Frost Giant Ice Mage

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100 posts. Alias of parizzio.


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The rest of the day and following evening carry on uneventfully. Keeping a strong pace, the party finally arrive at Daveryn, seeing it's towering walls in the distance and massive farmlands sprawling out in all directions except eastwards into the ocean.


The claw and bite marks look to be that of large wolves, but Kyriel could deduce that the meet is indeed safe to consume.


Two have dropped indeed. Wasn't meant to be a lengthy combat, more of a choice whether to deal with them or let them go

The last few blows from Kyriel and Karl manage to revoke the lives of the blind boars, leaving their oversized bodies strewn on the ground. Aside from the damage inflicted by the party, their bodies are covered in strange claw and bite marks.


We are waiting on him as well, I missed that, sorry


Init rests on Kyriel


I have no intention of using virtual maps unless it's something complicated! I'll let you guys know for each individual combat if we will use one or not!

Karl's rapid blows distract the angry pig long enough for Nukilik and Kyriel and Cal to get in heft attacks, quickly dropping the beast.

The two blind boars make their way through using the noise, attempting attacks against Karl and Kyriel.

Attack v Karl: 1d20 + 2 ⇒ (9) + 2 = 11
Miss Chance (50 and below): 1d100 ⇒ 55

Attack v Kyriel: 1d20 + 2 ⇒ (10) + 2 = 12
Miss Chance (50 and below): 1d100 ⇒ 38


Kyriels final arrow drops one of the blind boars. The other two stumble around while the only unimpaired charges towards Kyriel.

Charge!: 1d20 + 8 ⇒ (5) + 8 = 13


GM:
4d20 ⇒ (11, 9, 10, 20) = 50

Kyriel and Cal succeed at hitting the wild pigs with their respective attacks, causing the animals to go into a frenzy. Three of the boars aimlessly bump into eachother, but the fourth fixes his gaze on the group, ready to charge....

INITIATIVE:

1. Kyriel
2. Boars
3. Cal, Karl, Nukilik


Seems the fight is a go! Right now your group is about 80 feet away from the boars. Open plains leaves full line of sight and charging, for those able to cover the distance. One full round action each, then init based combat begins.


The knowledge nature would indicate that they would put up a decent fight to you, and would probably overwhelm a small group of travelers


If the intent is to kill the boars, veryone may take a full-round action, then we will enter initiative.


Not only vicious, but out of place. Some fifty miles west is a mountain system that runs north to south down the massive eastern peninsula of Talingarde. At the base of those mountains are the only dense forests on the east side of The Borderlands. It is there, that these dangerous beasts should be. There are four in total.


Thanks for the order!

The first night passes uneventfully; even miles away, billows of smoke peer over the horizon from what was once Aldencross. Though it's residents are now without home, they escaped with their lives thanks to your efforts.

During travels on the second day, Cal spots a group of wild boars long before they notice any of you.
Kn: Nature, if anyone has it


With enough time, the party finds a quiet grove to set camp in for the night...

Let's get a 'watch' order set up! We can do this here or the discussion thread


Since Selino seems to be up in the air, I'll proceed and we can ultimately decide what to do with him later

With the residents Aldencross packed as quickly as they can, the villagers move westward on the road to Lorinsgate. Though visibly dismayed at Nukilik's decision to travel with his newfound friends, he still urges his cub-child to move without him. He had always known the young Naatanuk was made for greater things, but no parent is ever ready to see their child go.

The people of Aldencross grant horses to those of you who desire one. Each will come with bit, bridle and enough feed for a week. They will also supply each of you with a week of dry rations.

Moving southward into the borderlands on a straight route to Daveryn, within hours the glowing hue of fire can be seen in the distance back in the direction of Aldencross, mingled with a thick clouds of smoke; the invasion has begun.

The borderlands are primarily grassy plains, with sporadic dense woods and small lakes.

As the sun sets and moon rises, the heroes must decide where to stop for the evening, if at all.


I try not to frontload options on the party, and assumed some of this would come up in party discussion. The major pathway to Daveryn goes east from Aldencross until the next tower, Lorrinsgate, which is heavy populated. From there, it goes south through Tarrington Fields, and back west to Daveryn. There's absolutely nothing wrong with escorting the villagers back to Daveryn. The process will take two weeks longer than taking a direct route to Daveryn through the wilderness. Which will give you downtime if you wanted to craft anything during the off-hours of travel. Travelling directly to Daveryn will require a few simple survival checks. The villagers will keep ahead of the bugbear army whether you accompany them or not. Balentyne was by far, the least defended watchtower along the wall, but now that the bugbear army is invading from the south, Lorrinsgate will not be defensible. Once the villagers from Aldencross arrive and deliver the news, the small Talrinean army there will flee and escort the villagers back to Daveryn, warning any along the way. Travelling with the villagers would, in the PCs minds, possibly ensure their safety. Travelling directly to Daveryn would give the major city much more time to retaliate.


Judging by the size of the army you saw to the north, it wouldn't matter if there were similar sabateurs at the nearby tower of Lorrinsgate. The only play that could muster a defensible force is going to be a major city. Escorting the caravan of villagers will probably take around 10 days to arrive at Daveryn. Horseback through the wilderness on a direct route will take possibly 2.


End of Chapter 1: The Fall of Balentyne

Though all that was done that could be, an assault on Balentyne, and most likely Aldencross is inevitable. The four men bearing the mark of the forsaken had all too well sabotaged the castle's defenses. Were it not for the unlikely heroes, they would have vanished into the night after murdering Commander Havelyn, free to watch the invasion from the distance.

The townsfolk, obviously distressed at the news, hastily pack what little they can. The nearest city, Daveryn is not too far, perhaps a hundred miles, but wagons are unable to make a direct route through the wilderness. Instead, the will take the road along the wall, passing warning to Lorrinsgate along the way, all the way to the east coast and trail it down until they reach Daveryn.

What will our unlikely heroes do now?


Forgot to add the villains items.

Suit of Black and Red MW Fullplate
Kukri 4x
Potion: Cure Light Wounds x2
Potion: Invisibility (10 mins)
Studded Leather x2
Cracked Dusty Rose Prism Ioun Stone

Spellbook:
4th- Solid Fog, Summon Monster 4
3rd - Summon Monster 3, Haste
2nd - Summon Monster 2, Protection From Good Communal, Glitterdust, Mirror Image
1st - Mage Armor, Magic Missile, Summon Monster 1, Mount, Shield


The unlikely heroes find more weapons and armor than they know what to do with; most still attached to the corpses of those who tried to fend off the saboteurs.

The villains carried a large satchel of gold, platinum, and potions: most likely looted from the tower.


There will be some time to do that over the next few days, so feel free to preemptively do it now for Kyriel.

This is going to be a pretty long list. I'm sure you won't be taking all of these items. I'm going to continue with the gameplay thread while we discuss here who takes what items and how you want to manage your party inventory.

I am not overly concerned with coin weight unless we're talking something like 30,000 copper.

...................................

Coinage:
Platinum: 500
Gold: 8537

Weapons:
There are more longsword, lances, longbows, heavy crossbows, bolts and arrows than the party could carry.

Warhammer
MW Lance
MW Composite Longbow (+3 Str)
MW Composite Longbow (+4 Str)
MW Heavy Mace

Armor:
There are enough suits of Scale Mail, Chainmail, Chainshirts, and Heavy Steel Shields than the party could carry.

MW Full Plate x3
Breastplate

Magic:
Poison Resistant Heavy Steel Shield of Light Fortification
Champion Fullplate
Flaming Greatsword
Scroll: Dispel Magic
Potion: Cure Moderate Wounds
Potion: Cure Light Wounds x8
Elixir of Truth x2

Spellbook:
4th-Ice Storm, Stoneskin.
3rd-Fireball, Fly.
2nd- Bull's Str, Flaming Sphere, Protection from Arrows, Scorching Ray, Web.
1st-Expeditious Retreat, Mage Armor, Magic Missile, Sleep.

Misc:
Poison: Wolfsbane. 10 doses.
...............................................

We're finally coming into magic items. I'm going to make a slight change to the existing magic weapon and armor rules with ABP.

The rules as is allow you to create a magic weapon at a discount, because the bonus of the item comes from your ABP bonus.

Example.

Flaming is a +1 special ability.

If your total ABP for a weapon is +2 Enhancement, then when using a flaming greatsword, it would be considered a +1 Flaming Greatsword.

New Rule: When attuning to a weapon with a special ability, you may choose not to attune the special ability. So for the above example, you could use it as a +1 Flaming Greatsword or a +2 Greatsword.


Hope everyone is enjoying their weekend. Before the end, I'll have a loot list up from things that youd probably scrounge from Balentyne during the time you have. After that I'll provide some direction for the next leg of the campaign.

Please take this time to level your characters up to 4.


No. The 'evil' party spends an entire month in the town slowly sabotaging it.

Usually the group is level 5 around this point, but these guys were gestalt and had a level 7 caster to push them through.


There's no way to meaningfully damage this bridge that would delay them anymore than an hour, since the iron framework goes on both the sides and underneath the drawbridge.

Karl has done what could be.

As for the watch posts, nothing is very intact at all. For the most part, there is only one tower and one gatehouse in Balentyne. In the, there was a room with arrow slits and tons of arrows, but they were all burnt down. In the gatehouse, the arrow stores were burnt down, the scalding sand was dumped out.

Anyone with knowledge engineering could tell you that this place is pretty indefensible now. The intruders did a smash up job of sabotaging it.


It would take a considerable amount of time to smash the bridge. The framework is thick steel, with the boards fitted in going shortways. Breaking the framing in one spot doesn't compromise a great deal of it, with the boards running as they are and bolted in. You could break a few boards, and it may buy a little time.


They weren't all worthless! The villains were a 5 Antipal/Barb, a 7 sorc/wiz and a pair of 5 rogue/clerics. They were beaten up and almost out of spells by the time you got to them. Tacitus chunked down their HP with a wand of fireballs, Donnagin and his monks took resources, and the arcane caster blew a lot of spells on the gestalt archon they had to fight.

A brief run through the castle reveals a gruesome scene.

Downstairs, in the master barracks, the bodies of over three dozen guards lay in their beds, all of their throats sliced open.

Nearby, Father Donnagin and his monks are slaughtered in their holdings. They put up a valiant fight, but were no match for the intruders.

In the courtyard outside the keep, the remains of Captain Barholde and a few of his retinue are thrown in the grass. The nearby temple to Mitra has been desecrated and marked with the unholy symbol of Asmodeus.

Finding ways to make blockades proves futile. A river splits Balentyne from it's keep to the gatehouse, separating it from the Savage North. With the drawbridge raised, it would be nearly impossible to get an army through quickly, but the mechanics to raise it have been sabotaged. So too has the gatehouse: the portcullis may no longer be lowered and even if it were, a large hole is now in the foundation of the gatehouse for easy access. The stores of arrows and scalding sand within have been split or burnt. Balentyne has been left defenseless.

On the drawbridge below the causeway lay the body of the caster who fell.

Perception 20 from the causeway, 10 from the bridge:
The dead caster has a runic "F" burnt into his forearm. It is the sign of the forsaken, given to prisoners at Branderscar before they are executed.


There's no one left. All of the enemies have been dropped


This combat has grown somewhat stale. Our villain is presently reduced to two health, is out of smites and LoH, and will more than likely die in the next turn of combat roles. Let's keep things alive here.

Despite Karl's insults, the antipaladin fought a mighty battle, protesting until his last breath.

Now, the causeway is littered with the bodies of friend and foe alike. From the top of the bridge, the group has a vast vantage of the north beyond the wall. In the darkness of the night, the glow of torches can be seen. As the noise of battle gives way to silence, the thunder of war drums can be heard in that same distance.

An army marches on Balentyne! Judging by their pace and distance, it will only be a few hours before they descend upon the compromised watchtower.


The scuffle continues: though weak and injured, Karl's incessant taunts and dancing about infuriates the antipaladin and further draws his attention.

Greatsword: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 2d6 + 6 + 6 ⇒ (6, 6) + 6 + 6 = 24


Initiative is on Kyriel, Cal, and Nukilik.


Kyriel's blade slips between the metal sheets, finding flesh and blood. The plated monstrosity only seems to become more angry, reflected in his wild blows.

Greatsword: 1d20 + 14 ⇒ (4) + 14 = 18


Crit confirmed! Just waiting on Cal now


Init falls to the party


I don't mind! Live and die by the dice! I really don't 'root' for my villains. I sympathize with him for the rolls, but that's all :). Should he have had a -2? I'm not seeing where it would come from. Based on the previous posts I'm guessing you meant because he charged last round and not this one? He entered a rage, though so it's another +4 str. If I'm missing something, let me know!

Cal's arrow penetrates the raging antipaladins armor and distracts him long enough for Kal to maneuver about and get a clean shot to the back of his head, but the helm absorbs the blow.

The man wanted so much to climb that tower and make Cal more intimate with his weapon than he probably ever intends to be, but Karl is still close enough to hit, and he's still pissed at him too. His anger gets the best of him; his wild swings coming nowhere close to contact.

Greatsword: 1d20 + 14 ⇒ (7) + 14 = 21

I've moved Cal down two levels in the tower just to reflect his distance better. I'm pretty sure he is now within his first range increment


Initiative is on Kyriel, Nukilik and Karl


The final bolt from Mathilde prooves fatal for their healer, the force of the blow rendering him unconscious and pushing him off the edge of the causeway. Landing on the drawbridge below, his figure contorts unnaturally.

"Limp wristed...!? I'LL KILL YOU!!!", the plated monstrosity angrily screamed. Thankfully for Karl, he is out of smite good for the day!

Attack(Furious Focus/Rage): 1d20 + 14 ⇒ (7) + 14 = 21

Lol, the rolls. This poor guy should have been taken so much more seriously


Yes, if I don't have a post from Nukilik by the time I'm home from work tomorrow I'll post on his behalf


"The only thing you're about to do is taste Asmodean steel!"

The towering figure charges down the causeway towards Karl swinging his blade with all his might, each hefty step on the way sending vibrations down the narrow bridge.

Charge/Power Attack(Furious Focus): 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 2d6 + 6 + 6 + 1 ⇒ (6, 2) + 6 + 6 + 1 = 21

The other mysterious man moves towards the gatehouse, digging through his robes to produce a flare. Pointing it straight up, he fires it into the sky, cackling fiendishly. "Talingarde will taste the might of Asmodeus!"


No problem partybear, all is well.

The plated man turns slightly, half-facing Karl and half the Commander laying on the access bridge. He smiles wickedly at Karl before yelling out "Have you come to save your precious commander!?".

Without hesitation, he brings his blade down on the back of the commanders neck.

Coup de Grace(Smite Good): 4d6 + 8 + 12 ⇒ (5, 3, 2, 1) + 8 + 12 = 31

The plated mans ally rushes behind him, chanting briefly...

Spellcraft 17:
Cure Moderate Wounds: 2d8 + 3 ⇒ (4, 5) + 3 = 12


Kyriel lets loose a shot worthy of a tale to tell his grandchildren. The arrow catches the man in the neck; while he remains on his feet, the wound is clearly mortal. He snarls out, taking one last stab at the Commander.

Attack: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d4 + 3d8 + 6 ⇒ (1) + (1, 4, 2) + 6 = 14

Both the crazed man and Commander Havelyn fall to the ground.

Init moves to Cal and Karl


Waiting for Kyriel to take action.


She* mentioned. I'm sorry I didn't get it posted yesterday, power supply stopped working and I couldn't get my boyfriend to get the part until today. I've created a roll20 session for us to use. Click here to join. Make sure you post which character you are playing in the chat box so that I can give you permissions to move your token. You can zoom in and out of the map with the scroll bar in the top right corner of the map section (For those new to roll20).

Initiative:

19 - Kyriel
17 - (Enemy)
10 - Cal
8 - Karl
8 - (Enemy)
6 - (Enemy)
5 - Lord Havelyn
2 - Nukilik


Initiative coming soon, please refrain from substantial posts until then!


The group continues up the tower, the next floor was once a supply store for arrows, but they have all been recently burned. The lack of smoke would suggest magic may have had a hand in the destruction.

Finally, one more floor up, they reach the top of the tower. Two large double doors at the top of the stairwell are burst open with such force that one lay on the floor. The room itself is an orgy of death: dead bodies of dozens upon dozens of messenger ravens litter the floor, surrounding their keeper, Martin. He lay on the floor facedown in a pool of blood large enough to indicate he could no longer be alive.

From the opening in the wall used for the birds to come and go, much can be seen:

The top of the tower is two stories above a courtyard, with a keep in the center. A stone watch-wall is erected around the perimeter. Centered on the western wall, a small access bridge leads from the watch-wall to the gatehouse, where Karl would know a lever is placed to raise and lower the drawbridge beneath.

In the middle of the access bridge, everyone can clearly see Lord Commander Havelyn fighting off three attackers. One is short, lithe and garbed in black dancing agilely around Havelyn and laughing. Another is adorned in plated armor as black as the night itself, gripping in his hand a sword larger than most of you. The final remains in the back, throwing divine incantations. They are roughly a hundred feet away and two stories down.


The room above the smith once served as to commemorate Balentyne. Where banners of recognition once proudly hung from the walls, now only tattered cloth remains. Two guards have been murdered here, their bodies discarded to the floor. There are two additional exits: a door heading to the northwest, and a set of stairs leading up.


All that would be known is that Lord Havelyn's personal chambers are near the very top of the keep


Various wounds cover Captain Barholde's body, ranging from slashes made from large swords, bite and claw marks, and even burns. He certainly did not die a swift death.

In response to Cal's comment, Nukilik could take a moment to think about what he knows of Balentyne and it's defenses. He would know the three strongest, and probably most time consuming threats for an evil party to neutralize would be Lord Havelyn himself, a catapult on the top of the tower, and an Archon (though neither he nor Karl would know its actual location

Moving through the door at the end of the hall, Karl enters the main thoroughfare of the keep: a twenty-foot wide, one hundred and sixty foot long hallway with massive double doors on each end. From his experience here, Karl would know that taking a right through the double doors would lead to the drawbridge that connects the keep to the gatehouse that serves as access to the savage north. Going left would lead them out and to the road leading back to Aldencross. There are three doors on the wall opposite the side the party enters from, all closer to the left exit. There are also two doors on the same wall the party comes in through, further down on the left.


The end of the hall leads into the massive mainhall, which you have walked through a few times. I had another GM show me how to set up some things on roll20, and I'm actually going to post a map up there and use it for combat positioning, looks pretty nifty. I should have it and a link up by the end of the day

Tracks on the floor indicate a great deal of movement throughout the day, possibly guards coming and going. The most recent movements have been through the door at the end of the hall.

Random roll to determine which door Karl burst into
1: Varning. 2: Barholde. 3: Mott. 4:Eddarly: 1d4 ⇒ 2

Barging through the door, Karl finds Captain Barholde, dead on the floor. The wardrobe, desk, chair, and bed are all dented, broken or pushed about, being slammed into during the obvious struggle that occurred here.


Each of the doors on the sides of the hallway are locked.


The group pushes through to a short hallway that takes a right turn at the end, only thirty feet down. While the end of the hallway the party is on is dark, a small bit of light trickles in from around the corner. Moving to the end of the hallway near the turn, the hall extends another sixty feet, lit by a torch burning on a sconce. There are five doors in this hallway; two on the left, two on the right, and one at the end. Karl immediately recognizes this area as housing for the four captains of Balentyne. Bellams older brother, a Captain himself, once brought him here for drinks in his room after a particularly frustrating encounter with Lord Havelyn. It is disturbingly quiet.

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