Coral Golem

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"Not a problem constables. Always happy to lend a hand to the RHC."

Your business concluded, the butler escorts out back out to the courtyard.

Do you want to just time jump to continue on with this thread, or pursue something else?


Padding your way cautiously up the stairs, you enter into upper floors of the manor that you have not been privy to. The stairs take you to a large open room is devoid of furniture, save a weapons rack containing several quality weapons, including three longswords, an axe, two daggers, four rapiers, a strange-looking crossbow, a ranseur, and a spiked chain. The floor is thickly carpeted to absorb the shock of a fall or takedown. Signs of a vicious fight are everywhere and bodies of four froglike humanoids lie sprawled on the floor. Several closed doors exit this training room.


@Alsah: Cauldron hill is famously one of the most potent sources of necrotic energy in the world. It once housed a coven of witches that for decades they terrorized the city, sending goblins and specters to abduct people for sacrificial rites. The main duty of the district Mayor is to prevent anything wandering into or out of the area.

Refreshments are served, while the Mayor contemplates your request, with a grim expression. Eventually he nods and breaks into an enthusiastic smile. "It might be dangerous, but it would be worth the risk. If old Nevard is up to the challenge, his insights might be able to diffuse some of the tensions in the city. And besides, it couldn't hurt is people knew that I'd played a role in this little expedition."

"Still, it would be best to not tarry on the hill. Warm blood tends to still things up. I am willing to authorize a single night's vigil. I would ask that you check in at the manor on your way up and down. I will provide you with some amulets to protect you from being possessed by evil spirits and plenty of goat's blood. You must ascend during the day, and you must use the blood to paint a ring around wherever you make camp to distract the spirits. Your presence will surely draw them to you, but when they spot the blood they’ll believe they’ve found the trail of a wounded animal, after which they’ll mindlessly walk in circles since they’ll never find the end of the ring."

"It’s not flawless. If you don’t stay out of sight, the denizens of the Hill will pay more heed to a moving creature than a trail of blood. Also, while a small fire will be useful because of the supernatural chill on the mountaintop, I suggest that you surround the it with stones to hide its light."

"It usually takes a day to arrange for the blood delivery, so just let me know when I need to start the preparations."


@Troy: Theoretically yes, but it wouldn't really add anything but flavor. The card is just being used as a bookmark and really just there as an easter egg for anyone who has played Expedition to the Barrier Peaks.

Hearing nothing suspicious, the party moves to the next room. The dismal excuse for a gallery obviously once held dozens of works, but now most of the frames stand empty, save a few exotic landscapes and a portrait of Lavinia's parents. The contents of the room obviously were one of the first casualties of Lavinia's initial financial hardships following the death of her parents.

A spiral staircase in the corner leads to the second floor and another door exits to the east.


Alright summer chaos has passed, should be back to a more reliable posing rate. Thanks for your patience.

"Me? Just a simple messenger. Delivering messages for my betters. Gives a man too much time to think. If you ever come up with a way to allow chaos without the suffering that it brings, you should write a book. An idea like that could change the world."

At that point a groom comes up leading a horse and the man crushes out his cigarette and mounts up. He lights up another cigarette, before tipping his hat in farewell.

From the manor door, the butler calls out to you to say that the mayor is ready to meet, and gestures for you to follow him. He leads you to the mayoral office, where you are greeted by Mayor Reed Macbannin.

The mayor is a middle aged human male, with dark hair, greying at the temples. "Welcomes constables. Care for any refreshments?" He gestures to a well appointed sideboard, where the butler waits expectantly. "Why don't you have a seat and let me know what I can do for the RHC today."


Alright summer chaos has passed, should be back to a more reliable posing rate. Thanks for your patience.

@all: We don't have to move on the map in real time. It's fine to just let me know the room number you want check out next. I'll assuming that you're all trying to be stealthy

@Kellan: Pretty sure that it's only line of sight, but I might be wrong.

Moving out of the entry way, you enter into the library. Row upon row of bookshelves filled to bursting with tomes on all manner of subjects line the walls. A hearth sits against the north wall, embers glowing softly within. A reading table sits near the fireplace.

An old musty diary written in a strange archaic language rests on the reading table, the initials "L. of G." burned into the cover. The diary's current page is marked with a strange card of flexible gray material with bumps and holes along its surface.


Taking your leave, the team makes their way out of the Cloudwood and back to town. Returning to the office, you make arrangements to meet Mayor Macbannin the following day.

Time to rest, recover, swap spells, etc

The next day following the morning scrum, the team assembles and heads out. The one quality road in The Nettles curves around Cauldron Hill, heading up to the manor of the Mayor, located a thousand feet up the twenty-three hundred foot high mountain. Here the gentle slope of the lower mountain turns to a steeper and rockier rise of stone, making Macbannin’s rich manor the gatekeeper between the slum homes of thousands and the cursed mountaintop. Unlike the Mayors of the other districts, the Mayor of the Nettles in not an elected position. They are selected by the previous mayor and the city governor. A lattice of wards, assembled over centuries, protects the rest of the city from the dangers of old witchcraft, and whoever oversees these wards must be skilled in defensive magic and be trusted not to be corrupted by undead spirits of the witches who once ruled there.

The compound’s high iron fence surrounds a manor house, servant houses, a stable and a track for horses, a carriage house, a red-brick gardener’s building, and overall beautiful landscaping with myriad flowers. You are met by the manor's butler who welcomes you and bids you to take a seat in the garden, while to goes to announce your presence.

As you wait, a travel-stained courier exits into the garden. He lights a cigarette and nods to you all in greeting. His gaze is drawn to the slums stretching out across the nearby hillsides, and he shakes his head as he exhales a huff of smoke.

“Can you imagine what it’s like to live down there?” he asks, almost rhetorically.

“Chaos, that’s what it is. The mayor,” he nods his head back toward the house, “he could come up with the most brilliant plan to help those people. He could get all the money in the city’s coffers. He could do everything right, but he’s just one man. Not a cog in a machine, but a pebble on a beach. Chaos.”

He takes another draw on the cigarette, then smiles. “It’s beautiful, what people can create out of chaos. But I’d gladly give it up to stop their suffering.”


@Jon: Rule of cool wins out, sure chandelier twisting backflip away.

@Kellan: Technically a DC of 0 and a 1 could fail, but we can handwave that. Yes, you could hit multiple enemies, not that it matter right now. That being said the spell persists as long as you concentrate(spending a standard action).

Jon leaps acrobatically off the stairwell to land behind one of the bewildered frogmen and cleanly runs the creature through. In his wake Phineas comes charging in, His lance connects soundly with the remaining foe, bursting out his back in a gory rain of blood.

Combat is over. Where to next. The manor is quite huge and there is a second floor as well.


Sorry for the delay. Totally dropped the ball. My summer schedule is pretty all over the place. Should be more reliable come mid August.

The ancient skyseer thanks Dr. Runemace for the tonic. To you all he says, "All that I ask is that you try. I expect that the Mayor wont put up to much of a fuss if the request comes through official channels."

He pauses to take a sip of water before continuing. [b]"I have one more request for our excursion. I would ask that on the day we are to climb, you participate in a simple ritual that would bind your lifeforce to mine. Being able to draw upon your strength will help me endure the trek. I would little serve our goals to have me die of exertion before we reach the top. (This mechanically just makes an damage suffered by Nevard be evenly split among the other ritual participants.)

@Adam: Reed Macbannin is the mayor of the Nettles district and a mage known to be skilled in the defense against the dark arts. It should be pretty trivial to arrange a meeting at his office to arrange for access and he might even be able to provide you with aid.

If there are no further questions, Nevard wishes you safe travel back to the city.

Things to follow up on: 1. Nilasa's arrest details from the Parity Lake district police station. 2. Details regarding Dr. von Recklinghausen visa application at the Danoran consulate. 3. Tracking down the source of the Fey Pepper used by Nilasa during the heist. 4. Arranging a meeting with Macbannin to go to Cauldron Hill. 5. Staking out the alhahest factory regarding the individuals trying to buy it illegally. (Not everything thing is equally important, but think those are all the open leads remaining.)


Sorry for the pace folks. My summer schedules a pretty all over the place. Should be more reliable come mid August.

@Ukufa: No AoOs if enemy is flatfooted. Don't belive you can TWF after moving, but let me know if you have some weird feat/class ability.

Jon and Ukufa rush into the fray and quickly dispatch one of the creatures before they have time to register what is happening.

The two remaining enemies step forward swinging clubs at Ukufa:

Attack vs Ukufa: 1d20 + 3 ⇒ (13) + 3 = 16
Attack vs Ukufa: 1d20 + 3 ⇒ (4) + 3 = 7

but both fail to connect.

The party is up. @Jon: if you plan on continuing to ascend the staircase, I can add the upper floor map.


I'm not sure a dog can talk even with linguistics, but I can definitely understand spoken commands.


The party advances cautiously across the courtyard grounds.

@Jon: It's day, so it would be hard to tell, but there doesn't appear to be anything outwardly unusual about the appearance of the manor.

The door to the manor is unlocked, and with a glance to his comrades, Jon pushing the door open. Beyond you see the manor's grand atrium. The enormous great hall's marble stonework is smooth and white. Two oak stairwells with burnished brass railings ascend to an open first-floor landing. Tapestries depicting a beautiful and savage frontier of sprawling jungle landscapes and an eerie shoreline hang from the upper landing. A glass chandelier hangs from the atrium's ceiling.

Loitering in the foyer, are three grotesque frogmen brandishing axes and clubs.

Initiative:

Ukufa: 1d20 + 3 ⇒ (12) + 3 = 15
Kellan Ved: 1d20 + 2 ⇒ (3) + 2 = 5
Spinnaker Jon: 1d20 + 3 ⇒ (18) + 3 = 21
Phineas Flaunce: 1d20 + 2 ⇒ (4) + 2 = 6
Troy Gol: 1d20 + 4 ⇒ (8) + 4 = 12
Baddies: 1d20 + 2 ⇒ (12) + 2 = 14

Combat
21 Jon
15 Ukufa
14 Baddies
12 Troy
6 Phineas
5 Kellan

Map updated. Ukufa and Jon are up.


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Sorry for the delay, was out of town and didn;t manage to keep up with the boards. To the manor!

For the sake of convenience, let's say that the party was able to rest on the return trip to the city. Also, I think that you should be level 4 before diving into this next part, so please level up your character when you get a chance.

Making your way through the crowded streets, you hurry towards Lavinia's manor, as fast as your feet can carry you. The courtyard is quiet and empty, and the manor's great doors are shut.

Previous visits to the manor had you knocking on the door and being admitted by Kora Whistlegap, Lavinia's halfling servant, but maybe you want to play it differently this time?


Sorry for the delay.

The old man chuckles, but nods at Runemace, "Examine away my good fellow, but I fear that there is little to be done for me. Age comes for us all."

@Runemace: Considering his extreme age, the man is in surprisingly good health, but that still leaves him a frail old man. Medically, there's nothing wrong with him, just age related decline.

Nevard sighs sadly upon hearing the news about Nilasa. "Poor girl. Heward loved her dearly. Prophecy is both a blessing and curse, and tragedy hurts, even when forewarned of its approach."

"But if my nephew sent you here, the it is Gale you wish to speak of. Lovely girl, she’s one of the few beautiful women who’ll give an old man like me more than polite conversation, and she always is accompanied by the sweet music of birds. I know that she has been causing mayhem in the city. I don't agree with here methods and I've said as much to her, when she's come to me seeking guidance." He chuckles, "She hasn’t listened to me much, but the last time she visited she said she had followed my advice and had found a mutual threat that even the people of Flint would take seriously. She didn't elaborate, but said she would bring me the proof when she found it."

"She's a good girl, and I think that you could help each other, but I'm not one to so easily betray an other's trust. But perhaps you might grant a dying man's final wish and so perhaps helps us all. If you can do so, it would go a long way in helping me convince Gale to meet with you."[b]

[b]"I want to go to the peak of Cauldron Hill, high above the smoke of the city, with its clear skies and font of magical power. There I hope to pierce the strange veil that seems to have fallen over the vision of the skyseers. I want search for a path that can let people like Gale and those pushing for industry walk together in harmony."

"My problem is that Cauldron Hill is restricted by the authority of Reed Macbannin, mayor of the Nettles district. Well that and it is probably the most dangerous and cursed place in the country, so an escort for protection would be appreciated as well."

"What say you constables?"


Stuffing your pockets with what loot you can, the party hastens to make your back to the city. The return trip takes several nerve wracking hours, but is otherwise uneventful. The city streets are packed with citizens celebrating one of the innumerable religious holidays and the din of the celebrations carry out over the harbour as you make your way into port.

Straight to the manor, or do you want to try for a quick pit stop for consumables or anything?


The man smiles warmly and looks at you with rheumy eyes. "I am always willing to offer guidance to those who will listen. Though these days, the stars are no so clear to me as they once were. Fewer seek me out, now that I've been put to pasture, but there are many that are known to me. Who is it that you seek?"


"Vanthus be gettin' what be commin' to him one way or th' other. If killin' his kin, helps flush him out, so much th' better. Still, ye lubbers done me a kindness, so I be sorry fer any trouble Drevoraz might be causin' ye. If you fly back to Sass'rine double quick, ye might be able to warn th' Vanderborans."

She gives a brief description of her burley half-orc firstmate.

"What e'er yer plans be, ye best not linger 'ere. It wont be long 'ere the cove be swarmin' with Brotherhood ships. Not all be as friendly, as I be."

Just to be clear, there is pirate on their way to kill Lavinia/anyone in the Vanderboran manor. Harliss doesn't have any way off stopping the wheels set in motion. There's still a bit of the place unexplored, but from an in game standpoint, the party is probably should grab what they can and double-time it back to the city.


Concerned with running into trouble, the you make an effort to keep a low profile, as you continue on through the winding backroads towards Nevard's henge. Situated uphill from a a cluster of homes, a ring of stone plinths stand in a grassy clearing. A large tent stands at the edge of the clearing with a half dozen robed individuals sitting outside.

At your a appearance, a few of them rise and make their way over to stop your approaching. Seeing Alsah, they recognize one of their own and greet her gravely. "Welcome sister. We had thought you lost to us, but if you come seeking the wisdom of the eldest, then hope still remains. He rests within, but will speak to those who will listen."

You are led to the tent, and directed to enter. Inside, the light from smoldering incense sticks is dim, to spare the old man’s eyes. A faint stench of withering cloys the air, not quite masked by fragrant scents of cinnamon and cloves. An ancient man stands to greet you, leaning heavily on a plain wooden staff. "Be welcome in my home," he warbles frailly. "What has this old man done to attract the attention of so many important looking people?'


Whoever's got the highest diplomacy bonus, give me a roll. The rest of the party can aid the check.


Sorry. The post updates didn't show up on my profile.

With shrug and a bemused shake of the head, the man gathers his group, and they fade into the greenery.

With the conversation finished the party prepares to continue of their way.

Are you planning of returning to the carriage, or continuing on foot? Either way, I need a stealth or survival check for the party (just one, but you can aid) to determine how much attention your passage attracts.


@Troy:Re: Pearl: There's nothing you can find out now. It is a mystery that will reveal itself as time progresses.

@Kellan: I'm fine with just going with the average for CLW charges. You can't identify the specific condition, but there is something virulent running through her veins.

Harliss thanks Kellan for the healing, "Oh, don't ye worry about Vanthus. I'll learn that cur what it is t'foul my business! I know who he is! Th'Vanderboren name's no secret to me. I know he's got family'n holdings in Sasserine! I sent me right hand Drevoraz t'deal with him, I did. Drevoraz is on his merry way to Sasserine as we speak. He'll do for Vanthus 'sister, his mum and pop , and any other family or friends the bastard has in that dunghill city. Cross the Crimson Fleet and we take everything in your life from ye. Best not forget that, boyos."


@Alsah/all: The cloudwood is pretty lawless and rife with bandits groups. There isn't any real government presence at all. You're all pretty sure that these individuals are bandits, but if they were who another mob boss is interacting with, then they represent the biggest and baddest in the area, making them the defacto ruling group in the district.

To Bryn: The man shrugs, "I don't know anything about that, but I tend to mind my own business."

To Alsha:"The private kind."


As soon as she hears Vanthus Vanderboran's name, she flies into a poetic litany of profanity that lasts several seconds and is as magnificent as it is scandalous to hear.

"All this ye see here," the flamboyant woman says as she waves her hand at the slaughtered deformities, "and what nightmares ye must have fought through t'get t'me; t'was all Vanthus Vanderboren's doing! That vomitous pig came t'm e with his hussy 'n asked t'see our wares; made like he were a black marketeer lookin' fer some fur or scale t'move. Told him we had a ship coming in today what were full of exotica for him ta' shop, so he stayed on a few nights. Seemed a fine enough chap, but then not an hour ago, he dumped a hold full of whale oil into the cove and lit it up. I was on th' Slippery Eel at the time, and that's when I caught the two fa them on board, fixin' t'rob me! Can ye imagine that? A pair of base curs tryin' t'rob Captain Harliss Javell? Anyway, I stuck the fool in the arm with me blade , he yelped , and then as he ducked aside he dropped what he were tryin' t'rob. Were a black pearl. One th' size o'a man's fist, mind you! Was going to make some fair coin off that bauble, but as it fell, the thing cracked like an egg. Some o'Vanthus's blood from my blade spattered the pearl, and it boiled and flashed with light. This foul, choking green gas started spewin' from it, burning through the wood like it were acid . I grabbed th'thing, ran up topside, then threw it inta' the water, but as it struck, the thing exploded!"

"After that... things got a bit weird, mind ye. A green mist filled my vision, and I felt strange. like someone else were in my head. Someone .. . someone hungry! And the rage! Rage like I never felt 'afore! And then , just like that, it were gone. Vanthus were on deck too by then , but he and I were the only humans left. That pearl, it did something to me crew. Ta' Vanthus' little girly too! Turned them bad, like something ye might find in a net and throw back on account the sun got no purpose lookin' upon it. These things!" She kicks one of the deformed pirates in distaste. "Whatever were in that damnable pearl turned over three score men into ... into man -eating freaks!"

"Vanthus, he seen what his friend and the rest turned into. He dove into th'water t'get away. I did the same , only I swam for shore. Found me first mate Drevoraz there. He'd resisted the change too, as had some others here and there, yet they were nothin' but the banquet for those things. We fought our way into th'caves and manage d to hole up here with Captain Kigante, the man who keeps these caves for us. Only, Kigante's freak food now; he got jumped by a mob of them not twenty minutes ago. Tore him apart like they was sharks!"

"And one more thing. I think they got the sick in their maws. The places they done bit me still burn , and it's hard to think straight... But hey! You fought yer way in here! That mean s there ain't much left of them out there, yeah?"


The man stops and turns to Millicent, "My dear, this is the Cloudwood. The trees have eyes, and all who wish will know where you go and who you talk to will know it soon enough. Assuming you are not cut down by bandits before you arrive, that is. As for attacking you, consider it a case of mistaken identity. You were defending kidnappers, after all."

He kicks one of the corpses, "They work for Lorcan Kell. The man seeks to make in roads into new territories. In kidnapping Morena, he sought to gain an advantage in the negotiations. If you wanted to be of use, you should put an end to that man, before he starts a war."

Know(local) DC12:
Lorcan Kell is a local crime boss based out of the Parity Lake district.


She nods at the introductions, "I be Cap'n Harliss Javell and lubbers or not, I knows that yer not of the Crimson fleet. So what business in this little piece o' hell."

Bleeding and clearly exhausted, the woman rights one of the chairs and takes a seat to hear your story.


The man raises an eyebrow, "So you're here on an investigation, are you? Good luck with that."

He shrugs, "The roads are winding and the paths dangerous. I might have been inclined to help you reach your destination safely, but if you want to keep your secrets, so be it."

He waves to his men, "Looks like we're done here boys." He gives you all a nod, "Thanks for not interfering, much," and the group makes ready to head off into the woods.

@Bryn: The dead men are all dressed in non-descript clothes, and looked to have been rough individuals. Firearms are also tightly regulated in the city, so the fact that they had them, suggests that they we're exactly law abiding citizens.


Rolls have been pretty rough, but I think that at this point the fight is a foregone conclusion, so I'm just going to call it to get us moving on.

With some deft strikes and good fortune, you manage to finish dispatching the remaining creatures.

When the last falls, the woman sheaths her blades and regards you with a cold, appraising eye as she catches her breath.

She call out to you, "What manner of driftwood do we have here? Speak up! Your names, lubbers! If only so's I can cut 'em inta' yer chests and save the undertaker some asking 'round."


@Kortemir: They're dead.

The leader answers the questions,

"The kidnapping was a poor business decision by some people that don't know when to take no for an answer. If it makes you fee any better, the dead are thieves and cutthroats of the vilest sort out of the city. Maybe you should do a better job at keeping the King's justice in the city and out of my woods."

"Now these parts aren't the safest for travelers these days, especially for those on King's business. Not a lot of love for Danoran sympathizers around here, don't you know. So what brings the law so far away from their usual haunts and into the wilds?"


Bhru Attack: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Phineas Lance: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Lloyd Bite: 1d20 + 2 ⇒ (5) + 2 = 7

Jon and Ukufa slice and dice their target, dealing grievous injury, but it still hangs on. Phineas also connects, but does no lasting damage.

attack vs Jon: 1d20 + 3 ⇒ (1) + 3 = 4
bite vs Jon: 1d20 - 2 ⇒ (2) - 2 = 0

attack vs Phineas: 1d20 + 3 ⇒ (13) + 3 = 16
bite vs Phineas: 1d20 - 2 ⇒ (3) - 2 = 1

attack vs NPC: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm: 1d20 + 3 ⇒ (16) + 3 = 19 Crit: 2d6 + 6 ⇒ (4, 4) + 6 = 14
bite vs NPC: 1d20 - 2 ⇒ (11) - 2 = 9

The pirate lets out a sting of curses as she takes a deep gash across the ribs.

NPC: 1d20 + 16 ⇒ (14) + 16 = 30 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
NPC: 1d20 + 11 ⇒ (17) + 11 = 28 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
NPC: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
NPC: 1d20 + 15 ⇒ (14) + 15 = 29 Damage: 1d6 + 4 ⇒ (2) + 4 = 6

The woman cuts down the creature that wounded her, "Ye picked the wrong lass to make a meal of today."

Ref: 1d20 + 16 ⇒ (3) + 16 = 19

2 remain. Party is up.

DM stuff:

Hps: 25
1


The woman shrinks back from Kotemir, "Stay away from me you beast. Harm me and my Renard will gut you like a fish."

She relaxes when the attackers come into view. One of them says, "It's alright Morena, they're the law. Renard will be here soon."

One of them waves over to the other pair, and all converge on the carriage. The woman rushes over to the apparent leader of this bunch and falls into his arms. "I knew you would come for me." He squeezes her tightly, "I will always keep you safe."

The moment of tenderness quickly passes and all turn suspicious eyes on the party. "As I was saying, you're a long way from home, Constables. As you can see, a kidnapping was committed and the perpetrators have been dealt with. Nothing for you here, unless you want to clean up the mess."


oof, that's some rough rolling.

Jon's maneuvers completely baffle the enemy, but he still fails to connect with his new blade. Kellan and Bhru combine to dispatch another enemy, who then bursts into acidic goo. (Kellan, Bhru and Ukufa make a DC15 ref save or take 1d6 ⇒ 1 acid damage)

Ukufa's blades and out intrepid halfling both fail to damage their foes.

attack vs Jon: 1d20 + 3 ⇒ (6) + 3 = 9
bite vs Jon: 1d20 - 2 ⇒ (15) - 2 = 13

attack vs Lloyd: 1d20 + 3 ⇒ (3) + 3 = 6
bite vs Lloyd: 1d20 - 2 ⇒ (9) - 2 = 7

attack vs NPC: 1d20 + 3 ⇒ (11) + 3 = 14
bite vs NPC: 1d20 - 2 ⇒ (4) - 2 = 2 Fortunately, the enemies are having the same dice luck as you all.

The horrid creatures press their attack, but their attempts prove futile against your defenses.

NPC: 1d20 + 16 ⇒ (10) + 16 = 26 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
NPC: 1d20 + 11 ⇒ (9) + 11 = 20 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
NPC: 1d20 + 6 ⇒ (9) + 6 = 15
NPC: 1d20 + 15 ⇒ (4) + 15 = 19 Damage: 1d4 ⇒ 2

PArty is up. 3 enemies remain.

DM stuff:

Hps: 4
1
14


@Alsah: sorry missed that.

Will DC11: 1d20 + 1 ⇒ (1) + 1 = 2
Will DC11: 1d20 + 1 ⇒ (12) + 1 = 13 One of the men snores lightly on the hill. (For the sake of minimal retcon, lets just say the sleeping one is not the guy talking.)

One of the fellows in front of Bryn shouts, "Boss he wants..." but is cut off.

"I heard him, get to the carriage and see if Morena is alright." He nudges the sleeping man with a boot.

(Further hostilities remain forestalled for the moment.)

Anyone who investigates the carriage:
Inside the wagon is a woman with her hands and feet bound with hemp rope. A dirty cloth gag hangs around her neck, where it has slipped down from her mouth.


@Kellan: She's attacking the baddies.

Bhru attack: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Bomb miss: 1d8 ⇒ 1

Ref DC15: 1d20 + 4 ⇒ (8) + 4 = 12
Ref DC15: 1d20 + 4 ⇒ (20) + 4 = 24

The party battles away, with the flames of Troy's bombs and Ukufa's magic dagger the only ones causing real harm.

attack vs Jon: 1d20 + 3 ⇒ (12) + 3 = 15
bite vs Jon: 1d20 - 2 ⇒ (19) - 2 = 17

attack vs Bhru: 1d20 + 3 ⇒ (12) + 3 = 15
bite vs Bhru: 1d20 - 2 ⇒ (14) - 2 = 12

attack vs Lloyd: 1d20 + 3 ⇒ (5) + 3 = 8
bite vs Lloyd: 1d20 - 2 ⇒ (15) - 2 = 13

attack vs NPC: 1d20 + 3 ⇒ (6) + 3 = 9
bite vs NPC: 1d20 - 2 ⇒ (13) - 2 = 11

NPC Attack: 1d20 + 16 ⇒ (5) + 16 = 21 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
NPC Attack: 1d20 + 11 ⇒ (19) + 11 = 30 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
NPC Confirm?: 1d20 + 11 ⇒ (5) + 11 = 16
NPC Attack: 1d20 + 6 ⇒ (6) + 6 = 12
NPC Attack: 1d20 + 15 ⇒ (19) + 15 = 34
NPC Confirm?: 1d20 + 15 ⇒ (14) + 15 = 29 Damage: 2d4 ⇒ (1, 2) = 3

Ref save: 1d20 + 16 ⇒ (16) + 16 = 32

The pirate woman cuts down one of the creatures and nimbly dodges the burst of acid that follows its demise. "Rest now lad."

Party is up.

DM stuff:

Hps: 4, 17
1
8


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Sorry folks I literally posted last week. I guess either it got eaten or I forgot to hit submit after the final preview. But hey, at least Troy got to throw a bomb.

Ref 1: 1d20 + 4 ⇒ (3) + 4 = 7
Ref 2: 1d20 + 4 ⇒ (11) + 4 = 15
Ref 3: 1d20 + 4 ⇒ (8) + 4 = 12
Ref 4: 1d20 + 4 ⇒ (13) + 4 = 17

Troy's bomb hits the creature wounded by Ukufa and Bhru and it dies, exploding in a shower of acidic goo. (Jon, Bhru and Ukufa made DC15 ref saves or take 1d6 ⇒ 1 acid damage)

Ref 1: 1d20 + 4 ⇒ (14) + 4 = 18
Ref 2: 1d20 + 4 ⇒ (3) + 4 = 7
Ref 3: 1d20 + 4 ⇒ (16) + 4 = 20
Ref 4: 1d20 + 4 ⇒ (7) + 4 = 11

The creatures attack,

Attack vs Jon: 1d20 + 3 ⇒ (9) + 3 = 12
Bite vs Jon: 1d20 - 2 ⇒ (8) - 2 = 6

Attack vs Bhru: 1d20 + 3 ⇒ (7) + 3 = 10
Bite vs Bhru: 1d20 - 2 ⇒ (8) - 2 = 6

Move and Attack vs Lloyd: 1d20 + 3 ⇒ (18) + 3 = 21 Damage?: 1d6 + 3 ⇒ (3) + 3 = 6 Ride check to avoid

Attack vs NPC: 1d20 + 3 ⇒ (7) + 3 = 10
Bite vs NPC: 1d20 - 2 ⇒ (18) - 2 = 16

The woman quips, "Jebidiah? Is that you lad? You've looked better boy. Here, let me send , you on your way." and attacks:

Attack: 1d20 + 16 ⇒ (8) + 16 = 24 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 11 ⇒ (12) + 11 = 23 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Attack: 1d20 + 15 ⇒ (8) + 15 = 23 Damage: 1d4 ⇒ 2

Everyone is up.

DM stuff:

Hps: 4, 1
24, 1
8


Sorry for the delay. Busy time of year for me.

@Kortemir: DC11, you made it. Carriage door is not locked.

Kortemir's second explosion disperses the swarm,

Bryn Intimidate?: 1d20 + 7 ⇒ (18) + 7 = 25

At Bryn's declaration, the two men exchange a look and hold their attack. One yells to the other hill, "They claim they're the law, Rennie."

The uninjured man on the south hill lets out a curse and yells back. "Best hold then!"

He turns his attention to the member of the party below him, "You're along way from home. This a private matter, so why don't you just carry on your way."

The two men to the NW make their way down the hill and continue towards the carriage.


@Troy:There's a big army of dudes in front of the party. There's no place to move. pretty much the most ideal time to lob a bomb, if you're going to do that.


Sorry for the delay folks. Easter kind of threw my schedule off a bit.

Kortemir:
Inside the wagon is a woman with her hands and feet bound with hemp rope. A dirty cloth gag hangs around her neck, where it has slipped down from her mouth.

@Adam: I'll take your word for it. I'm not up to snuff on the firearms rules.

Kortemir's blast singes feathers and drops birds by the score, but fails to dissipate the swarm. It moves to envelope him, as well as the remaining coachman.

Swarm Damage: 1d6 ⇒ 5 (Make a DC Fort save or gain the nauseated condition for one round. Also you are have 1 point of bleed, DC10 heal check to stop it.)

The last man by the coach tumbles beneath the piercing bites of the hummingbirds, as two more brigands come into view.

Preach's second shot clips the archer, but does not drop him.

"Now you die, outsider." Growls the man who appears to be leading this attack, as he and his wounded companion loose arrows at Preach.

Attack vs Preach: 1d20 + 5 ⇒ (13) + 5 = 18 Damage?: 1d8 + 1 ⇒ (8) + 1 = 9
Attack 2 vs Preach: 1d20 + 3 ⇒ (19) + 3 = 22 Damage?: 1d8 ⇒ 8

@Alsah: I'm not sure where your token is supposed to be, but I'm pretty sure you didn't climb up a 40 foot cliff.

Swinging round the hill, Bryn sees another swarm magically appear, as the archer turns towards him with an oath and looses an arrow.

Attack vs Bryn: 1d20 + 3 ⇒ (6) + 3 = 9 Damage?: 1d8 ⇒ 8

Map updated. Party is up.

DM tracking:

Pistoleers: 11,
Archer:11
Swarm: 9


Also don't forget that you're officers of the law, not just a random adventurers. Remember to flash the badge once in a while.


The swarm continues to assault the one man,

Swarm: 1d6 ⇒ 5

fort: 1d20 + 2 ⇒ (5) + 2 = 7 The man in the swarm flails futilely, as the creatures drain his blood. He looks pales and starts to totter on his feet.

His partner, seeing his sword has no effect on the birds, launches a desperate shot at the archer that hit him
Pistol: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15 Damage: 1d8 - 1 ⇒ (3) - 1 = 2

It strikes true, eliciting a curse from the brigand, who launches another arrow:
Arrow: 1d20 + 3 ⇒ (13) + 3 = 16 Damage: 1d8 ⇒ 8 It connects with a wet thud, sending the pistoleer sprawling.

The other man on the southern hill shouts, "Don't let them get to the carriage!"

The drifting cloud bank obscures activity on the NE hill, but no arrows fly blindly from there.

Amid all the action, the carriage slowly creeps towards the edge of the switchback.

Map updated. Party is up.

DM tracking:

Pistoleers: 11,


The floor of this cavern slopes downward to the southeast, finally ending in a another large tide pool. A hammock strung between two stalagmites sways gently to the south, next to an overturned table and a broken chair.

A woman has been backed into the southern corner of the cave, where she uses the overturned table as cover to fend off a half-dozen savage pirates. Over a dozen more lay dead on the ground, speaking to her skills in swordplay, but you can see that blood flows freely from several bites on her exposed skin.

She has raven black hair that flows like the deepest shade of midnight against her deeply tanned skin. She wears tight leather armor studded with fire opals and pearls and wields a curved rapier and dagger in a blinding display of swordplay. When she spies the PCs, she cries out, "Oi! Get in the fight or stay outta me way, buckos. These things are lookin' to die, and I plan on obliging."

Initiative:

Ukufa: 1d20 + 3 ⇒ (5) + 3 = 8
Kellan Ved: 1d20 + 2 ⇒ (10) + 2 = 12
Spinnaker Jon: 1d20 + 3 ⇒ (11) + 3 = 14
Bhru Angraddson: 1d20 + 0 ⇒ (3) + 0 = 3
Phineas Flaunce: 1d20 + 2 ⇒ (12) + 2 = 14
Troy Gol: 1d20 + 4 ⇒ (1) + 4 = 5
Baddies: 1d20 + 6 ⇒ (12) + 6 = 18

Combat round 1
18 Baddies
14 Phineas
14 Jon
12 Kellan
8 Ukufa
3 Bhru

The creatures peel away from the deadly woman, with her biting blades, and rush towards the party. Double move

AoO: 1d20 + 18 ⇒ (9) + 18 = 27 Damage: 1d6 + 2 ⇒ (5) + 2 = 7

The woman slashes at one as it turns away and follows after, with renewed vigor at the sight of reinforcements Double move "Don't ye be thinkin' that you can be gettin' away so easily!"

Map updated. Party it up.

DM stuff:

Hps: 7


@Bryn/All: Consider any squares off the road to be difficult terrain. The brown circles are tree trunks.

The Hummingbird swarm descends upon the men huddled behind the carriage.

Swarm Damage: 1d6 ⇒ 5
Fort save: 1d20 + 2 ⇒ (20) + 2 = 22
Fort save: 1d20 + 2 ⇒ (6) + 2 = 8

The men scream out as the fanciful birds pierce flesh and begin to suck blood. One flails about in terror, but the other lashes out with a sword Attack: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d6 + 2 ⇒ (5) + 2 = 7, which has minimal effect of the swirling hoard before moving out of the swarm, and out into the open.

From the south, one of the men launches an arrow at the bleeding and exposed fellow, while the second man shouts, "They've got reinforcements!"

Arrow: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d8 ⇒ 4

On the northern rise, a man raises his staff and the whole area around you explodes into masses of twisting, grasping vines. Entangle (DC13)

Party is up, map updated. Alsah you need to retcon your action to deal with the entangle spell before you can move.

DM tracking:

Pistoleers: 5, 9


Searching the room turns up a few items of interest. A +1 rapier with a bronze hilt in the shape of a griffon lies under the bed. Amid the ruin of the mostly devoured corpse you catch sight of a glimmer of gold, and find a gold band set with several aquamarine gem stones still sitting snug on a gnawed finger (ring of swimming). Searching the desk uncovers a trio of silver bars stacked in a drawer (30gp each).

When ready, the party presses onwards, leaving the gruesome scene behind, and continuing down the passage. Soon from up ahead, the sounds of combat, the unmistakable slobbering cries of rage and hunger, and a woman's voice shouting profane threats and curses become audible.


Bhru: 1d20 + 7 + 2 + 1 ⇒ (19) + 7 + 2 + 1 = 29 Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Jon lands a shallow cut before Bhru puts the creature down for good.

Bite vs Bhru: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d8 + 1 ⇒ (5) + 1 = 6 Make a FORT save please.

The creature snaps out in its death throes before bursting into acidic goo. All adjacent PCs make a DC15 REF save or suffer 1d6 ⇒ 2 acid damage.

The last of their enemies vanquished, the party takes a moment to catch their breath, before continuing onwards. The maze of branching paths merges once more into a single passage. To one side, a room opens up, and you duck in to investigate.

This cavern has been outfitted with the finest in stolen furniture. Thick rugs cover the floor, and fine silk tapestries and masterful seascape paintings hang from the walls, giving the place an almost regal feel. A four-poster bed takes up much of a large nook to the south, and nearby stands an oak desk with a matching armoire. Alas, much of this furniture is ruined, spattered and stained with gore and deeply scarred by sword play. A skeletal body dressed in the ruins of a once-fine suit of studded leather lies in a red heap at the foot of the bed. Five more bodies lie about the room , horribly deformed men and women who seem to have perished on a rapier's point.


It takes a few rounds to get within view of the unfolding battle. A carriage leans precariously at the corner of a switchback, its wheels stuck in undergrowth. The door to the carriage hangs open and three men huddle near it, reloading poorly-made pistols and looking around as if trying to spot their enemies. A fourth man, the driver, sits dead atop the carriage with an arrow in his chest. Just as you arrive, an arrow streaks in from the south hill and kills one of the men, and the other two scramble to the opposite side of the carriage. The woman’s screams continue from within the carriage, which seems to slowly be sliding toward a thirty-foot plunge.

Two men oversee the attack from a outcrop to the south and two more are atop another rise to the north. From the northern pair, there is a swirl of magic and a swarm of rub-red, shimmering hummingbirds bursts into existence. At your arrival, the pinned down men begin shouting for help.

Initiative rolls:

Alsah Brightmoon: 1d20 + 1 ⇒ (8) + 1 = 9
Millicent Hargrave: 1d20 + 2 ⇒ (2) + 2 = 4
Kortemir Runemace: 1d20 + 2 ⇒ (17) + 2 = 19
Bryn Wilde: 1d20 + 5 ⇒ (14) + 5 = 19
Adam 'Preacher' Buchannon: 1d20 + 3 ⇒ (2) + 3 = 5
Baddies: 1d20 + 3 ⇒ (13) + 3 = 16

Combat Round 1
19 Kortemir
19 Bryn
16 Baddies
9 Alsah
5 Adam
4 Millicent

Map updated. Blue ovals are swirling cloud banks that block visibility and provide concealment. Bryn and Kort are up.


@Bhru: Meh, Troy has bombs they could use in a pinch and you'll be able to afford magic weapons soon enough, so its not a major issue. These enemies were unexpected, by adventure design, so its not like you could plan to deal with their resistances.

The party continues to pummel on the last twisted abomination. It is cut, battered and bleeding, but continues to thrash about in its rage.

Attack Bhru: 1d20 + 3 ⇒ (11) + 3 = 14
Bite: 1d20 - 2 ⇒ (8) - 2 = 6

It lashes out at Bhru, but his thick armour continues to keep him safe.

Party is up. It's almost dead.

Dm Stuff:

Damage:Top:24


"They didn't make an appointment, just said that they would be back soon and that everything better be ready when they show up."

You can arrange to have the factory put under surveillance if you want. Either put in a request with ACI Delft back at HQ, or try to call in a favor from the local district police.

With the business with Heward Sechim concluded for the moment. The party takes their leave to follow up on his request to visit his uncle. Flagging down a carriage, you set out for the outskirts of the city.

In the steep, tangled terrain of the Cloudwood only a few roads are well-maintained enough for carriages to travel, and most traffic is on foot or horseback. Four miles from Parity Lake, Nevard’s henge lies near the end of one of the roads, close to a community of musicians who act as the main contact this region has with outsiders.

It takes a few hours to travers the distance and as you near Nevard’s henge, you're nearly two thousand feet above sea level, and the humid, sweltering air is thick with low clouds that cut visibility to as short as a few feet at times.

The road ascends on switchbacks toward a forested plateau, and out a of bank of drifting cloud you hear the panicked neigh of a horse galloping toward them. The driver pulls the carriage up short, to prevent a collision. As the animal streaks past, you notice an arrow in its shoulder and a snapped carriage harness trailing behind it. In the relative quiet of its thunderous passing, you hear a woman’s muffled cries and intermittent sounds of gunshots from up ahead.


"Not one man, ma'am. The first visit was maybe a week ago, or so. There were a pair of them that wanted to buy the alkhast. They had the coin, but insisted that the sale not go in my books. As I was saying, I declined their offer. They seemed the types that weren't used to people telling them no, and made some heavy allusions to the fires that have been striking around the district, but then left quick enough, saying they’d be back. A couple of days ago, two different men came. Different faces, but carrying the same stink. They were a little more insistent this time, so I stalled, instead of just flat refusing. I told them that I needed some time to arrange the sale if it were to be off the books. When they left, I had one of the lads follow them. They went to a seedy part of the district, away from the lake and nearer to the Nettles, but that’s where my tail lost track of them. Nothing good comes out of that part of town."

"They don't seem like the types to just give up and I'm sure they'll be back. Probably should hire on a few more men to watch the factory, in case they were serious about those fires."


Ukufa TWF: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Ukufa TWF: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 Damage: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Ukufa attacks again adding some more damage.

The party continues to chip away at creature, but do little real damage. These guys would be a lot easier, if the party had a bit more magic damage.

Attack vs Bhru: 1d20 + 3 ⇒ (11) + 3 = 14
Bite vs Bhru: 1d20 - 2 ⇒ (1) - 2 = -1 The creature continues to flail ineffectually at the armoured dwarf.

Party is up. @Jon/Bhru: I shifted Bhru, so you are now flanking

Dm Stuff:

Damage:Top:16


The creature doesn't fall for Jon trickery, but the blow still lands.

@Bhru: You killed the studied target enemy. It's a move action at this level, so you'll have to reapply it to the new target next turn.

Bhru lands a solid hit and Lloyd and Troy connect as well, but the creature's preternatural flesh resists traditional weapons.

Ukufa steps up to join the fray:

Ukufa: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 , but misses.

The creature lashes out at the dwarf:

Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Bite: 1d20 - 2 ⇒ (19) - 2 = 17, but Bhru's sturdy armour withstands its strikes.

Everyone is up.

Dm Stuff:

Damage:Top:9


GM Fanguar wrote:
...Though I doubt I could be tempted to sell alkahest to shifty eyed individuals reeking of burnt grease, even on the books."

Friendly reminder that the party has found multiple samples of a black substance that appears to be a mixture of burnt grease and blood. In case anyone wanted to follow up on that.

Treking to the Cloudwood and tracking down Nevard will eat up the rest of the day. It'll take up a whole day, regardless of when you chose to do it, but I just want to clarify that he wont die tomorrow, if you want to stick to your current itinerary.

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