The Slave Lords

Game Master EltonJ

Our adventures continue! Word has been received that there are slavers on the Wild Coast. The Slave Lord cycle begins with Slave Pits of the Undercity by David Cook.

Slave Pits Map 1

Slave Pits Map 2


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M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7

Taunting huge lizards is right up my alley.


Male Human Psion 10/Atlanteologist 10

The alligator looks at you both and just wonders if you are food or foe.


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7

Why not both?


Male Human Psion 10/Atlanteologist 10

Most likely food.


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7

Distract it with a lizardman corpse?


Male elf Ranger 4 | hp 37 | AC 15, t 13, ff 12 | CMD 20 | Fort +6, Ref +8, Will +2 | Init +3 | Perc +10 Ranger 4

sorry I'm back"

The elf whispers.

"Or rid us of the pesky beast"


Male Human Psion 10/Atlanteologist 10

The group is getting nervous about the alligator.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Gothia moves towards the creature, her sword at the ready and attempts to scare the beast away from the group, but realizes that she might simply be making herself a target.

"Go on...get out of here. There is no easy meal for you here...go on!!"


Male Human Psion 10/Atlanteologist 10
Gothia VonSalais wrote:

Gothia moves towards the creature, her sword at the ready and attempts to scare the beast away from the group, but realizes that she might simply be making herself a target.

"Go on...get out of here. There is no easy meal for you here...go on!!"

The alligator just looks at you, confused.


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7

Chestman throws one day of beef jerky to lure off the gator.


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

TT takes advantage of the distraction to try to lead the rescued folks around the alligator, heading in the direction of Orlane.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

As Chestman tries to lure it away with jerky and TT attempts to lead their charges past, Sea Ranger has his bow at the ready.

Sounds like our choices to distract are limited. If it comes to a fight, our party will put themselves between the alligator and the freed captives.


Male Human Psion 10/Atlanteologist 10
ChestmanBarrelhouse wrote:
Chestman throws one day of beef jerky to lure off the gator.

The gator goes for the thrown beef jerky.


Male elf Ranger 4 | hp 37 | AC 15, t 13, ff 12 | CMD 20 | Fort +6, Ref +8, Will +2 | Init +3 | Perc +10 Ranger 4

Alenthieal throws more jerky.

"Go creature"

Handle animal: 1d20 + 5 ⇒ (10) + 5 = 15


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7

Chest man will then help lead the townspeople past the gator.


Male Human Psion 10/Atlanteologist 10

Roll another survival check in that case. DC 16.


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

TT does her best to Aid in getting the rescued folk back to civilization.

Vesica Survival Check (Aid Another): 1d20 + 1 ⇒ (12) + 1 = 13 SUCCESS!


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger gives Chestman a nod and a grin, then helps lead the villagers back to Orlane, if he can manage to get his bearings in this damned swamp. He is glad for the company and assistance of TT in doing so. "It's not like the forests on the Isle of Fairind, I tell you that." He speaks with her conversationally as they make their way in what he hopes for the hundredth time is the correct direction. "Still, most of my recent experience has been in the wetlands, so you'd think I'd be used to it. Though I'll never get used to the mosquitos. I think they like me too much." He growls the last as he slaps another of the blood-feeders off his neck.

Survival Check (w/ TT's Aid Another): 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20


Male Human Psion 10/Atlanteologist 10

You make it back, with night coming on.


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

TT admits to Sea Ranger that, until very recently, she'd been something of a homebody city girl. "I had no experience traveling until I had to strike out on my own. And even then, I got no formal training--I just had to trust my own observations and instincts. At first, I made some really bad mistakes (she taps her eyepatch with one finger) but I've become smarter and wiser lately."

Once the party reaches Orlane, the bard mentions that she's going to visit the constable, figuring he'd best know what--if anything--transpired in the village while the party was away.

I'll roll a Diplomacy check in case it's needed; I'll also roll a Sense Motive check to try to discern whether or not the constable has been charmed and is a secret minion of the naga.

Vesica Diplomacy Check: 1d20 + 8 ⇒ (20) + 8 = 28

Vesica Sense Motive Check: 1d20 + 6 ⇒ (16) + 6 = 22


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7

Well folks you are all home. At least I hope you still have homes.


Male Human Psion 10/Atlanteologist 10

"We do too," says the townspeople you just rescued.

Tavern Tale wrote:

Once the party reaches Orlane, the bard mentions that she's going to visit the constable, figuring he'd best know what--if anything--transpired in the village while the party was away.

I'll roll a Diplomacy check in case it's needed; I'll also roll a Sense Motive check to try to discern whether or not the constable has been charmed and is a secret minion of the naga.

Vesica Diplomacy Check: 1d20 + 8 ⇒ (20) + 8 = 28

Vesica Sense Motive Check: 1d20 + 6 ⇒ (16) + 6 = 22

He was happy to report that nothing has happened while you were away. However, your sense motive check did reveal that he was, in fact, charmed.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

"Now we can return and make sure that creature does not escape to continue its evil schemes elsewhere!"

Gothia looks ready to head right out again


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

TT reports what she's learned to the others, especially the part about suspecting that the constable is one of the naga's unwitting minions.

"Maybe we ought to clear out any remaining cultists in the village first," the bard suggests meekly to the paladin, "rather than leaving those we just rescued to fend for themselves in a place that might still be a nest of vipers."


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger considers TT's suggestion and speaks his own thoughts. "We may know that the constable is charmed, but do we know who did it? Perhaps we could speak to the mayor and have the constable jailed, but then who could we trust to keep him there? Perhaps by ending the threat of this naga quickly, we can solve the problem once and for all?"

Ugh.. yeah, I'm at a loss to figure out how to roust all the cultists in this village. We'd have to rely on multiple and successful Insight checks to hope to do so. And even then, if we throw them all in the jail, others we might have missed will surely release them. Maybe going to kill the naga, the source of the charm, will do the trick more surely?


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7

Dealing with that naga sounds like the best plan.


Male elf Ranger 4 | hp 37 | AC 15, t 13, ff 12 | CMD 20 | Fort +6, Ref +8, Will +2 | Init +3 | Perc +10 Ranger 4

"Yes let's clear the naga and be done with it!"


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

TT knows she's outvoted and agrees to the plan. Before leaving the village, however, she gets a fresh supply of rations and warns the mayor and nearby elves that the constable is not to be trusted.


Male Human Psion 10/Atlanteologist 10

Are you going at night?


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7

Let us go in the day


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

TT asks the mayor where the safest place to stay in the village is, what with the Golden Grain Inn apparently full of charmed cultists.

Vesica Diplomacy Check: 1d20 + 8 ⇒ (17) + 8 = 25


Male Human Psion 10/Atlanteologist 10
Vesica "Tavern Tale" wrote:

TT asks the mayor where the safest place to stay in the village is, what with the Golden Grain Inn apparently full of charmed cultists.

[dice=Vesica Diplomacy Check]1d20+8

He suggests the Inn of the Slumbering Serpent.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger lifts one eyebrow. "That's an ominous name for an inn. All things considered." Still, the half-elf has nothing against a good night's sleep. But he recommends the party keep a watch going throughout the night.


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

Tavern Tale offers to share a room with Gothia (secretly hoping that the paladin will pay for it).


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7

Chestman shares with Sea Ranger


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

"Indeed, that I think would be best!"

When they arrive, she pays for all the party's rooms and a meal in the morning.

"Now then, how much will that be, Innkeeper?"


Male Human Psion 10/Atlanteologist 10
Gothia VonSalais wrote:

"Indeed, that I think would be best!"

When they arrive, she pays for all the party's rooms and a meal in the morning.

"Now then, how much will that be, Innkeeper?"

"Twenty-five gold pieces!", the innkeep responds to Gothia.


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

As she counts the money out of her pouch, the paladin detects any evil vibrations from those in the room...especially the Innkeeper.


Male Human Psion 10/Atlanteologist 10
Gothia VonSalais wrote:
As she counts the money out of her pouch, the paladin detects any evil vibrations from those in the room...especially the Innkeeper.

You feel none.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger glances around the village as Gothia settles up with the innkeeper. When the paladin emerges outside, the half-elf grins at her. "Thank you for taking care of our accommodations. I do believe I'll owe you a share of whatever loot we might take from the naga and its followers."

Once the others are ready, he does his best to lead the group through the swamp - though first he procures some more dried jerky, in case they run across another stubborn alligator. He also keeps an eye out for danger, sending Scout aloft to do the same.

Sea Ranger's Survival Check: 1d20 + 10 ⇒ (7) + 10 = 17
Sea Ranger's Perception Check: 1d20 + 13 ⇒ (5) + 13 = 18

Scout's Perception Check: 1d20 + 11 ⇒ (16) + 11 = 27


Male Human Psion 10/Atlanteologist 10

OH, uhm, for protecting the villagers and others that were going to be charmed by the Naga -- you all gain a level. You're level 3, now.


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

As per usual, TT tries to help Sea Ranger navigate the swamp.

Vesica Survival Check: 1d20 + 1 ⇒ (1) + 1 = 2

Probably not needed, as the DC's likely super-low since we just led a party of 70+ rescued folks out of the reptile god's lair (-1 to the Survival DC for "every three creatures in the group being tracked" (Core Rulebook, p. 107). Either that or TT finds herself back in Orlane alone, wondering where everyone else is.... :)


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger tries not to smile when TT suggests a shortcut that would lead through an area that the half-elf is fairly certain contains a deep pool of brackish water covered by plants...

Gotta love those natural '1's! :p Thanks for the level-up, GM! I'll get to work today.


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

"Are you sure you don't want to at least give my short cut a try?" TT asks Sea Ranger. "I'm pretty certain it would cut hours off our travel time...." The bard takes two steps in the direction she'd suggested traveling and--SQUELCH!--suddenly sinks to her knees in a mixture of watery mud covered with floating plant life and green scum.

"Or my shortcut might bring our trek to a sudden end altogether," the teen quips. "I'm pretty sure I would've noticed this hazard if I still had both my eyes...."

Noticing that her legs had sunk another six inches into the mire while she cracked her jokes, TT struggles to extricate herself from the embarrassing predicament, pulling herself back onto solid ground.

And thanks, Sea Ranger, for mentioning the level-up; I was busy looking up the Survival skill rules and Eltonj ninja'd me with his post. Vesica/TT's character sheet is all updated.


Half-Elf Druid [Beast Master] 2 / Ranger 2 | Init: +4 | Per: +15 | Fort: +8, Reflex: +5, Will: +6 | HP: 33 (of 33) | AC: 19, FF AC: 16, Touch AC: 13 | CMD: 20 | Spells Cast: 0 Lvl - 0 (of 4) / 1st Lvl - 0 (of 3) | Conditions: None
Animal Companion: 'Scout':
- Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: 15 (of 15) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger laughs and helps the young girl out of the quagmire. "This swamp is dangerous enough even if you both eyes and have been well- trained in traveling through such terrain and not a city girl like yourself." He cuts short his laugh though, as he realizes he might have offended her with his comment. "I'm sorry, I didn't think about..." He gestures vaguely toward his own eyes, which reflect a worried concern. Once TT has her feet on semi-dry land once again, he asks tentatively. "If you... uh... don't want to talk about it, I'd understand. I imagine it must have been a terrible experience."


Male elf Ranger 4 | hp 37 | AC 15, t 13, ff 12 | CMD 20 | Fort +6, Ref +8, Will +2 | Init +3 | Perc +10 Ranger 4

"Are you ok TT?" asks the elf.

updated


M Dwarf Barb4 HP 41/50AC17T12FF15 F8R3W2 Per+7

We all better learn how to swim if we keep walken through the swamp


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

TT appears more embarrassed than perturbed or hurt by her misstep. Sea Ranger notes that TT didn't seem to take any offense at his words. As the half-elf helps her back onto solid ground, the young woman fixes her good eye upon him and whispers, "Perhaps we can talk a bit when we make camp tonight."


Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp 17 | 23/34 NL (0) | AC 17, t 13, ff 14 | CMD 16 | Fort +3, Ref +8, Will +4 | Init +3 | Perc +8 (+9 traps) | Bardic Performance 11/11 | Spells: 1st (2/4) | Conditions: None| NOTES: Bless & IC Combo

At camp that night, TT makes good on her promise to Sea Ranger. After regaling her recent troubles (detailed in the Background of her character sheet), the teen sighs and says, "So I escaped from one group of enemies only to fall into the clutches of a cult of Vecna. I'm lucky that misstep only cost me an eye."

"Anyhow, I hope I'm far enough from my enemies now that it's safe to use my real name. I'm Vesica."


Female Human Shield Lander Paladin 3 | Init: +0 | Per: +3 | Fort: +7, Reflex: +2, Will: +8 | HP: 31 (of 31) | AC: 20, FF AC: 20, Touch AC: 12 | CMD: 19 | Conditions: Non

Was this tale told to all or just Sea Ranger? Just do not want to comment on something Gothia was not privy to :-)

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