Let's get our leveling straightened out before we advance any further. Please post a summary in the OOC board.


DING!

Congratulations, everyone, on completing the second chapter of the Red Hand of Doom campaign. I cannot wait to see what happens as our intrepid band of adventurers continues their efforts to thwart the hobgoblin horde and hopefully disrupt their key alliance with a lich!

Now for leveling-up, we have some interesting developments. I have been modifying the original adventure to adapt to the gestalt characters you guys have been running. I'm not perfect, so it appears that this has been leaning towards the lethal-side more than I would like. With that in mind, I have decided to award some story award experience points for a job well done in vanquishing yet another Wyrmlord, as well as maintaining great character interaction.

What does this mean? Well, you guys hadn't taken an extended rest in so long that not only had you passed the point of leveling quite a while ago, but you made it a good amount of way towards the next level after that as well. With this in mind, plus the story award, you are all leveling to 9th-level.

We will also use the following hit point system for the rest of the campaign:

1d6 > 1d3+3
1d8 > 1d4+4
1d10 > 1d5+5
1d12 > 1d6+6

Please post your changes in this thread. Any questions or comments are always welcome.


Please see the OOC board in five minutes or so for an important announcement on leveling up.


Large +1 longsword
Large +1 longsword
Large +1 heavy steel shield
Large +1 heavy steel shield
Large +1 fullplate
Large +1 fullplate
Large +2 hide armor
(3) potion cure moderate wounds
amulet of natural armor +2

Yes, the lassos are just masterwork.

You successfully identify the phylactery. Additional information may be gained by the skill checks mentioned above.


headband of alluring charisma +4
cloak of resistance +3
ring of evasion


Circlet = unidentified
Cloak = unidentified
Amulet = amulet of natural armor +2
Ring 1 = ring of protection +2
Ring 2 = unidentified
beltpouch = Wasn't magical to begin with, but looking inside reveals 20 gold pieces!


Sellyria claps her hands together in mixed emotion. "You mean Saarvith? The goblin? Calistria be praised, we are freed of his malignance! We had heard from captured lizardfolk that he was leading the Red Hand forces, but we never had an opportunity to engage him in battle. It is sad to hear of your companion. We have a cleric of some power who could assist in raising her, and we would be happy to allow you to stay until you are rested."


The Silversong Champions decide that they have had enough of the Blackfens and make their way back to Starsong Hill, carrying with them the equipment of the fallen and the chest belonging to Wyrmlord Saarvith.

Nothing of note occurs as you travel back to the elven enclave.

You are sighted by owl riders wheeling overhead as you enter the treeline. A series of horn calls echoes through the woods heralding your arrival. You are met by a party of hunters, led by Killar Arrowswift, who guide you back to the canopy-homes of the Tiri Kitor. A busy crowd of elves surround you as you make your way toward the elders' hut. Sellyria Starsinger herself approaches, trepidation on her face and in her voice. "What has happened? Were you successful against the Red Hand?"


More skill checks!

Knowledge (religion) DC 25:

The phylactery is an unusual example of its sort and is probably the work of a druid.

Knowledge (religion) DC 30:

The creator of the phylactery was a blighter, an ex-druid who has turned his back on the natural order

Knowledge (geography) DC 20:

The Ghostlord's lair is somewhere near the eastern end of the Thornwaste, just north of the Hammerfist Holds.


Then does anyone else have anything they would like to do before going back to Starsong Hill?


Anyone going to try to identify the loot?


You recall campfire tales of the Ghostlord, a once-proud druid who dwelt in the verdant plains south of Rhest and led several tribes of nomads. These nomads were said to have built a massive lion of stone in honor of this great druid, who taught them the ways of the lion and how to live at peace with these proud creatures. Yet when dark times fell on Rhest, their shadow also fell upon the lion's plains.

It began when nobles visiting from Rhest arrived in the region. The nomads befriended the nobles but were betrayed by them when the visitors hunted down and killed a lion monarch for his pelt and claws. The nomads reacted with violence, slaying the visiting nobles to a man. Rhest answered in kind, and its army marched against the southern plains. The disorganized nomads stood little chance against Rhest's military might, and the tribes were slaughtered despite the fact that the lions rode to defend them. The warriors of Rhest confronted and slew the druid between the paws of his own massive stone shrine.

But the night after the warriors returned to their city, doom came to Rhest. Ghost lions prowled the streets, stalking and killing anyone they came across. When the dawn came, the entirety of Rhest's cavalry, including families, servants, and squires, lay dead. Rheset never recovered from this night of terror, which marked the beginning of the decline of that once-proud nation. In the years since, the once-verdant hills to the south have grown horrid and tangled. The Thornwaste is all that remains.

Knowledge (history) DC 25 = NO PEEKING UNLESS YOU PASS IT!:

Urikel Zarl, the great druid of the story, was in fact the leader of a cruel lion cult based in the southern regions of the kingdom. His people were not the noble nomads legend recalls, but feral cannibals who believed tat in death their bodies would transform into lions and thereafter live forever. Urikel Zarl was their undying lord and master, who had long before turned his back on the natural world for the tainted promises of eternal undeath. When the Rhestian lords sought to challenge his power and subjugate the region, their cavalry and the cultists destroyed each other in the years to come, both Rhest and the Thornwaste fell to ruin as a result.

Maysalkirii:

That sounds fine to me. We can make the switch when the party visits Starsong Hill to rest. Maysalkirii can announce to the party that he is parting ways, when all of a sudden a brash young half-elf from the crowd volunteers his services. He is the son of none other than Killar Arrowswift, Chief Hunter and Keeper of the Owls. Sound alright?


@EVERYONE - A Knowledge (local) DC 10 check is required to identify the Ghostlord.

@Shalani - Okay, thanks for clarifying.

Maysalkirii:

At first I was like, "Nooo! Alex is one of my favorite Paizo people!" But then I was like, "Whew! He's still here!" :)

I think the background of your new PC will determine how quickly we can introduce a character. An elf could be introduced as early as tomorrow in-character. Any other type of character could be introduced in a few days when the party restocks and sells their loot.

Did you have a new character already in mind?


The chest is locked, but opens easily to Maysalkirii's careful ministrations. Inside are six large leaather sacks, each containing 100 silver pieces and 20 gold pieces. Wedged between some of these sacks is a delicate-looking wooden and silver box. Inside the box is a single folded letter that smells of a strange perfume.

Goblin:

Wymlord Saarvith,

Take great care with the enclosed phylactery. I need not explain to you what the Ghostlord would do if he knew where I had sent his little bauble for safekeeping. Hide it somewhere safe - perhaps it could be trusted to your dragon friend's keeping? Keep it hidden until Brindol is taken. should it fall into the hands of someone who could return it to its owner, the consequences for our effort could be dire indeed.

- Wyrmlord Ulwai

Under the letter in the chest you find a delicate adamantine chain on which are threaded a lion's claws and teeth.

Shalani:

I couldn't tell if you put down the information as a reminder to yourself for when you are raised/resurrected, or as a way to dissuade the party from trying since you would be so weakened.

Maysalkirii:

That caught me by surprise. Are you happy with the game? I'm at work right now so I can't use chat. Were you interested in rolling up a new character?


Then it looks like we need a discussion on what to do with Shalani's body.

Shalani:

Would you like to keep this character, or start a new one?


These are the only intact buildings, sans the lizardfolk huts. The other building appeared to be simply a murky den for the dragon; a large collection of swampy vegetation formed a sort of nest in the corner.

Information on the chest will be available in about 2.5 hours when I can access the pdf on my laptop :)


The Silversong Champions sink the body of Mnag into the murky depths of the Blackfens. Maysalkirii retrieves the equipment of their fallen enemies and searches them with magic. He finds the following:

(2) Large magical longsword
(2) Large magical heavy steel shield
(2) Large magical fullplate
(2) well-made lasso
(1) Large magical hide armor
(3) white potion
(1) magical amulet

Information on the chest to come shortly...

Please remind me, how many charges were left on that staff of resurrection?


The scene depicted in the tapestry is a common motif in the worship of Zon-Kuthon, god of envy, pain, and darkness. From your encounters with the hobgoblin regulars outside of Drellin's Ferry, you recall that clerics of the Midnight Lord serve openly in the Horde of the Red Hand.

The animal is a common bat, simply distorted by inexpert taxidermy.


She has no problem following them inside the building.


We're out of combat, so timing is a bit fuzzy. Let's say you arrive two to three minutes after they begin searching the new rooms.


Despite the descriptions, the map for these rooms just show bare rooms, so just imagine a lot of gray stone flooring on the map.

Opening the doors past the sunken pool reveals three rooms. The north room is clean and well organized, despite its grim furnishings. Small barbed cages rest against the wall, not quite large enough to stand in and not quite wide enough to sit in. Several barrels of water are on the floor, along with a blood-stained mop. A simple cot and a chair and desk round out the room's contents.

In the center room, dim light trickles down the stairwells form above into what was once probably a grand hallway, now bare except for shaggy furs piled against one wall. A foul, fetid smell rises up from this place, as if it were the den of some great beast.

The doors to the southern room swing open to reveal three large animals - a leopard, a wild boar, and a crocodile - standing at the ready in the southern portion of this room... but on second inspection, they prove to be stuffed and mounted for display. The walls are decorated with a striking tapestry depicting a dark, muscular being covered in chains. Scores of humanoid creatures prostrate themselves before the chained figure. A cot heaped with fine furs lies to the west, next to a large table. Atop the table lies a dead bat-like creature, its abdomen cleaned and stuffed with salt and wood chips, and its wings pinned to the table's surface with several thin pins. An iron chest sits on the floor beneath the table.


The swamp and cloying mists are quiet and still. It appears that danger, at least for now, has departed. Shalani still lies on the ground and Tahllana is no where to be seen.


Gathering the equipment from Mnag, Dragox obtains the following:

(1) circlet
(1) cloak
(1) amulet
(2) ring
(1) beltpouch


The draconic form of Regiarix fails to materialize in the thick haze of the fog. You hear the beating of his wings disappear in the cloying mist. The glowing weapon continues to hack at the insensate form of Mnag as various members of your party continue to suffer the effects of his spells. No one, whether at the town hall or the bell tower, sees any signs of danger.

The dragon is gone, so combat is effectively over right now. There are two rounds of confusion left, so please go ahead and roll for both rounds.


ROUND 11 SUMMARY

Maysalkirii moves across the rooftop. His spiritual weapon continues to attack the unseen goblin.
Shalani ....
Dragox heals himself and moves into the second building.
Tahllana crouches low and tries to find shelter.
Narses smacks himself with his own blade.
--------------------
Ogre 1 (89 damage, dead)
Ogre 2 (97 damage, dead)
Ettin (93 damage, dead)
Mnag (??? damage) ???
Regiarix (12 damage) circles the building several times, climbing in altitude and roaring challenges and imaginitive profanities in Draconic. He disappears in the fog above the town hall.
--------------------
Initiative
Maysalkirii 24
Shalani 15
Dragox 13
Tahllana 11
Narses 4
Regiarix 3
Mnag 2

One ladder is in square K24.

Dragox flies into the second building. This large room might once have been a well-appointed library, but now its shelves lie in disarray along he east and west walls. No sign of any books are apparent. A large portion of the ceiling is missing, as is a corresponding portion of the floor, which opens into the dark waters of the lake below.

The goblin spellcaster lies still, floating in the water. A growing pool of crimson surrounds him.

ROUND 12 MAP

1 to 50 of 929 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>