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Dewyn's page
38 posts (345 including aliases). No reviews. No lists. No wishlists. 5 aliases.
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The guards study the papers closely and hand them back, nodding. "Everything seems in order..you'll need to report to Sergeant Gorinson, he's the dwarf roaring in the Barracks most likely.." the other guard nudges him raising his eyebrows. "Erh...keep that between us Milk..."
The guards let you into the compound which seems to be working normally except a few of them seem quite on edge.You pass by Annaris, he is garbed in his Inquisitorial half robes, a chained necklace hanging out from it bearing a Phoenix to show his status. Most avoid his gaze. To keep up your act you will need to report to the Sergeant, otherwise you will need some creative lies..
Milk is a term commonly used in this region by humans, it refers to someone who is greatly inexperienced, as if they were a baby first from the womb.
You make your way through the winding streets of the town and eventually through the thick mud pathways of the shanty town, finally arriving before the Garrison. A low 5 foot wooden wall surrounds the square encampment, inside resides a barracks, a stable with quartermaster above it and a main building, typically utilized for more administrative purposes. The Garrison appears to be a mix of races, mostly numbering in Humans as this was a Human town originally. The guards at the entrance step out before you. "Greetings, what is it you're looking for?.." they ask, they don't seem to be aggressive, but are obviously tense with the recent murder of Commander Damir...
The journey to Holden was relatively uneventful, as part of a caravan the journey took up to near 3 weeks time stopping at outposts an inns.
It came to a halt in front of the gates of the 'town' of Holden.
A squat 8 foot wall ran around the city, Dwarven in design by the looks of it, but the buildings inside were obviously of human make. The town had started to grow quickly with refugees from the war trying to get as far from the front as possible. Tents littered outside the walls and shanty towns had started to spring up, with a great amount of comings and goings at the west gate alone..

Ethalion sat in his high backed chair, a golden phoenix upon the top with its wings running down the sides. He stared out the window of the high tower, taking in the beautiful white marble of the city of Ulthwan.
“There has been a murder.” He stated, breaking his gaze from the window to look at the two before him.
“Not of the usual sort though… our boarders are constantly under siege by the Witch King’s forces, this would be no surprise if it happened there. This one though, this took place behind the lines, deep in our territory.”
He stared back out at the city again collecting his thoughts, Ethalion was always clam, collected, and always spoke softly, he never said anything he didn’t mean to or without thought beforehand.
“The garrison near the town of Holden, it’s behind our boarders by at least 20 miles and no more than 30. The garrison commander had been found in the gutters of an ally, his throat slit or torn out, too much damage to really tell.”
He stood from the chair, silently and grabbed a sealed parchment and handing it to Quintus.
“This bears the seal of the Phoenix King and will grant you access to any room within the garrison as well as any resources available, be it personnel or material.”
He circled back around and sat behind his desk again.
“This situation is very alarming mind you, I’m sure you understand what this would mean if our enemies are able to get this deep into our territory.” He stared back out at the city once more, waving his hand and ending the conversation.
“Write to me once every week detailing your findings.”
vs Durin's attacks
The initial bullet lodges into the thick hide armor worn by the Valkyr
vs the Hail of Thorns
A 1d20 - 1 ⇒ (7) - 1 = 6
B 1d20 - 1 ⇒ (13) - 1 = 12
The hail of thorns catches the Valkyr off-guard, it lodges deep into their armor and draw some blood!
A hp 51/59
B hp 50/59
vs Ander's attacks
Ander brings down his blade crushing hard into the torso of the Valkyr!
A hp 37/59
B hp 50/59
Valkyr A hows in pain! He brings his great axe around swinging wildly at Ander in anger
1d20 + 6 ⇒ (5) + 6 = 11
2d8 ⇒ (7, 8) = 15
Valkyr B dislodges a javeline from the corpse of the great stag and hurls it at Durin, shouting
1d20 + 6 ⇒ (17) + 6 = 23
2d6 ⇒ (1, 1) = 2
Durin and the other dwarf lead the party to a small ridge overlooking a clearing.
Two of the giant-men crouch over a large stag, cleaning it after a fresh kill. They don't appear to notice the imminent ambush..
A soft hum fills Ander's ears as he lets the Light reach out through him and search the area. After a second the hum fades away and he feels a sense of calm wash over him, the Light has found nothing.
Durin and the other Dwarf come jogging back out of the woods, stern looks on their faces and rifles held at the ready.
Durin claps Ander on the back once more
"We'll scout a head lad, I'll let ye know of anything we find."
lets out a sharp whistle signaling for one other dwarf to come with him, the two jog a head into the woods to scout a head.
Two Footmen approach Ander and stand at attention, saluting.
"Captain, we await your orders."
Essentially the extra Dwarf and two Footmen will act as a bit of an extra umf to damage and being able to soak. As things progress we can maybe switch them out with stronger allies or named characters that are a lot better and maybe provide a skill or two.
When ever we get into combat it will be the usual Monsters go, then you go (depending on initiative/surprise/etc), but after characters go I will make the NPC attacks essentially the same way as the Monsters go.

You pull your blanket tighter about your body, trying to fight back against the freezing wind as it rips through you to your very bones. The wood of the boat groans against the water and fights back against the wind itself as it makes way for the coast ahead, the very sight of the coast does little to lift your spirits as you know what lies beyond the land you and your company are about to settle upon…
Vice Admiral Keller turns about from the front of the ship, addressing anyone nearby to listen “We are the Vanguard of the Alliance, a head of you lies Howling Fjord… our first priority is to establish a base of operations and to scout the area for an signs of the Scourge or hostile creatures that may lurk past the shore…you know your duties.” He faces back towards the land ahead, knowing what is to come.
You’re a member of the first landing party, your rowboat and others dig through the rocky shore. Before you is a thick wooded area all that can be heard is the howling wind and the soft patter of a cold rain starting…
WOW. Dem rolls
Sol, Sall, Adriel and Yanrnil are not able to spot or sense anything remarkable about the cave entrance
Investigation Yanrnil studies the Shards growing out of the cave entrance. Upon closer inspection he sees they are not growing, but seem to be jammed in. But how? The cave seems to be of solid stone and these are merely drove in as if they were nails to wood?..
Perception Flint sees nothing moving at the mouth of the cave, it is far too dark to see past it. He does notice small effigies tied among the cave, some sort of talismans or trinkets made of bone and hide..
And so you set off! You head in the direction that the traveler had informed you of the crypt. The journey is uneventful and you arrive safely, you find the crypt in a very small clearing. From afar you see the stones radiating from the entrance...there is no movement that you can see and it seems safe to approach..
He lays his sack down by the fire, warming himself and regaining his composure.
" I t-t-think it w-was up that aw-w-way... I s-s-s-stumbled around-d through the woods-s-s quiet a-a LOT.." he points off north from the camp "The t-t-TOMB looked primitiv-v-ve..there were a lots-s of totems out-outSIDE the cavern."
"The s-s-stone looked-d like it w-was just s-s-simply GROWING from the crypt! It looked un-unnatural, it w-was dark and s-s-shined like ob-b-bsidian.." he shudders remembering back to it "that's when I s-s-saw a skeleton s-s-shAMBLING out-t front!, I know it was real! I saw it!"
He looks between each of the new faces, panicked.
"I-I-I w-w-wwwwwas headingSOUTH" He stammers out.
"You know-w w-wwwar w-wracks the N-NNNorth yes?" he pulls his knees to his chest sitting on the ground still "I-I have no f-family..so I'm h-h-hea-heading South..w-while fleeing I-I-ICame across-sss a t-t-t-tomb.." He stares off into the distance, the terror still haunting his thoughts." Un-n-natural...stone was just..G-GROWING! From-m-m it!..I-I S-s-SWEAR..I s-s-ssssaw the v-very DEAD walking!" He slumps, ashamed "s-s-so I ran..and her-re I am.."
Well..okay then. Most everyone sees all of the things!
Rex tears off into the woods barking furiously, as he crashes through the brush the party hears a loud yelp and what sounds like a child wailing. As the party follows after him ready for combat they find a relatively grown "man" blubbering at the site of Rex.
"P-p-please..ff-f-ffffellow t-travelers!" his stutter is incredible, he is dressed poorly and speaks in a dialect that sounds as if he is from the North, but then not at all either. It could be the stutter throwing his voice off. He carries a sad looking satchel about his shoulders that looks less than empty.
After your heavy day of undead slaying the day retires to a close and night takes hold over the woods.
Most rest on bedrolls but a few tents litter the area as well. The party rests heavily after today's events listening to the sounds of the crickets...until the stirring in the woods..
Players make a perception roll!
-Day 2-
Villagers: 16
Food: 1 week
Supplies: 1 week
Materials: 0
Items of Note: Obsidian Shard
The man rolls the Obsidian shard back and forth in his hands inspecting it. Eventually he lifts his eye patch staring at it with the empty socket where his eye once was..
He spits "Thing stinks yes. Like Necromancy."
He puts the eye patch back down and hands the sliver back. "Can't say this is good news at all. Nope. Not good. No doubt where this was found, more there will be." He leans on his staff heavily as if the inspection of the object has taxed his body

Sall studies the sliver closely
Arcana: With her arcane knowledge and even from her studies at the House of Whispers Sall is only able to determine that the shard is indeed magical..but nothing more
Investigation: Sall is able to determine that the Obsidian shard is extremely well crafted, but not by any means of tools used by hands. Markings run up and down the sides of it, the detail is incredible but too fine and small to be chiseled out. All in all, the shard is a remarkable piece of craftsmanship but she is not able to determine its use or exact origins, it seems to be crafted by magic though.
You arrive at the camp and give your orders as discussed (will post these results a little later..out of the group is a rickety old man, hunched low, cloaked against the cold. He seems to be enjoying the scenery through one good eye, the other patched. As he spots Sall he starts to rock over slowly, making his way to her.
He clears his through and speaks in a rough gravely voice withered by age and knowledge.. " Well, go on then..show me what ye found then. Come come." his shaking hand goes out upright waiting..
Jesus...NAT 20 FROM TRISTAN
Flint eagerly wades into the shallow water and snatches up all of the gems he can find, he manages to grab up to
15 Turquoise (10gp each)
1 Citrine (50gp)
1 Amber (100gp)
For a total of 300gp in value of precious gems.
used a random dice roller..and did pretty well for you guys I'd say :)
And near the edge of the stream, trapped beneath root and moss, Flint also spots a small chest! Easy to miss if not for his Ranger eyes. He fumbles with the lock but it seems rusted shut... The chest is about 7 inches long, 12 inches wide and 8 inches tall.
Rattling it back and forth makes the sounds of coins? More gems?
Sall checks over the skeletons again, finding a sliver Obsidian...it may be worth something but as she touches it she swears she hears a whisper...
Loot can be split among the party evenly, if you want to be that guy and steal/keep stuff for yourself then text me and we can work something out :)
The remaining skeletons are crushed underneath the party, they collapse in silence, empty sockets staring into nothing..
The armor and weapons of the undead are rusted and useless to a living soul...the area is now silent and empty of any threat.
Everyone gains 500exp, there is no usable or valuable loot on the skeletons. Although there may be something around the area of value..
Skeleton 2 breaks apart from Flint's mighty blow!
Skeleton 6 still remains and swings at the Warlock once more!
1d20 + 4 ⇒ (13) + 4 = 17
1d8 ⇒ 4
Skeleton 8 is crushed by Adriel's blow but still maintains form, it swings back!
1d20 + 4 ⇒ (19) + 4 = 23
1d8 ⇒ 8
Skeleton 9 continues its onslaught against Flint
1d20 + 4 ⇒ (19) + 4 = 23
1d8 ⇒ 1
Skeleton focuses on the mighty Druid!
1d20 + 4 ⇒ (12) + 4 = 16
1d8 ⇒ 1
1 - Dead
2 - Dead
3 - Dead
4 - Dead
5 - Dead
6 -
7 - Dead
8 - 4/13
9
10
Skeletons 1 crumbles down to the dirt! Skeleton 2 brings its sword chopping down, the death of his comrade doing nothing to his will!
1d20 + 4 ⇒ (2) + 4 = 6
1d8 ⇒ 3
Skeletons 3 and 4 Are rubble beneathe the mighty Bear!
Skeletons 5 blasts back into pieces from Sal! Skeleton 6 remains and swings at the Warlock
1d20 + 4 ⇒ (17) + 4 = 21
1d8 ⇒ 8
Skeleton 7 is crushed by Adriel, Skeleton 8 brings its blade about!
1d20 + 4 ⇒ (14) + 4 = 18
1d8 ⇒ 7
Skeletons 9 and 10 have reached Flint, the creaking of their bones sounding behind him. They bring their blades down onto him
1d20 + 4 ⇒ (20) + 4 = 24
1d8 ⇒ 8
1d20 + 4 ⇒ (13) + 4 = 17
1d8 ⇒ 6
1 - Dead
2
3 - Dead
4 - Dead
5 - Dead
6
7 - Dead
8
9
10
Skeletons 1 and 2 shamble towards flint and swing their rusted blades!
1d20 + 4 ⇒ (20) + 4 = 24
1d8 ⇒ 1
1d20 + 4 ⇒ (19) + 4 = 23
1d8 ⇒ 4
Skeleton 3 bursts apart! Skeleton 4 swings at the might bear!
1d20 + 4 ⇒ (14) + 4 = 18
1d8 ⇒ 4
Skeletons 5 and 6 swing at Adriel bones clattering against rusted armor!
1d20 + 4 ⇒ (14) + 4 = 18
1d8 ⇒ 2
1d20 + 4 ⇒ (10) + 4 = 14
1d8 ⇒ 2
Skeletons 7 and 8 swam against Sall, bringing their rusted weapons to bare
1d20 + 4 ⇒ (12) + 4 = 16
1d8 ⇒ 7
1d20 + 4 ⇒ (17) + 4 = 21
1d8 ⇒ 5
Skeletons 9 and 10 shamble towards Flint!
1 - 5/13
2
3 - Dead
4
5 - 3/13
6
7 - 1/13
8
9
10
My apologies. I have 0 idea why I asked for initiative order knowing it creates a cluster mess on PbP. Players can go first and monsters will react
AC to meet is 13 for the skeletons and there are ten, I'll just go down the list and assign two to each of you. When attacking be sure to number which skeleton you're attacking i.e. "Flint strikes Skeleton(1) with his sword"
Flint - Skeletons 1 and 2
Sol - Skeletons 3 and 4
Sall - Skeletons 5 and 6
Adirel Skeletons 7 and 8
Two 'wild card' skeletons 9 and 10
Sallaviel and Adriel notice other bodies strewn about, but they're unable to recall any history about the armor..but Sallaviel does notice the stream seems to glimmer in the sunlight the same way a precious gem would. It does this because there are precious gems strewn through out the stream!
Flint gets close to the skeleton and stares at it..the peaceful stream rolling behind it. Whoever it was seems to of taken an arrow to the chest, stayed here and died..Flint almost feels bad, until the head of the skeleton slowly bends over and looks at him with its empty sockets! Flint stumbles back startled by the movement!
As soon as the skeleton sees the party others begin to clamber out of the moss!
10 Skeletons surround and are mixed in between the party, initiative!
Skeletons
1d20 + 2 ⇒ (13) + 2 = 15
The party trudges along in the thick brush, swatting away branches and looking about passively. As far as anyone can tell these woods are...well, just like any other woods to be found? The warning stones may of been a bit much...
You enter a another small clearing, moss clinging to heavy rock and a small stream trickles through. Propped up against a stone is a skeleton, its armor rusted and belonging to an age long past...
Sallaviel thinks back to her days at House Chant, trying to recall anything she learned of the Arcane...
She is able to determine that the stones are markers of some great battle long ago and that they warn others away from something, they seem to act as a sort of border. Wind and rain has taken much off, she cannot determine anything else.
What ever may trouble the camp lays past these stones..
Sol BearSkin uses his Druidic powers and knowledge to assess their current surroundings... And finds nothing remarkable
Sallaviel peers into the treeline searching for anything... But may be trying to just fit in, she finds nothing remarkable
Flint's tracking ability surprisingly pays off, as he looks about and peers closely to trunk and stone he sees signs of a past camp from many moons ago, months maybe years?
Flint's companion Rex sniffs the ground furiously, but seems to be going in circles
Adriel peers closely about, checking under brush and branch... He soon finds stones carved with..strange runes? Perhaps to ward off spirits, to warn of danger, or just for art? The language is unfamiliar but the stones seem clustered towards the South of the camp
People murmur among themselves and question if the area is safe, but where else will they go? The North is ravaged and they know nothing else of the lands in the South. The man who approached Flint goes back to the group to ease their concerns and to get people back to working on the makeshift camp.
Your options are to either head East, West or South of your position to scout the area and try and find the looming threat.
Of course you can always take perception, knowledge or nature checks to try and discover any additional info that may help your cause!
Flint opens his mind to his surroundings, using his "Ranger Vision" to try and discern if anything threatening is near by...
The forest goes silent as he continues to focus, only a faint dark echo can be heard far in his mind. It is a silent scream of restlessness, Flint knows this feeling as to the presence of Undead...
The group prepares camp and provision supplies to everyone. Seeing the Ranger just..squatting and touching the ground a man musters up the courage to approach him.
"Master Ranger..what..is it that you're doing?"
Your current surroundings
https://drive.google.com/open?id=0B2fA9K_irQfvc1hhQWExc2tqXzA

Your empire has been defeated, wiped from the map and its people enslaved or worse…
The war has gone on for years and its toll has been great, after realizing the oncoming defeat most people gathered their belongings and have fled far South into the dense woodlands.
You’ve hitched a ride along with a small caravan of 16, trying to find a new home with others. A new home means a new life, a chance for fresh start, an opportunity to gather power..
The caravan has happened upon a small clearing and it seems suitable enough as anywhere else to start, most people being to break camp and set up makeshift tents.
--------------------------------------------------------------------------- -------------------------------------------------
-This area is unfamiliar..no notable landmarks are close
-A river rushes to the South of your clearing
-The area is a small clearing but is surrounded by dense forest
-The way North is far too dangerous to return without an army..the empire lays in ruins
Workers: 16
Food: 1 week
Supplies: 1 week
Materials: 0
Red dots - represent 1 person
Food and supplies will cover your entire population
Orsik peers inside, his Dwarven eyes adjusting to the dim light. He sees a bit of waste in the creatures den, the smell is even worse than the corpse of it. Before he abandons any hope of going on he notices the corpse of something sitting down and propped up against the wall...long dead but too hard to tell what it is or what's on it..
Bayard, you're able to approach the cave entrance with silent, but deadly, ease. You are able to peak around the entrance into the cave unnoticed as well..

You skirt the edges of the camp, Leosin limping a long with you. As you reach the edges and the safety of the crags and hills you hear horns blowing from the camp and shouts. Leosin looks back
" We had best make haste to Greenest.. They know we've escaped"
You spend the next day traveling and finally arrive back in Greenest, with out too much trouble on the way back. Leosin is immediately scooped up by his brother monks and they take him away explaining that he may need a few days to recover.
Govenor Nighthill approaches you.
"Thank you Adventurer.. Hopefully leosin will be able to shed light on why the raiders would of sacked the town.. But as promised, 200 gold pieces for the each of you for rescuing Leosin and risking your lives for us again. Thank you. If you need anything please do not hesitate to ask"
add 200 gp to each of your inventory, use the down time in the village to get a little bit of role play in/purchase equipment for the next session. You both advance to level 3 and if any gear is purchased list it along with it's price. if something isn't available I'll make you aware
We last left our adventurers in a cave resting after their long journey to the raiders camp in search of a half elf monk.
You emerge from the cave into the dawn, rubbing the sleep from your eyes and taking in your surroundings. Most of the raiders pay little notice to the two of you and seem to be going about doing common tasks.
Lighting is considered dim and a mist clings to the ground with the cool air holding it in place. The smell of dew and smoldering camp fires fill your senses.
An extended rest was taken, spells and HP are back to full.
PbP for Hoard of the Dragon Queen!
Hey Keith, how did you guys determine starting stats? 4d6 per stat. point buy. etc.
Hello all!,
My name is Harlan and was just recently recruited by Darvan to tag along for the adventure, seems your Wizard just bit the dust :). I have a bit of experience with pen and paper games and using Roll20.net but the play-by-post is new to me, I'll be sure to do my research on it ( I noticed Atri posted that link, thanks btw!)
Anywho, does anyone feel there is a gap that specifically needs to be filled when it comes to class choice? I'm open to rolling whatever!
Also, are all options open on http://www.d20pfsrd.com/ ? or are we sticking to certain books?
Thanks again and a pleasure to roll with you all!
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