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Herald of the Netherworld
![]() Gavannon splits the last bat winged gorilla head as Aliseya crushes its scull. The undead beast falls screaming to the cages below. 2400 XP As the head hits the water you see some movement in one of the three cages below. A weak whimper echoes through the chamber - sounding vaguely like a cry for help. On a second cage there is a flash of movement and color. As you squint through the shadows you see what appears to be a bird of some sort strutting on top of the cage ... it appears to be a peacock! ![]()
Story Narrator
![]() Init: Ezekial, Veronica, Trolls, Larisa, Seres, Connor Round 4 Larisa moves to the ledge across from the door and fires a crossbow bolt through the troll's shoulder - eliciting howls of pain. Connor delivers a vicious strike with his lance as he fends off the creature's grapple attempt. Round 5 Ezekial holds waiting to see if the troll emerges. Veronica moves to attack with Larisa, but her shot is wide. The troll withdraws into the shadows of the room and disappears up the western stairs. Everyone is up. dice: ![]()
M Human Rogue (Knife Master) 1; Perception+6, Init+4, AC 17, HP 15, Fort +3, Ref+6, Will +3; dagger +4 (1d4+1)
![]() Dragonofashandflame wrote:
Google sheets works well for tracking loot. We can collectively update the sheet. ![]()
Story Narrator
![]() In dungeon, Jhod appears visibly shaken by Veronica's words - his eyes begin to tear up and its obvious that he is struggling to retain his composure. "Erastil speaks through the church, and the church cast me into the wilderness! I will not serve a god whom supports a corrupt church. I will not worship a god whom punishes his faithful servant for protecting his community. The church must answer for what they have done to me! To be betrayed after twenty-two years of servitude is unconscionable. I warn you, if you dare to bring their influence into the Greenbelt, you will share in their retribution!" He is startled to his feet when Veronica fires on the stone idol and knocks off one of the gaping maws. "Fool girl, you will learn to respect that which you do not understand. My queen will come unto this land during the alignment of Liavara, Bretheda and Aucturn. She will purge this land of the unfaithful. Prepare yourself - the end times draw near!" With that he steps into the stone wall and disappears from sight. Religion, DC 20: You know that the stone idol is the elder god Shub-Niggurath, the Black God of the Woods. ![]()
Herald of the Netherworld
![]() The professor raises and eye at Caracotl as he begins to refill his pipe. "The Seasage Effigy appears to be a religious relic of some sort. It was recovered during an archaeological dig near the town of Illmarsh. Likely it is an interpretation of one of the ancient gods that the indigenous peoples worshiped before these lands were civilized, but we can't be certain. It may indeed be a demon of sort - but it doesn't match any known demon that we are aware of." An image of the Seasage Effigy has been added to your Roll20 journal. The town has several general stores for you to pick form. Assume there are places to buy scrolls, potions, wands, etc. Anything that you want to buy should be available at standard market prices. I will fast forward the story tomorrow to evening at Judge Daramid's house. You're welcome to continue working out the details of your purchase in parallel with the story. Treasure Values: Bronze War Medalion - 40gp Painting of Stavion I - 100gp Hair Clips - 35gp Lopper's axe - +1 hand axe Tarnished silver flute - 300 gp masterwork flute ![]()
Herald of the Netherworld
![]() Congrats on completing chapter 1! You will note that a XP tracker spreadsheet has been posted to the Campaign tab. You have each leveled up. Please go ahead and update your profile with your new stats. We will proceed to an interlude period before starting chapter 2. During the interlude I would like to recruit two additional players. We'll get started this weekend. ![]()
Story Narrator
![]() Round 3 Initiative: Ezekial, Seres, Connor, Bear, Aldarion Aldarion quickly moves to heal Connor. CLW: 1d8 + 2 ⇒ (7) + 2 = 9 Connor & Ezekial:
As you engage the bear, you notice that your weapons take on a white nimbus of holy energy. You sense that something greater than yourself is guiding you. Ezekial tumbles behind the bear and delivers a bloody strike with his kukri to the bear's vitals. Seres, after inflicting a grievous wound with his initial gravity enhanced arrow, fails to hit on his second strike. Connor uses his gauntlets to pry out of the vice grip of the bear's jaws. Cinder attempts to attack the bear but is unable to hit. Howling in pain, the bear withdraws from combat. It retreats in the direction that it attacked from - disappearing quickly into the darkness. You may attempt to pursue or make a ranged attack. The bear is 80' away from you now with concealment from the surrounding trees and darkness. ![]()
Herald of the Netherworld
![]() With caution, the group moves through the north door of the foyer and then again through the first west door in the proceeding hallway. The door reveals another passage with a hall branching from the right. Taking the branch, you come to a room with a door that has fallen off of its hinges. Again you enter he ruined chapel of Pharasma (S8). Within the chapel, thick sheets of what appear to be cobwebs drape everything within in gossamer threads. Within the northeast corner of the room, the heavily armored half-orc that you found before remains where you left him - kneeling with head bowed in supplication. Again, the half-orc does not react to your presence. As you attempt to decipher the meaning of the half-orc's presence, you are surprised by the sound of flapping wings above you. Looking up, you see a large colorful bird perched on top of the statue of Pharasma. The bird squawks and then floats down from the marble lady of graves on extended wings to the dusty alter below, where it then prances from end to end before hopping down onto the ground in front of you. The peacock regards you with tilted head. ![]()
Herald of the Netherworld
![]() You just leveled. You're level-ups will take effect the next time you rest. Please go ahead post your HP rolls, new skills/feats, etc. in discussion and update your profile stats. We'll continue Ulrik's HP policy. 800 Burning Hall & 2 flaming skulls
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Story Narrator
![]() Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne. Thus begins your expedition to the Stolen Lands. As you travel the forlorn miles of the South Rostland Road, you consider the political events that have led to your group's charter. Tension amongst the Brevoy noble houses has been rising inexorably and the scourge of civil war now seems inevitable. As a prelude to the approaching conflict, Restov has sent intrepid groups of explorers south to colonize the greenbelt with the hope of both securing its southern flank and possibly seeding a future client state. Without such an alliance, Rostland stands little hope of withstanding Issian aggression. Perhaps your status as free agents will delay a response by House Sutova, but with the aid of the notoriously insidious Issian intelligence networks, such ruses cannot long remain undetected. Furthermore, as you gaze upon the trackless wilderness of the Rostland frontier, you wonder on the viability of any form of civilization rising from this bleak landscape. Many would be conquerors, from the Taldans to the River Kings, have tried and failed to tame this land. Perhaps, by divine providence, your fate will be different. Despite the grand strategic machinations swirling in Restov, your immediate objectives are clear - explore the Greenbelt and defeat the bandits whom use it as a safe haven. The bandits of the Stolen Lands have developed a well-earned reputation for depredation and cruelty. A mysterious leader has risen amongst their ranks to consolidate the disparate factions. Now, the bandits routinely strike north into the Rostland frontier, razing and pillaging all those who would stand in their way. Such attacks threaten to disrupt the southern Rostland trade routes and to undermine the lucrative mercantile exchanges that underpin the Rostland economy. The attacks use extreme violence and nefarious tactics to incite fear within the populace - cowering those who may otherwise resist. The brutality of the banditry is further aggravated by the apocalyptic warnings spouted by many of the brigands to their victims – dark prophecy reminiscent of the insane ravings of Groteus. There is no doubt in your mind that these brigands must be put to the sword. You attempt to shake your dark thoughts by studying the gnarled, moss laden trees that densely crowd both edges of the road. The branches of the ancient cypress and junipers interlock to form an impenetrable canopy of creepers and dead leaves. Black, inky shadows hide all manner of beasts - many of them small and harmless, but not all. Among the trees, the melting snows give proof that the frozen grip of winter is slowly releasing its cold embrace. The biting northeasterly wind that stiffly bends the tree boughs reminds you that even though summer has now arrived in the southern climes, at these far northern latitudes, winter is never far away. You remind yourself once again to be weary of both nature and its denizens - there are many ways to die in this unforgiving land. Ahead, the crumbling battlements of a weathered fort can be seen. Finally, this must be Oleg's Trading Post. In the hundred miles that you have traveled since leaving Restov, this is the first sign of humanity that you have encountered. The rutted South Rostland Road meanders up to the old fort before turning east and becoming little more than a trail. Atop the battlements of the fort, rotted catapults stand watch - once proud sentinels now hobbled by the ravages of time. Beyond the catapults a thin, black column of smoke from a cooking fire contrasts sharply against the backdrop of the sapphire blue sky. The acrid smell of burning wood, laced with the tantalizing smells of roasted venison, fill the air. The open gates of the fort beckon you forward into the courtyard beyond. ![]()
Herald of the Netherworld
![]() Ugh, that sounds like a rough week. It sounds like you're doing the right thing with your son. I wouldn't allow your in-laws or anyone else to intimidate you. Work and the other issues will pass - things will get better. No worries on this game - we're here for you anytime. ![]()
Female Elf Blade Bound Magus 2; HP 3/17, AC 17, Fort +4, Ref +4, Will +3, Init+4, Rapier +5 (1d6+0/18-20x2)
Skills: Perception +3 Tracked Resources:
5/5 Arcane Pool ![]() Hey everyone. Ulrik has graciously agreed to allow me to GM until he can step back in. I have some table top GMing experience (*cough* ... in the 90's), but I think I've been playing PbP long enough that I should be able to fumble my way through. Anyway, let me know if you have any concerns. Otherwise, I'll get the council hall encounter started in a couple of days once I get organized. ![]()
Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources: Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2) spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd: ![]() Round 5 Will save:1d20 + 5 ⇒ (5) + 5 = 10 Epik will move to the creature and attack: Attack:1d20 + 11 ⇒ (7) + 11 = 18 Damage:1d8 + 4 ⇒ (7) + 4 = 11 ![]()
Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources: Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2) spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd: ![]() Nowzai al'Nazari wrote:
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