Saga of a New Land

Game Master vayelan

A Kingmaker campaign of politics, intrigue, and war.

Maps:
Greenbelt and Barony Map
Stolen Lands Map
The Abandoned Fort

Labyrinth Exploration Map

Encounter Map: Isle of the Lizard King

Resources:
Party Loot and NPCs
Quest Log
Kingdom Tracker Spreadsheet

Kingdom Building Rules
Kingdom Turn Sequence
Buildings


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Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Lord Christian D'Elagante wrote:

Seeing the frown on Bydar's face brings concern to Christian's own face.

I also share your concerns. We need to be prepared to fight or flee if talking does not work.

He nods to Christian at that. "Hopefully neither will be needed, but still best to be on guard as you say."

Syretia wrote:
Syretia frowns, considering all she has learned in her studies. "I have to agree with Bydar, something smells wrong about this spirit."

Bydar is glad that it is not just him who felt something was off about the spirit.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)
Syretia wrote:

[dice=Religion]1d20+12+4

Syretia frowns, considering all she has learned in her studies. "I have to agree with Bydar, something smells wrong about this spirit."

Now I am concerned if the two of you are at a loss for what this thing could be.

He looks at both of them.
If we get to see this thing, let us know what it is right away and plan as if we have to fight it. I would rather be ready and flee then be unprepared and in a fight with an unknown enemy.


As Bydar continues to speak with one of the iruxi warriors, he finally shares some information with the Shelynite, which he then quietly passes along to the rest of the party.

The warrior confides that it is becoming difficult to listen to the child's cries of fear when the king brings him to the spirit hut to be presented before Stisshak. As explained through King Vesket as a spokesman, Stisshak's will is for the child to be periodically brought before him and, in the secret confines of the spirit hut, subjected to great and terrible fear.

The warrior, like his other lay kin, have assumed this is for some unknowable spiritual purpose that they cannot fathom. Nevertheless, listening to this for many nights has eroded their resolve and left them feeling guilty.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Bydar shares what he heard with the others, trying to mask his facial expressions and tones about the guards to some degree. "This is concerning. A spirit of some sort is inflicting fear on the boy regularly? it sounds like torture... or some undead perhaps?"

He thinks of what undead MIGHT match this 'spirit'

Knowledge Religion: 1d20 + 11 ⇒ (16) + 11 = 27


Although Bydar can think of a few undead that prey upon the fears of the living, the other details he picks up from the iruxi suggest that this is not any sort of undead at all.

The swampy terrain and warnings from Elga combine to lead him to conclude that it is actually a will-o'-wisp that has fooled the iruxi tribe, much to the detriment of the poor captive boy. These sentient, evil creatures feed on the psychic emanations of terrified creatures, so the pieces suddenly fall into place about why it would be coaxing the iruxi into being more aggressive than they otherwise would be.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Bydar's eyes widen as that sinks in, and he whispers to his allies, "I think they're being fooled by a Will o Wisp. I think they ...feed on such things as fear. This isn't some ancestor. It's a parasite and a user. Anyone know what their weaknesses are?"


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Willo Wisp? Are you certain of this?
The young lord looks around the area at the huts of this village.
We remove this wisp, and we do it right away. Bydar has it right. Quickly now, what knowledge do we have on this thing?

He pauses for a second and then adds to his conversation.
I think Vesket is in on this as well. I am afraid of what might happen if he remains in power. The region will have a new Stag Lord that will pray on the innocent. He should be dealt with.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

"It makes sense, it feels right" He says when asked if he's certain.

Quote:
I think Vesket is in on this as well. I am afraid of what might happen if he remains in power. The region will have a new Stag Lord that will pray on the innocent. He should be dealt with.

Bydar is less sure of that, "I ... think Vesket might be fooled by the Wisp. He may TRULY believe it is an ancestral spirit. It doesn't excuse advocating for the torture of a child but I think he's less as partner of Stisshak and more its patsy. If we don't want war with the Iruxi, I suggest we not kill the King, but focus on exposing Stisshak before him and others."

"Now HOW we would do that? I've little idea."


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

A ruler has the power of the land. The people make the land and thus they have the true power. We are in a position to fight or flee, so we should tell the truth to the people. Let them know what we know. I can not see a whole village ok with this action. Tell them and let us see where the chips fall.


You can make one more Diplomacy check to sway the village to stand down and let you confront the will-o'-wisp and save the boy. You can get +4 to this roll because of the iruxi's pre-existing unease and the religious-based argument about the true nature of Stisshak.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Christian moves to stand in front of the Iruxi.

I cannot tell you how to worship your ancestors. I can however tell you that this....Stisshak is not some long lost spiritual ancestor. It is in fact a Will-o'-Wisp. An evil creature that thrives on the emotions of others. It feeds on the fear of its victims. We will destroy this thing and free your king from its influence if we can. He very well may be too far enthralled with Stisshak's influence to be saved. We will try.

Diplomacy: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40

He turns his head to the others, waiting for them to translate.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Bydar translates, and feels quite proud of Christian.


Your appeal rings true among the iruxi.

They admit you into their village, a collection of insulated mounds clustered around a single, larger mound.

The village’s central mound stands fully fifteen feet high, dwarfing the surrounding huts. Bones of all shapes and sizes crown the dome, sticking out of the dried mud at erratic angles. Fresh marsh grass has been scattered around the mound’s perimeter, and two spears, hung with feathers and other fetishes and topped with the painted skulls of fanged lizards, flank the mound’s entrance. The bright green hide of some large swamp reptile serves as the hut’s entrance flap.

They lead you past this, the king's home, to the "spirit hut" where Stisshak resides. This mound has a deserted, run-down look to it. The mud is dried and cracked, and (unlike the other, inhabited mounds) no smoke issues from its chimney hole.

King Vesket emerges from within, and he is very shocked and angry to find outsiders so close to the "sacred" home of their guardian spirit. Even without understanding their Draconic dialect, you can easily understand him demand something akin to "What is the meaning of this?"


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Your Majesty, in my haste to locate the missing child, I have overstepped my obligations of etiquette. Please forgive my transgressions...but King Vesket...where is the child?
Perception: 1d20 + 16 ⇒ (16) + 16 = 32


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

As we walk, I would be questioning the others on what they know of the creature. I am not sure if we lost all three of the other players or not....Knowledge Checks for
Brand: Dungeon +9, Nature +9
Orlog: Religion +6
Syretia: Arcana +17, Dungeon +15, Local +11, Planes +16, Religion +12, History +13


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Anything from my Knowledge Nature result of 20 about weaknesses?


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 5/5 2nd 7/7 1st 7/8 | Conditions: Mount

Still here, sorry!

"If what I remember of these monsters is right, I fear there may be precious little I can do to it directly. I'll do my best to enhance your own abilities."

Dungeoneering: 1d20 + 15 ⇒ (9) + 15 = 24


Brandt knows that Will o' Wisps are quite dangerous because of how elusive they are. They are able to slip from sight and become invisible almost at will, and even when they are visible, they are very difficult to strike due to their speed and natural defenses. He isn't familiar with any weaknesses, but Brandt knows that they can feed on fear, replenishing themselves from that energy.

Brandt knows they can become invisible (as the spell) with a move action, they have a default AC of 26 (flat footed AC 16), and gain fast healing 5 when within 15 feet of a creature that is dying or subject to a fear effect.

Syretia further knows only the creature's strengths, rather than weaknesses. Will o' Wisps are immune to almost all magic, with only two spells known to affect them.

Syretia knows that they are immune to any spell or spell-like effect that allows spell resistance, except for magic missile and maze, with those two spells affecting them normally.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Now that we have an idea of what we are up against...let us prepare accordingly. The way we came in us our exit strategy. If we have to flee, make for where we crossed and wait for all to come ashore.

We can try and de escalate the situation with the king.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

"King Vesket, this spirit , is no spirit. It is a faker, a pretender, seeking to use you, and through you, your people. Your true ancestors would not wish you to fall for this ruse. We can help you shake free from this. We can stop it for you, and free your people. Help us find the child, and help us help your folk"

Diplomacy: 1d20 + 15 ⇒ (14) + 15 = 29


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Christian adjusts his body posture and his tone of voice as he tries to help Bydar with his words.
Aid another +3 to diplomacy Skill

Aid other: 1d20 ⇒ 10


As you make your appeal to King Vesket and the assembled tribe, the king's pets slither out to stand at their master's proverbial heels. The creatures are a pair of crocodilians with black scales and reddish heads.

Ultimately, though, after your rallying call to the iruxi, King Vesket hoists up his ornate trident and howls defiantly.

"How dare you insult my ancestor's spirit!" he bellows in draconic.

He calls upon his tribespeople to turn upon the party, either tearing them apart or else driving them from their village. However, the iruxi make no move against you. Even if Vesket remains utterly deluded by Stisshak, the other iruxi's guilt of what they have abided has been heightened by the party's oratory. They realize that you are right, and that this situation cannot continue.

Although a schism now isolates him from his kin, King Vesket still appears ready to fight to reassert his dominance, affirm his faith in Stisshak, and drive the meddlesome intruders from his domain.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Well, we knew this was not going to be easy...
Christian steps forward with no weapon drawn.

He turns to look at the others.
If those crocks move on us take them down quickly.
...and then nods at Bydar.
Diplomacy: 1d20 + 16 ⇒ (20) + 16 = 36
His tone is steady and filled with seriousness.
Your ancestors are not this monster. They wish to protect their descendants, to bring their tribe glory by accomplishments, not war. They wish to pass along their teachings to the hatchlings in order to make their tribe stronger and better than before. That is what our ancestors do for us. That is what your tribes' ancestors do for you.

Christian looks to the tribe that has gathered around them and then to the king.
They wish peace and prosperity. A land they can tend to and homes to raise their young in. They do not wish to be aggressive towards their neighbors. Vengeance is not the way to raise your young. I know firsthand that no one wins in war. Everyone loses in the end. Your tribe has noticed that food is becoming harder and harder to find. Why is that. If the great spirit is here, then it should be able to bring food with it. It may be because that thing is not your ancestral spirit but a monster that has tricked you. The local animals have noticed it.

Intimidate: demoralize? or Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27
I am not Trying to intimidate so much as to make him ashamed and to realize this creature tricked him. If diplomacy is used, then add +7 to the total:34

Again, Christian steps forward keeping his tone soft and personal, but the depth of seriousness gets stronger. His words drip with disgust.
You are better than this. You know that this is wrong. You know deep down inside that this is not what your ancestors are about. You know this.
Christian stands tall.
What ancestral spirit would hide behind an innocent child.
A CHILD!


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Bydar sees the nod and readies for combat while hoping it doesn't happen. He is glad the lizard folk seem to realize something is terribly WRONG with this. He hopes the King can be convinced too but fears that it may not be so.


The iruxi villagers and their warriors are clearly cowed, ashamed of what they have done. Even King Vesket appears on the verge of tears, or the closest approximation from his biology.

The moment is shattered by a bright green flash of light.

A luminescent iruxi skull hovers just above and behind Vesket, and it screeches with a tinny voice that grates on your eardrums, but its ire is apparently aimed upon the iruxi leader.

Draconic:
"You have displeased the ancestors, and will pay the price!"

Dice Rolls:

Stisshak shock vs Vesket, touch attack: 1d20 + 16 ⇒ (15) + 16 = 31
Electricity damage: 2d6 ⇒ (6, 3) = 9

The glowing being delivers a powerful, painful shock to Vesket that drives the iruxi kind to his knees, leaving him twitching and howling in pain. Although the iruxi warriors brace themselves and stand at the ready with their weapons, the other villagers edge away and are a hair's breadth away from retreating into the shelter of their homes.

I've updated the encounter map.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Christian steps forward, drawing his weapon out and points it at the creature.
So this is the willow wisp.

He looks down at the king...
You can stand behind us...
Christian reaches his hand out to the large lizard creature.
...or you can stand beside us.

issue challenge as a swift, 5 footstep and full round action to help the king up.

His eyes dart between the two crocodiles and the evil green creature.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Draconic:
"You're no ancestor spirit. You're a farce, a brute, and a torturer of children!"
Bydar snaps, and suspecting battle is about to begin, turns to Christian, and invokes a prayer. He saw that the Iruxi King was shocked. That, at least, is a clue as to what is to come.

3rd level Protection from Energy spell cast on Christian... to protect against 84 points worth of Electrical damage.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

The challenge is issued to the willo wisp and grants all allies +2 to attack when I am threatening the target.


Initiative:

Will o Wisp: 1d20 + 13 ⇒ (12) + 13 = 25

Vesket: 1d20 + 2 ⇒ (14) + 2 = 16
Blood caimans: 1d20 + 1 ⇒ (1) + 1 = 2

Orlog: 1d20 + 5 ⇒ (8) + 5 = 13
Syretia: 1d20 + 3 ⇒ (4) + 3 = 7
Christian: 1d20 + 5 ⇒ (15) + 5 = 20
Bydar: 1d20 + 1 ⇒ (19) + 1 = 20
Brandt: 1d20 + 2 ⇒ (3) + 2 = 5

Dice Rolls:

Will o Wisp shock vs Vesket: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 2d8 ⇒ (1, 5) = 6

The will o' wisp shocks Vesket again before Christian can help the iruxi leader up and issue his challenge to the glowing, floating foe. However, once he's back on his feet, Vesket decides he will stand behind you - and he withdraws from the skull-shaped will o' wisp and takes shelter among his consorts and subjects to the east.

Bydar lays his divine protection upon Lord Christian in anticipation of the creature turning its attention upon him.

Orlog, Syretia, and Brandt can act next.


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Brandt, taking advantage of the opportunity, launches three arrows immediately into the will-o-the wisp, seeking to disable the target rapidly before closing to melee with it...

Attack 1: 1d20 + 10 ⇒ (15) + 10 = 25
Attack 2: 1d20 + 10 ⇒ (3) + 10 = 13
attack 3: 1d20 + 3 ⇒ (8) + 3 = 11

Damage 1: 1d8 + 3 ⇒ (6) + 3 = 9
Damage 2: 1d8 + 3 ⇒ (7) + 3 = 10
Damage 3: 1d8 + 3 ⇒ (7) + 3 = 10


Only one of Brandt's arrows come close to making contact with the darting will o' wisp, but its innate magic protection deflects the shot.

I'll bot Orlog and Syretia tonight, if need be, to move the fight along.


Male Dwarf Forgepriest 7 | hp 68 | AC25 T11 FF 24 | CMD 16 | F +9 R +3 W +9 | Spd 20' | Init +5 | Perception +14
Spoiler:
Blessing: 6/6, Fervor 2d6 6/7, Sacred Weapon +1 7/7, Sacred Armor +1 7/7

Orlog uses divine magic to enhance his strength and then move in melee with the glowing orb.

Bull Strength with Fervor

Warhammer: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Buffs: Bull Strength


Orlog swings with incredible might, but the accursed creatures swerves aside to avoid his warhammer.

Syretia uses her magic to hasten the party, in hopes that - together - you can overwhelm the will o' wisp.

Botting Syretia to cast Haste on the whole party.
Since her initiative slot is before Brandt, this means his first arrow would actually hit and he would get an extra shot.

Brandt hasted attack: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

With help from Syretia's magic, two of Brandt's arrows make contact and injure the glowing foe.

Dice Rolls:

Blood Caiman bite vs Orlog: 1d20 + 5 ⇒ (12) + 5 = 17
Blood Caiman tail slap vs Orlog: 1d20 ⇒ 16

Blood Caiman bite vs Will o Wisp: 1d20 + 5 ⇒ (18) + 5 = 23
Blood Caiman tail slap vs Will o Wisp: 1d20 ⇒ 14

Will o Wisp shock vs Orlog touch AC: 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 2d8 ⇒ (6, 4) = 10

One of King Vesket's pet blood caimans snaps its jaws and slaps its tail at the will o' wisp in vain, while the other does the same to Orlog with no more effect.

However, the will o' wisp discharges another bolt of electricity and zaps Orlog.

It deals 10 electric damage to Orlog.
The party is up again, and you are all Hasted.


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Brandt pauses a moment, intoning a prayer to Erastil, Lord of the hunt, make my blades strike true! Cast Lead Blades as the draws his flaming ranseur and closes with the glowing thing.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Seeing that this thing is unnaturally nimble, Bydar calls on something to increase the warriors chances of landing a blow "Eternal Rose, guide our hands and help my friends strike the false!"

Bless spell, Everyone gets a +1 to hit, and a +1 to save vs fear effects


Male Dwarf Forgepriest 7 | hp 68 | AC25 T11 FF 24 | CMD 16 | F +9 R +3 W +9 | Spd 20' | Init +5 | Perception +14
Spoiler:
Blessing: 6/6, Fervor 2d6 6/7, Sacred Weapon +1 7/7, Sacred Armor +1 7/7

Using even more magic to increase his fighting abilities, Orlog continues the attack.

Divine Favor with Fervor

Warhammer: 1d20 + 8 + 2 + 2 + 1 + 1 ⇒ (4) + 8 + 2 + 2 + 1 + 1 = 18
Damage: 1d8 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 = 11
Warhammer: 1d20 + 8 + 2 + 2 + 1 + 1 ⇒ (15) + 8 + 2 + 2 + 1 + 1 = 29
Damage: 1d8 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 = 11

Buffs: Bull Strength, Divine Favor


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Seeing the crocodile attack Orlog brings a hint of anger to the nobleman's face. He looks to the lizard king.
If you do not want your pets to be made into boots...I suggest you get it to attack the green glowing skull like thing.
He grins and smiles at Bydar.
You know what I mean. I do not have time to be diplomatic right now.

Christian steps forward
Attack 1, Haste, Challenge, Flank, Bless: 1d20 + 12 + 1 + 2 + 2 + 1 ⇒ (11) + 12 + 1 + 2 + 2 + 1 = 29
Attack 2, Haste, Challenge, Flank, Bless: 1d20 + 7 + 1 + 2 + 2 + 1 ⇒ (9) + 7 + 1 + 2 + 2 + 1 = 22
Haste Attack, Haste, Challenge, Flank, Bless: 1d20 + 12 + 1 + 2 + 2 + 1 ⇒ (18) + 12 + 1 + 2 + 2 + 1 = 36

Damage 1, Challenge: 1d10 + 3 + 7 ⇒ (6) + 3 + 7 = 16
Damage 2, Challenge: 1d10 + 3 + 7 ⇒ (1) + 3 + 7 = 11
Haste Damage, Challenge: 1d10 + 3 + 7 ⇒ (10) + 3 + 7 = 20

Since I do go on the 20 in initiative order...I am threatening the wisp and now everyone gets a +2 Bonus to Attacks.


With the magic and blessings upon them, Orlog and Lord Christian bring low the foul creature that has been manipulating the iruxi tribe and causing so much misery in this stretch of the Narlmarches.

Even before Vesket can rediscover his courage and intervene, the iruxi warriors hustle forward to leash the caimans and keep them from drawing the party's ire back upon the tribe.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Christian lowers his weapon and lets out the breath he did not realize he was holding.

He takes a second look at the creature to make sure it is dead before he asks Bydar a question.
What is the words for "You are free"

With the words on his lips, he walks to the Lizard King and repeats them.

He looks to Bydar
Do you have some healing available today?


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Bydar whispers the words to Christian so he can repeat them.

Quote:
Do you have some healing available today?

A smile at that, "Of course." Then he says in Draconic,

Draconic:
"The blessings of a true goddess on us all."

The glorious glowing mists explode from the symbol about the cleric infusing lizard folk and fellow adventurer alike with healing power.

Channel: 4d6 ⇒ (4, 3, 5, 6) = 18


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Christian turns towards the hut from which the skull appeared. His steps are solid and steady as he runs with purpose towards the entrance.
Please be alive, please be alive.

Bydar you are with me.

He throws open whatever cover is being used to keep the elements out and enters with all due haste.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

"The child. Yes, foolish of me." He moves quickly after Christian. He had figured the child was safe but there's no proof of that, not yet!


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Brandt follows, indicating to Fenrir that he should accompany Bydar and Christian. The Ulfen posts up outside the hut, weapons sheathed and away, and with a smile on his face for a job well done. He clearly is saying 'we're good' but 'stay away' with his body language to the tribe.


The mound that previously served as the "spirit hut" has a deserted, run-down look to it. The mud is dried and cracked, and no smoke issues from its chimney hole.

Inside, you find the boy, Tig, alive but terrified, cowering against the side of the mud mound, crying into his arms.

A small pile of treasure, perhaps presented as offerings to the false spirit guardian, occupies the center of the packed dirt floor. A well-made, blackened spear and some animal skins are most prominent among the smaller coins and trinkets.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

"Hello, Tig. This is Christian. I'm Bydar. That is Brandt, and that's Fenrir, none of us bite nice folks like you. Here, let me help?"

Bydar prays softly, and Tig may feel the worst of his fear subsiding

Remove Fear spell cast.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

The vivid images, sounds and smells all attack Christian at once. Bringing him back those times when he was paralyzed with fear of what his uncle would do to him. The torment a person could place on a child is uncalled for. Those that do such trauma to a child are evil and nothing more.

The dull thud of his weapon hitting the mud floor brings him out of his thoughts and before he can think of a better plan, he moves quickly to embrace the young child.

His voice is soft and caring as is his touch.
Tig...Tig you are safe. The threat...that creatures is dead. We destroyed it. We are here to take you home. Your parents are safe, and they will be very happy when we get you home. Bydar is going to look over you to make sure you are not hurt. Is that ok? Just be careful around Fenrir...he will lick your face. How about we get you up and out of here.


Bydar's magic gives the boy the strength to stand again, to walk out of the mud hut, and to step outside without quavering at the sight of the iruxi tribe. He is not injured, but he shows light signs of dehydration and exposure.

The iruxi - King Vesket included - look quite remorseful and clear a wide berth so you can pass and escort the child away.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Bydar nods at Christian's comment about making sure the lad is well, and does so if Tig agrees.

And when he sees the boy is dehydrated, he offers him a drink of water 'Small sips are best" He advises.


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Brandt picks up the spear, and slips it into his magical quiver for later examination....


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+11 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Christian sees Brand eyeing up the spear and nods.
Take everything. This creature no longer needs it, and we can use it to help the village.

As he continues to walk with the child...
Brandt, your aim is impressive, and I am honored to have you among my friends.
He looks to all of them.
All of you. I am blessed to have you in my life.

Once outside the hut and seeing the way the Iruxi, including King Vesket, step aside, Christian stops to look at them. He has a look of understanding and acceptance.
He nods to Bydar once again to translate.
We hold no ill will towards any of you. I personally considered this matter over with. I only now seek to move forward in friendship with our neighbors. Trade was discussed and we hope that you will consider it. We will return soon with tools and supplies to help you repair and improve your village. Consider this a gift from us to our new neighbors. We will see about fresh game, but I have a feeling that that situation will resolve itself now that the willow wisp has been destroyed. We have taken the items that were found within the hut of the false ancestor. These will be used towards extra supplies. I feel it is only fitting that something good comes out of that creature's lair.

Christian points to the opposite side of the river.
I am not certain, but we very well may return from the side of the river.

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