Lenira Re

meloriel's page

11 posts. Alias of Jessica Catalan (Organized Play Line Developer).


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The groups takes off at a run, hurrying along the outer wall. The dog barks, and the hobgoblin gives chase alongside it.

How far are you running before stopping? Is anyone going to do anything to prepare for a fight?


Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Stealth: 1d20 - 6 ⇒ (1) - 6 = -5

Georgedef starts to creep away to check out the wall for signs of weakness. Unfortunately, he sounds like a herd of stampeding aurochs. The ugly dog growls and you hear a voice.

Hobgoglin:
"Did you hear that? Sounds like an armoured owlbear falling down a mountain!"
"You check it out. I'll hold position."

You hear footsteps approach, and the growling gets closer.

Are you running along the wall to try to get away, or standing your ground to fight?


While the crowd seems to listen to you for a time, after a few minutes, they seem jealous of the goods and clearly consider pilfering their share from the bodies. Fortunately, they seem to decide you're more dangerous than the loot is valuable and don't approach.

You find the following goods your attackers.

potions of cure light wounds (4)
potion of invisibility
scrolls of magic missile (2)
scroll of doom
scroll of obscuring mist
chain shirt (2)
splint mail
tower shield
elixir of love
dagger
scimitar
short sword
quarterstaff
longbow
arrows (20)
silver holy symbol of Nethys
a key.

The key has a symbol of a kneeling human male with his arms raised to the sun on the bow.


Together, Mr. Ice, Bunny Paras, and Paras take down the last of their attackers, leaving the market a mess of blood and unconscious people. Within moments, locals return to the market, some going about their business, but many to eye the well-equipped bodies on the ground in an assessing fashion. They glance back up at you then back down at the bodies.

It seems, for the moment, your presence is preventing the locals from looting the bodies, but it won't last for long.

Are you searching the bodies of the people who attacked you for clues? Are you saying anything to the crowds? Healing? What's up?


Bunursa cooks a delicious dinner using fresh produce plucked right from her garden. After tidying up, the group turns in for the night, exhausted from the day's events.

Come dawn, the group begins the journey back to the Grand Mausoleum. Outside, crowds of angry locals gather to protest the continued exploration of the tombs within the Necropolis. The priests and guards on duty seem wary of the crowds—priests looking nervous and perhaps even scared and the guards looking on high alert.

Outside the Grand Mausoleum, beyond the massive ritual pool speckled with gold coins (tossed in for luck) and the small white crocodiles that live inside, is the Sunburst Market, with the temple of Abadar and various other shops situated on the plaza's edges, and rows of orderly stalls throughout the centre—all shops and stalls for buying, selling, and trading.

Where to? If you want to heal Kembe (in case of ghoul fever) you'll need to visit the Grand Mausoleum. If you want to buy or sell anything, you'll need to visit the Sunburst Market. Later, when you're all ready, you'll need to head to the Necropolis Gates to proceed with your second lottery location—presuming the church has decided you deserve to have a second chance!


Outside, Rhesa discovers the archive nearly backs up against another cliff, leading higher and deeper into the island. Bored, she climbs up the side and takes a gander around.

Perception: 1d20 + 13 ⇒ (10) + 13 = 23

While she's unable to see anything atop the nearby cliff, due to the angle, far off in the distance she notices two buildings of interest. One, on the same level they're currently on, is a tall spire of white shell. The other, atop the cliff nearby the spire, is an orb of water, floating in the air. While she can tell the water's moving in place, she can't tell if there's anything inside it from here.

Anything else you're doing at the archive? And where to next? Going up the cliff? Going to the distant spire?


When the mist rises off the river, the group moves, staying close and staying quiet. They creep forward, not really able to see where they're going on their way across the clearing, and relying on their gut and other senses. They reach the river, and have to follow it for a time before they manage to find the bridge. Then they hurry forward and up the hill, coming to a stand still behind the crumbling fortress wall. The mist reaches no higher up the hill, meaning any attempts to get closer to the fortress will be without the cover of mist.

If you want to drink your potions now, Georgedef, now's your chance.

Glancing around the corner of the wall reveals the inner courtyard. Countless shallow pits have been dug into the dark soil. More alarming, however, are the signs of recent combat all around—dozens of corpses are littered throughout the courtyard. Most are human, but some are hobgoblins as well, and all show signs of an intense battle. The human bodies have been stripped of their gear, and if not for the broken swords and bows lying about, one might be inclined to thing that the dead soldiers fought with the shovels and pickaxes leaning against the inside of the outer wall.

Ahead is the keep's front door: a stout wooden gate with no handles on the exterior. Between your hiding spot and the door are two hobgoblins, one with bow in hand and other with longsword on their hip, and a hideous looking guard dog. Both the hobgoblins have a signal horn on their belt, for raising an alarm in times of trouble. A further two hobgoblins with bows stand alert on the upper ramparts, directly above the front entrance.

Nature DC 11:
The dog is a goblin dog. They're filthy, ill-tempered, and their bite causes an irritating rash in most humanoids.

What's the plan? Also, if you're moving or speaking, be sure to give me a Stealth check.


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