In this thread, we continue our journey in which our party (yet unnamed), embarks on an epic quest to thwart the assault of the Red Hand army on Elsir Vale, racing to prepare for the assault before the might horde ends the world as they know it.
The game is a long-term d&d campaign that run on the 3.5e system. It is mostly played on this board, with partial support on discord. General details of the campaign can be found here: >>132102 →
Now, the party left off at the end of the evacuation of Drellin's Ferry, the townsfolk fleeing ahead of the advance of the horde. The Red Hand forces are mighty, and the party has been able to accomplish little to hinder the army, although the vengeful fury of a certain giant and his granddaughters may have bought the villagers some time, as distant sounds of thunder echo from the hills.
In part one, the party learned some vital information, from the the Wyrmlord Koth's notes, map, and conversations with many characters along the way >The Red Hand horde means business. If it is going to be stopped, that will have to be at Brindol, the only place in Elsir Vale with a standing army large enough and the fortifications necessary to have a chance against such a large force. >Monsters are blocking the roads to the north, blocking any chance of reinforcements for Brindol >One of the leaders of the Red Hand is in the ruined city of Rhest. >The horde is going to steamroll the towns east of Drellin’s Ferry and keep going. >A powerful wizard named Cromar is retired in the Blackfens A partial archive of Part I can be found here: >>133942 →
>>139428 Double nigger. Henry said this last thread, but your take might be different and more reasonable. >>139331 → This was the response he got >>139425 → Aral would probably just go along with it to be honest, so what you say matters here.
>>139429 "It's pelt looked nice. Must be worth something."
I would also like to say that most of Drellin's Ferry is already pretty far ahead, having been evacuating for the past couple days. The part of the caravan that the goblins attacked was mostly composed of the stubborn merchants that Norro Wiston only barely convinced to abandon their property. There were actually a couple other groups of hobgoblins that the town guard fought off, hence why Captain Soranna didn't participate in your fight.
You could probably catch up with the rest of the caravan if you rode through the night though. >>139429 Yeah... I did not expect it to go down that quickly... It was a practice dragon though, so maybe next time you guys won't get skullfucked by the next glorified lizard (spoiler alert: there's gonna be more dragons) >>139430 Yeah, the dwarf you sold the owlbear pelts to helped you treat it before he skipped town. It makes for a kickass cape.
For the record does the party want to ride through the night, right? How far do you want to go? Assuming the Red Hand is on foot (which most of them would be, logically), you can assume that it might take them a could take them a couple more days to get to town. You could also rest if you wish. >>139433 You are in Drellin's Ferry, in the evening.
>>139435 Hmm, if we rested there would be a high risk we would get our slumber party crashed, so i think it would probably be better to move ideally, unless sleeping in the burning town would make for nice marshmallows. >>139436 I like the sound of the masterwork long sword.
>>139436 Jorr took the liberty of taking the curative steaks and rawhide chews for his dogs. They would have nauseated any humanoids anyway, being meant for worgs, by goblins.
"Raiders." Jorr says, gruffly "Looks like these bastards were some o' the ones harrassin' merchants on the Dawn Way. I reckon they came 'ere to get first pickings o' the loot before their comrades arrived." >>139437 The town is not burning. Only a couple houses.
>>139436 Aral takes and counts the arrows (I believe the normal ones were 40 arrows). Puts 3 Alchemist's and 3 Dragonsbreath arrows in his current quiver. He also cast Detect Magic on the loot, sharing his findings with the others. >>139437 The throwables are very nice too. Consider taking some.
>>139438 Well should and could we set it on fire so the goblins can't ransack anything that's left? >>139439 Not sure, how far is Brindol and how long would it take before we needed to camp? >>139440 I think i'll take the flasks of acidic fire.
>>139440 Nobody else is proficient in longbows. May as well take all the good arrows.
The scroll is an Arcane Scroll of Protection from Good/Evil/Law/Chaos. The healing potions appear to be Cure Light Wounds. You'll need to roll spellcraft to try to identify the other potions.
>>139441 >Well should and could we set it on fire so the goblins can't ransack anything that's left? If you want to. Pic related is a map of Drellin's Ferry.
>>139442 [1d20+14 = 29] Spellcraft And might as well try to identify those 2 elixers I have. Also yeah, taking all arrows, 6 of the enhanced ones are in the current quiver, ready to be fired. I have been actually tracking the currently equipped 20 arrows in combat, it just never came up so far.
>>139441 >Not sure, how far is Brindol and how long would it take before we needed to camp? Idk. It's about 9 PM in game time. You cannot reach Brindol in one day. The nearest town is Terrelton. You could probably reach it by morning on horseback, although that means you'll need to rest through the day (arcane spells require 8 hours rest; humans need sleep).
Pic related is Lord Koth's Map, btw.
>>139444 With digits like that, you can cast it on 6 houses, without moving.
>>139445 One of the potions appears to be Enlarge Person. Another looks like Reduce Person. Or, so you think, judging by the auras.
Gonna paste my spells so i can find them later. 3rd level spells: Magic fang, greater Call lightning 2nd level: Bull's strength Heat metal Barkskin 1st level: Calm animals Faerie fire Entangle Produce flame Cure light wounds Level 0: Guidance Detect magic Flare Purify food and drink Mending >>139446 So should we camp here then?
By incredibly rough estimate, it would take you around 10-12 hours on light horses to get there. I need to check the map though...
Also, by now, the conversation with Wiston and Soranna would have ended. Before he left, Wiston would have given you some basic info about the way east. Also >What’s the best way to get up north? “Well, normally I’d say the Old North Road. But right now, I wouldn’t recommend that route. You could take a boat up the Rhestwash to Lake Rhestin. Your other option is to head east toward Brindol. At Talar or Brindol, you’ll be able to cross the Elsir River and head north along the Rhest Trail. It’s up to you. The river route is probably more dangerous, but it’s faster. If you head east, I can give you several horses. If you head north from here, feel free to take any of the boats moored in town. We won’t need them.”
So, yeah. You guys can head east, and then north if you want to. Everyone has a horse, in case they didn't before.
>>139452 Okay. Hamfist, due to his character's earlier request, has scavenged several bottles of cheap ale that the hobbit who runs the bar decided weren't worth carrying. He has passed out drunk in whatever house you guys are in.
DAY 9: END
Now, what time do you murder hobos want to get up in the morning?
>>139456 >sleeping 11 hours. This is fine. Assuming nothing happens along the way, you'd reach Terrelton at around 5 PM. Be aware that you need one hour to prepare your spells.
Oh shit, I forgot about Jorr. His dogs only move at a speed of 50 ft... Let me crunch some numbers...
Oh, yeah, one of you needs to roll Diplomacy to convince the woodsman to leave the woods. Anyone else may use the Aid Another action for peer pressure.
>>139461 That would be Chad. The rest of you can roll Aid Another to try and help (just roll Cha). >>139462 You can use Guidance too, if you want. Misty has higher Cha than any of you.
>>139473 >Rolling an 18 for Aid Another Guess it wasn't such a good idea to let the Telepathic horse do the talking afterall...
Okay, Chad succeeded on his Aid Another check, but Aral and Hamfist failed. That means it's 8 + 2 Aid Another + 1 Guidance + 1 Pretty Mare, which comes up to a grand mod of 12.
The woodsman remains unconvinced (and somewhat confused) by the horse's word, but shrugs as he looks at the burning buildings in the distance, and then at his dogs beside the party. "I got some business to take care of a bit past Terrelton. I'll ride with you boys along the way." he says
>>139479 If you go a complete day and night of rest, you could recover twice your level in hit points. Otherwise no, but you could prepare healing spells, if you wish.
>>139480 I'll get up earlier then, and prepare for leaving at 8. Maybe attempt to craft some arrows from whatever is around in the time between. [1d20+7 = 19]
>>139481 You only need to trance for 4 hours. You may spend remaining time crafting. Some arrow making materials could be scavenged from the barracks in Drellin's Ferry.
>>139482 I also need some time to prepare arcane spells as part of the long rest, don't want to miss out on that, but otherwise, yeah, I do that. That was a crafting check, but should be 17, I realized I have no tools.
Okay, so the party gets up, prepares spells, and sets off on the dawn way.
Do you guys have a preferred riding formation? Who's on front?
>>139483 You find a set of cheap tools in a crawlspace in one of the buildings, found because elves always receive passive checks to find trap doors. Also a leather sack that looks like it was emptied in a hurry.
By this point, you're only four hours into your journey. The afternoon sun beats down on you; the air is hot and still. The sparsely settled lands of Elsir Vale are starting to grow monotonous, with a seemingly endless line of dusty flyspecks of towns. You're still not out of the woods though.
Okay, that was quite the encounter. Ngl, the point of this encounter was to be easy, and showcase the fact that not every gang of humanoid warriors roaming around the vale is made of up fanatical veterans.
Aside from the Red Leader, a mighty warrior, these hobgoblins were nothing special. These were lvl 1 mooks, even weaker than the Regular samurai you guys have been fighting, if their rusty, meager equipment is anything to go by. The Bladebearer, however, was quite loaded. I will roll his equipment shortly.
The dead hobgoblins do not have any sort of paperwork or relevant information. Jorr, who only survived by the skin on his teeth, rolls splendidly on his knowledge check. He communicates gruffly that these must have been mere raiders, prowling the countryside for easy loot.
It is close to noon in game time. With all of the fleeing villagers, marauders have been getting bold enough to attack travelers in broad daylight. Perhaps a bit too bold though, as they were no match for seasoned adventurers.
Before you lie two unconscious enemies. One is a low-ranking hobgoblin, only a meager warrior, not even a fully-fledged samurai. It was grappled into submission by Jorr's dogs while its allies abandoned it. "So the Red Hand employs low-level scum like this. Guess 'dem Red boys ain't all high an' mighty now." Jorr says, nursing his wounded canines.
The other is a hellhound. You'd need a character with the right knowledge skill to tell anything about it.
>>139504 >Okay, that was quite the encounter. You can say that again. >Ngl, the point of this encounter was to be easy, and showcase the fact that not every gang of humanoid warriors roaming around the vale is made of up fanatical veterans. Turns out you were underestimating the enemy. >>139506 >The other is a hellhound. You'd need a character with the right knowledge skill to tell anything about it. What would that entail?
>>139506 Check roll. Arcana. [1d20+6 = 20] We could also move onto interrogating the goblin if you want, Aral can translate. And likes to slap goblins, so win-win.
>>139510 Aral does not know anything about hellhounds, but he does know that this creature is not native to this world, but must have been called in with magic. Closer inspection reveals Draconic traits on this particular specimen. It appears like a naked dog, only scalier. It's forepaws are hooked into talon-like toes, and its hide is tough and scaly. If it were an animal, it would be a Drakken (Dragon-Descended), but you don't know what to make of this one.
>>139512 Not really. It's not common knowledge. You would normally need ranks in The Planes, but Aral had ranks in Arcana, so he noticed the draconic traits.
So, new information is revealed: >not all of the Red Hand's Forces are as formidable as they seem >However, within their ranks are mighty warriors who's strength rivals your own >the Red Hand appear to be using alchemy and drugs to enhance their forces >the Red Hand is not only allied with fiends from another world, but seemingly draconic ones
>Red Leader, high on Fervor Juice, after taking a max-rolled Arrowsplit attack with an Alchemist's Arrow from a Ranger with Goblinoids as his favored enemy
Okay, due to some players being busy on the holidays. We will not be having a full session today. DAY 10: 4:00 PM Terrelton is a dusty village that gets by on the livestock and leather trades; several large. foul-smelling tanneries sit in the hills east of the town. The local in is known as The Brass Dagger. Supplies can be bought at Esper’s Market. Checks will need to be rolled for additional information. It's a small town and has no map. Please don't make me draw one.
Aral has finished managing his ammunition. Everyone is at low HP as they arrive in Terrelton.
There is only one Inn in town. It's rather low shabby, but due to lack of customers the keeper is willing to accommodate the party for 2 sp each (meals sold separately).
>>140374 And I completely forgot to describe myself... Let me just fix that. The guy you see sitting there is a human of around average height, wearing scale armor and a very oddly shaped helmet that appears to be made of platinum
>>140374 Your church only told you to warn Drellin's Ferry of impending doom, foretold by a-ranking priest in your order. However, it seems as though the town has already begun evacuating before your arrival, and the whole region seems to be on edge for the impending war.
Right now, you're feeling a bit disillusioned. You are now certain that the vision that your superior had was a genuine one, and not just some excuse to get rid of you; however, you've received no further orders, and are contemplating what to do now. From some gossip you've picked up, you're aware of "a massive horde of goblins coming" from the West, and supposedly a blockade stopping the roads to the North.
(btw, you came from far East of Denovar, which is East of Brindol).
The Inn is unremarkable, and rather sparse, many of the clients having packed up and left in advance of the horde. Nobody stands out except for >>140376 a lone man in scaly armor sitting at a table in the corner.
Aral, Chad, and Hamfist are all gravely wounded, and will need to rest for several days without access to magical healing (unless Chad spends all of his spell slots tomorrow). You have heard that a certain crusading Cleric of St. Cuthbert has been investigating the Merchants' Guild in this town, however; perhaps you solicit them for healing services.
If any of you would like to know more about the Merchant's Guild, roll Gather Information (just a Cha check), or Knowledge (Local) as an Int check.
>>140376 You see a two humans and an elf walk into the bar, covered in blood and severely wounded. A passive Sense Motive check with your Wis modifier hints that they're formidable.
>>140380 You don't know anything of real value, but since you've been to Terrelton before, you know that the town is governed by a Merchants Council shot through with connections to various gangs of brigands and highwaymen, but a crusading cleric of St. Cuthbert is working to clean up the council by exposing the misdeeds of the criminal members. The corruption in the (((Merchant))) council is an open secret, but since this is medieval times, nobody before the Cleric has bothered to lift a finger to oppose them.
>>140383 The town has not evacuated entirely, as many of the (((Merchants))) have stubbornly refused to abandon their property. Half of them, however, have packed up and skedaddled.
>>140389 "Alright, I might as well help you out too. Now, who's the most hurt here? If I'm going to heal you all, I want to make sure it's done right."
Henry approaches the rugged looking character and sets a bottle of rum down in front of him while uncorking another for himself. “What’s your story, stranger? You look like you’ve walked down some hard roads.”
>>140394 Alright, then I burn all three of my Cure Serious Wounds. [3d8+1 = 8] [3d8+1 = 13] [3d8+1 = 8] And feel free to claim whichever one works best for your HP levels.
>>140395 Just fyi, you've got a bunch of unexpended spell slots, and they'll just disappear if you don't use them by tomorrow. >>140399 That would be 3d8+6, your CL is 6.
>>140404 Still the lowest one, as that is enough to put Aral at full HP. Assuming we got to that part already: You get a "Thank you, cleric" from him, but that is about it. No hellos or pleasantries. It seems he's about to just get up and leave without any further word. Fucking unbelievable. As he turns, he stops mid-motion, absent-mindedly trying to wipe away at a patch of blood on his cloak, before realizing it's not about to come out anytime soon.
>>140404 I'll take the 17 and 18 if Henry doesn't, then use the alchemical healing paste to oil myself up for the night in the stables. "Thanks mate, anything else you wanna ask?"
>>140408 "I'm not particularly thirsty, but if you insist." I chug it
>>140409 "Yeah, what are we up against here? I know it's goblins and that there's a war coming, but besides that, my superiors have left me pretty far in the dark."
>>140415 "We're up against pretty much any piece of goblin ass you can imagine, dragons, spell scourges, spellcasters, samurais, et cetera." >>140416 >>140417 Oh.
>>140421 "Through excessive gobble training, I assume." >>140422 "They were recruited into the Red Hand, the rest is still a mystery other than maybe they are doing it for gold."
>>140426 "That... that makes a lot more sense and is also quite worrying. If only somebody at my church had the ability to warn me of this, but passive aggression gets me nowhere...
Okay, I've understood at this point that you guys want to head east tomorrow. When do you all want to go to bed? You need 8 hours rest for arcane spell recovery, and one hour to prepare spells.
>>140435 It's a thing. He's a horse druid and everything. I'm reasonably sure he fucked my horse too, but Aral failed his listen check that night, so in-character I have no idea.
>>140429 You make your way to the merchant's council gathering. It's a large but shabby building, a foul smell emanating from the general area. The building is visibly lit, but sparsely, as if by someone who cared more about saving oil than common sense. In front of the building, you see an angry-looking woman, somewhere in her mid twenties, clad in chain mail, with an absurdly long scroll in her hands rolling across the floor. She appears to be giving a severe tongue-lashing to two very tired looking guards. As you approach you hear "What do you mean 'the forum is closed'?! It's supposed to be an emergency meeting, and by order of the founding guild doctrine, all emergency council meetings are to be made open to the public. I demand to see your manager!" >"Ma'am. We're sorry, but we have orders." "I'm not going anywhere until I find out what happened to the public's donations!" >>140432 I have been operating under the assumption of it.
>>140443 With a check like that, you easily recognize her holy symbol as that of St. Cuthbert: God of Truth, Wisdom, Law, Justice, and Common Sense. You recognize it so easily because you saw the church of St. Cuthbert when you passed through Denovar. From this, you can assume that this is indeed the local crusading cleric named Leille that the (((merchants))) have been whining about recently. She looks quite angry. The guards look frustrated, tired and vaguely frightened by the persistent woman, who is still reading down along her comically long scroll.
>>140449 The woman pauses her rant as you approach. She speaks politely, her demeanor turning on a dime. "Greetings, Sir. I am Leille (lol, i forgot her surname), Knight of the Cudgel."
The guards seem still frustrated, but mostly just tired. >"I'm sorry, but we've got orders not to let anyone in while the council is meeting. Try again tomorrow." "This is ludicrous! Just what are they doing in there that has to be kept secret?!"
>>140451 (towards Leille) "Artorias Greenmarsch, cleric of the Platinum Dragon." (towards guards) "I refuse to believe whatever's going on in there is more important than the goblin army that currently has dragons in its employ currently coming this way, so if you'll let us in to properly explain this fact, then I won't try to drag you out to be used as meatshields." Diplomacy if necessary: [1d20+11 = 21] Intimidation if somehow diplomacy fails: [1d20+2 = 14]
>>140453 One of the guards sighs, visibly giving up to the fact that his job will probably be gone in a couple days anyway. >"The council is inside dividing liquid assets for the town. They insisted not to let anyone in." "Liquid assets? You mean the gold that Brother Derny donated to the poor yesterday as the refugees from Ferry were passing through? So that's what this is all about. I'll have a word with Mr. Goldberg if he thinks he can get away with lining his pockets again." >[audible groans] >"Ma'am, we have orders-." >"We [i]had[i/] orders." The other guard says, as he picks up his satchel and promptly walks off into town. The first guard stares after him for a few seconds before deciding that dealing with this lady is above his paygrade and follows suit.
>>140453 The priestess seems satisfied that she's been able to get in through technically-legal means. She looks towards Artorias. "Thankyou for that." she says, not specifying what for "I think I can handle things from here on out. The council can be a stubborn bunch, but they're quick to turn to putty up close." she continues, brandishing her light mace in one hand as she enters the building.
Okay. Unless Artorias really wants to spend the rest of the session T-posing on merchants with Miss Leille, I'm going to move this session ahead to day 11.
END OF DAY 10
Okay, that's 8 hours rest, one hour to prepare spells, and another doing miscellaneous things...
DAY 11, 7:00 AM.
And you guys are on the road, heading north east to Nimon Gap.
Nimon Gap is 25-30 miles away. One day's travel at the speed of Artorias's Horse. Nimon Gap: A tiny hamlet located at the place where the Dawn Way descends out of the Nimon Hills, Nimon Gap grew up around a large walled inn known as the Cross-Eyed Beholder. The folk of Nimon Gap grow apples, pears, and chestnuts in orchards sheltered below the hills, while shepherds and goatherds keep their livestock in the heights.
>>140470 Yeah, I'll stabilize the hobgobbo and get one of the guys good with ropes to tie him up; he's getting interrogated probably next week since that combat took long as hell
236 gold pieces 1 Lapis Lazuli 1 Onyx Iron Samurai Mask (70 gp) Electrum Cloth Vest (1800 gp) Silk Hunter's Cap trimmed with Sable (70 gp) And the biggest Blue Diamond you've ever seen in your life.
14 cure light wounds potions +1 Dragonfang Heavy Pick +1 Banded Mail Masterwork Hide Armor, Dragonskin 10 dragonsbreath arrows (kept forgetting to use those) 5 fancy arrows made of what appears to be ice(?) on the Red Leader Silver Unholy Symbol of Tiamat
Okay, I guess I'd better get this going. I'm not really prepared today though, so it might be unproductive and cringe.
Now to see how long it took you guys to get to Brindol, and if any villages have been burned in the meantime... >totally forgot to DM Jorr's sidequest Whatever. Jorr, assuming Artorias spent one of his remaining spell slots to heal him at the end of that encounter, eventually tells the party that he's been searching for family members that left a small home on the outskirts of Terrelton. He suspects that some of them might have joined the caravan to Brindol, but isn't sure how they stayed ahead of the party so far. It's also why he's been so anxious lately.
Btw, what we learned last session, to get it through your thick PC skulls: >in wake of the horde, hobgoblins have been raiding the countryside with increasing boldness and frequency, attacking merchants and refugees alike >The Red Hand is not to be underestimated, for their ranks hold powerful combatants >NPCs with x4 Crit modifiers and PCs below lvl 8 don't mix well... >Red Hand regulars tend to scram when their leaders are killed (so focus fire) >Warbands in the Red Hand sometimes include priests of the Devil Tiamat
What we gained: >More loot than this encounter really deserved for its CR >1 prisoner: a low-level sunscorched hobgoblin Cleric of Tiamat >muh glory >misc stuff that wasn't even mentioned in the lootpile (leather armor, longswords, longbows, arrows, stone unholy symbols, dirty clothes) What we lost: >1 Party Member: Henry Hamfist (revival pending) >some hit points >some spell slots >Jorr's dignity as a competent archer
Okay, you guys reach Brindol early in the morning of Day 13. I kind of regret glossing over Talar, but I'm going to have to cut down on the number of encounters if this game is ever going to be finished in a PbP medium.
>>140871 Is the cathedral visible from afar? The idea is to head straight for a local place of worship to find someone who can resurrect the recently deceased. Once we're inside, that is.
>>140873 Unless you plan on doing something retarded, a Red Hand prisoner is reasonable. Here's the game map, with marked dots, because a little bit of metagaming doesn't hurt anybody. >>140874 Sorry, still skipping reading what it's like when you arrive in Brindol... And finding my notes for the NPCs.
The cathedral of Pelor is easy enough to find, being a large, fancy building with lots of windows letting the light in. You would get there taking 10 on a Gather Information check, when I'm ready.
Okay, this session isn't going anywhere until well-after i read Part 4, re-write it to fit in Part 2, and plan notes accordingly... It's kind of SOL at this point. Sorry, I really wasn't prepared today.
Going back, the party would have tried to interrogate the snarling goblin thy captured before reaching Brindol, because he would have been a pain and a half to transport.
At first, the hobgoblin was completely hostile at the sight of the Platinum Helm, but after a 27 diplomacy check his attitude has improved to Indifferent, and he merely glares at Aral and Chad.
>>140879 "Alright buddy, I get that you don't like me and I sure as shit don't like you. However, I've already helped you out by not letting you die to a few dogs and some other monster, so how about you help me out in return? Do a good enough job and I'll even let you go."
>>140881 "Okay, then tell me what I want to know and I'll gladly let you go back to getting mauled by animals. Otherwise, you're being dragged with me until you give in even if you're kicking and screaming the whole way. As for what I want, it's information. What are your goals in all this?"
>>140883 >>140882 The goblin cackles even louder, sounding like a turkey as he gobbles curses in his own language "Gobgobgobgobgob! Bold of you to assume I fear death. Better to die at the hands of the enemy than be sacrificed on the altar of Tiamat." >What are your goals in all this? "Your Doom!" he hisses, before falling back into gobbling laughter “You may have won today, stupid humans, but our day is coming! The Red Hand will destroy you all!" "[Gobgobgobgobgobgobgobgobgob!]" "The human river-town has already fallen. And soon the town of walls shall meet the day of ruin!"
>>140887 "Let me be more specific. I got the whole 'death and destruction' idea from you sending out a massive wave of goblins. What I want to know is what else specifically you hope to accomplish with all this, because I refuse to believe that a horde of you greenies would mass up to this size for purely shits and giggles, as much as that would fit your kind. Are you trying to summon Tiamat, or something else entirely?"
>>140891 You notice the hobgoblin's right eye visibly widen and twitch at the phrase: >Are you trying to summon Tiamat before returning to the same angry glare.
>>140889 "Thanks for nothing, there. Next question, what kind of numbers are we up against? I don't care if you give me some rough estimate with one real number and a bunch of zeros or an exat headcount of all of you, but some noghing answer like 'a lot' or 'enough to drown you fuckers in' will just result in me asking until I get that real answer.
>>140893 Int check in place of untrained Knowledge (Religion) (or planes, or whatever applies) How the fuck does summoning a god even work? Would it be an avatar or something? Can Aral even guess at it? [1d20+5 = 19] Also to determine whether he even understands how bad this even is, if nothing else.
>>140897 I don't know if you put points into knowledge religion (but I mean, you are a cleric, so you have it as a class skill) But if nothing else, the aid another is like: Roll the same skill, if it's higher than 10, then you get to add a +2 to the other player's roll. You might be better off to just roll your own tho.
>>140894 The goblin, possessing high Wisdom but rather low Int, is glad to continue berating your with unintelligoble slurs and let info about the Red Hand slip as he continues to threaten you with Doom He gobbles in laughter "Gobgobgobgobgobgob! You have no hope! There are too many of us! Thousands of us march from the human river town as we speak! The giant-ones have joined us, and dragons soar overhead. Saarvith readies to end the swamp elves, and soon even the Lion King will follow us! Gobgobgobgobgob!" the goblin divulges, stupidly >>140896 >>140899 Summoning a monster is one thing, summoning a god is another. Sustaining a god on the prime material plane permanently is unheard of, but would be apocalyptic if it occurred. In any case, it would involve the powers of a mighty spellcaster, and a sacrifice of great value. It would be a truly apocalyptic event, were it to unfold.
The hobgoblin cultist suddenly looks nervous, as if he's said too much. "B-but, he isn't doing anything important there. Who is Saarvith anyway?" >>140906 Elsir Vale is home to a powerful lich, commonly known as The Ghostlord, who resides in an ancient temple devoted to lions. The Ghostlord is only spoken of in legend, but his power is said to be unmatched.
>>140907 "Nice try, faggot. Anything else you'd like to share with us, since I'm sure you now realize that you can't dig yourself any deeper, or would you rather take it up with your countrymen the next time we see them?"
>>140909 "She may await you, but first you gotta check back in with her gatekeepers. So, would you rather be executed for treason because you were a dumbass, or because you actually committed treason?"
>>140911 I remove my helmet, wipe the pit from my eye, wipe it back on one of the restrained bits of the hobgoblin, and whistle for my horse "Daisy, c'mere."
>>140915 Sorry, not high enough to get plot relevant info. The DM says with a sigh of relief. However, you do know that "The Lion King" is another name given to a horrible monster that haunts the Thornwastes. It is a region that no other druids in the vale dare approach. >>140917 Roll a Dexterity (pissing) check, add your base attack bonus. Horse form gives a +4 racial bonus.
>>140917 >>140918 Fair enough. I tell the gobbo "Then I guess you're dying a dumbass." and put him back wherever he was while we were transporting him while we were between towns. As for what to do next, why don't we take all this info over to Pelor's bros and see if they can help us out with any of it, assuming >>140920 somehow turns up nothing
>>140920 [Sighs] I really shouldn't be telling you this before part 2 even begins, but I already spoiled in in that ghost-nonsense encounter, so...
The Druids of the Tiri Kitor are old enough to have told you about something called a "Blighter" a wicked ex-druid who has turned against the natural order. The Ghostlord, or "Lion King", is one such Druid, a mage of unmatched power who haunts the Thornwastes. >>140922 (dubs) The Cleric is completely covers in piss. He REEEEEEEEEs a mighty REEEEEEEEEEEEEE as Jorr's dogs join the party.
What we learned today: >The Red Hand are fanatical followers of the devil Tiamat >The horde has already begun marching from Drellin's Ferry >The unknown lord of the horde has ambitions that surpass the conquest of Brindol >Red Hand veterans and cultists fear not death, for they mean that deserting means sacrifice on the altar of Tiamat >Int is a dump stat for Clerics >Elves in trouble >McGuffin in the Blackfens(?!) >The "Lion King", a monster of unmatched power, may join the fray >>140926 Now I read this book and do some work for class registration.
Okay, as I mentioned earlier in the server, I've taken the liberty to do a bit of retconning to the session two weeks ago. It was my mistake to replace a lvl 4 low-op Fighter with a lvl 4 high-op Warblade with a x4 crit modifier. >muf favored weapon of Tiamat Because of that I derailed the game and created the "revive Henry" sidequest that forces the party to go to Brindol.
So, with that being said. >A magical golden elephant (see: Hollyphant) flies by and revives Henry immediately after he dies >Henry remains lvl 6 because reasons >Dumbo is immediately torn apart by randomly-spawning demons >the demons are promptly smited by a randomly-teleporting Paladin on a Door Crusade casting Door To Great Evil: >http://dnd.arkalseif.info/spells/ghostwalk--94/door-to-great-evil--1384/index.html#:~:text=Door%20to%20great%20evil%20guarantees,with%20a%20way%20to%20return >Sir Not-Appearing-In-This-Film promptly teleports away on his prismatic dyke horse, to do important paladin stuff elsewhere >An Ethereal Filcher pops in from the Astral Plane and steals the +1 Dragonfang Heavy pick and the priceless blue diamond from Jorr's Bag >"REEEEEEEE! Dagnabbit! Bloody, plowin' Filchers!" >A random Hobgoblin Bladebearer charges out of the woods and attacks the party >She is immediately shot to death by Jorr, who got a sneak attack, and finished off by his dogs >She Drops two identical +1 Dragoncraft clawed gauntlets (spiked gauntlets, but slashing), and two more potions of Enlarge Person (the party has 3 now). >An Invisible, flying Wizard helpfully tells Aral that the Ice arrows he found were actually made of Stygian Ice >John J. Abrams, said Wizard, accidentally steps on a planar manifest zone, and enjoys an all expense paid vacation to the 5th layer of Baator, only to return when his player is able to commit to playing consistently
I know it's gay, but this will make it more enjoyable for everyone.
And so, the party leaves off on day 12, having just finished interrogating the Piss Goblin. It is no longer necessary to go to Brindol to revive Henry, but you may if you wish to. You could also see what Norro Wiston said about Cromar being in danger in the Blackfens. Or check out the blockades on the Rhest Trail that the lion lady mentioned, in that area. Or see what this "Saarvith" guy is planning in the Blackfens to unleash on the elves there.
I turned time back to day 12 because stuff happens in-game regardless of whether or not the PCs move to the next milestone. Also because I don't think anybody absorbed that you could get to both the blackfens and the Rhest Trail via the Elsir River.
After you get to the next milestone (It's in the Blackfens), I will raise the entire party to lvl 7, and switch the game back to XP based leveling.
Also, everyone in the party receives 8 action Points for the remainder this level, since I'm too retarded to know when to fudge a diceroll in the party's favor: https://www.d20srd.org/srd/variant/adventuring/actionPoints.htm Depending on how you use these, I may make it a permanent part of the game.
>>141435 No matter what we do, I nominate that our official secondary objective goes from whatever it was before to "find a silver dragon and convince it to help us"
As for what I vote we do right now, we take a quick look at brindol to make sure things aren't on fire yet and then go get that free milestone and level saarvith guy so we can stop him
>>141438 You are near Talar, and you haven't heard any news from Brindol except that refugees are still evacuating in that direction, so you can rest assured that shit has not hit the fan (yet).
>>141441 Alright. The only meta reason to go to the city would've been shops and stuff, but going towards the story is kind of important too. Blackfens it is.
>>141443 Ah, heheh.. Good choice. No railroading here...
So, you can either go by boat, or head up the Rhest Trail North of Talar. At this point, I'm situating you guys around Talar, so it'd be quicker on horseback.
You can do any essential shopping in Talar before you move to the Rhest trail. All mundane provisions are available, and low-cost magic items can be found as the merchants dump their stocks for shekels.
Also, since I guess trying to hold back map info to avoid metagaming is a lost cause, I managed to find a map of Elsir Vale with all secret doors removed:
Okay, assuming you guys left on day 10, canonizing the two encounters I ran, it should have taken you 5-6 days to reach the Blackfens, *assuming* nothing else happened along the way.
This info is revealed with Aral's Geography check, inferring from his own memory of the Blackfens, and the Red Hand map.
You rested in Talar on day 13, and went north to Witchcross after suddenly deciding there was nothing worth doing in Brindol for now.
Did you guys want to bring the piss goblin with you?
>>141446 yeah, I'm bringing him with us. He may yet prove useful in other ways, anyway. Also, I'd like to note that in case any more gobbos show up, I have my helmet put away so that they don't immediately try to focus me down for being the ultimate heretic or something.
>>141448 Jorr has him tied up and gagged, and he can't cast anything without his unholy symbol. You could feasibly drag him there, but you don't really sense anything else useful from him. Only drawback on my part is occasionally having to roleplay him. >>141447 Got it.
Now, does anybody have something they want to buy or sell in Talar?
>>141450 As i said in the server, mundane provisions are available, including special materials, and low-cost magic items are available (feather tokens, potions, weapon augmentation crystals, scrolls, etc). As the merchants dump their stocks for shekels in wake of the coming horde.
>>141451 >>141454 Potions of lesser vigor are available. You can barter one cure potion and one flask of alchemical healing paste for a Lesser Vigor potion.
A rare oil of Personal Weapon Augmentation is for sale. You can have it for you can have it for 300 gp.
All feather tokens are available: Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip).
One merchant is selling a Gray Bag Of Tricks for 800 gp. Less than usual. And it seems as though a set of Druid's Vestments are going for 3,750 gp. Just over a third of its usual price.
Magic Arrows are sold individually for the price of 50 of said arrows divided by 50.
Really, if you guys want a low-cost magic item, I'll let you buy it. Nothing over 4000 gp is here though.
>>141456 >>141455 You'll have to check the Magic Item Compendium. My trove link is broken.
>>141457 question, if we sell off all the garbo we've collected so far and sold it all, how much dosh would we each get from it? Because if I can get around 200 gp, then I'll buy a lesser crystal of life drinking, and if not, then I'll just get a least one
>>141451 I would like to inform you that the piss goblin was wearing a decent suit of +1 banded mail, before Jorr looted him. If you want to sell your old armor, that's can be done. >>141458 It depends on what you sell and were you sell it, but magic item often sell for half their market price.
>>141460 I guess I'm taking the hobgobbo's armor and ditching my old suit. Also, is there anything that would indicate to me where would be the best place to sell off our collective loot so as to get the biggest pile to distribute?
>>141463 If you make a really good diplomacy check, I'll let you sell all of your stuff for %55 of its market price.
Reminder that gems, treasure and art items sell for their full price. They're basically currency.
Also, I would like everyone to sort out what they took from the last few encounters. Unclaimed loot will be taken by Jorr and sold for expensive dog food.
>>141467 Sure. Check the inventory channel, there was even unclaimed currency in there. I support you being in charge of collecting and splitting up that shit.
>>141465 Please discuss it with the party. I think there's quite a bit of unclaimed loot in the inventory channel.
In game, you would be aware that the Red Hand Horde is going to trample town after town in the coming days. Chances to buy and sell items will be increasingly scarce, and resource management will make the difference between winning and losing.
>>141468 Alright, taking all of our unclaimed garbage and selling it! [1d20+11 = 14]
Selling: -1 lapis -1 onyx -Iron samurai mask -Electrum cloth vest -Silk hunter's cap with sable trim -both +1 dragoncraft clawed gauntlets -my old scale mail
>>141471 I would like to give Henry's player a chance to claim some of those before final decisions are made.
Fyi, if you don't intend to buy something with the funds, the gems and art items are worth carrying around because they're effectively lighter weight currency. You should be factoring the weight of gold and silver into your carrying capacity. >50 pieces = 1 pound of metal Art items also count as masterwork tools for whatever skill you can justify them relating to.
The scale mail sells for 25 gp. Add that money to your sheet.
>>141473 fair enough, I'll add the +25 gp to my stash, hold off on selling anything until we can sort out the inventory management, and probably have to wait until next week to actually see if I can purchase what I want to or not
>>141480 I'd like the lesser crystal of life drinking, but I'm 110 gp short and I'm pretty sure my charisma won't be getting me any discounts if my previous roll is of any indication.
>>141481 A lesser Crystal Of life drinking only heals 30 hp a day. You might be better off buying potions of lesser vigor, a healing belt, or just casting spells. A lesser augmentation crystal can only be equipped to a weapon of +1 quality. You would need acquire a +1 Mace or other weapon to attach it to, unless you intend to attatch it to your horned helmet.
>>141492 Then I guess I'll just buy a belt of healing, claim that masterwork mace in >>141492 and then promptly sell it off too since it's functionally identical to my current mace from what I can tell.
>>141488 based digits >A lesser augmentation crystal can only be equipped to a weapon of +1 quality So, assuming it would work with my +1 composite longbow (or +1 blade), how much would a Lesser Crystal of Energy Assault cost with the merchants fleeing and all that?
>>141494 The healing belt is a good items. Between two of those and your spontaneous channeling, the party should have more than enough healing. The healing belt is a common enough item to be found. You can buy it for 750 gp, which is also the cost of a wand of lesser vigor or cure light wounds. >>141497 A lesser augmentation crystal of energy assault is going to cost you 3000 gp. You conveniently find a merchant who has one.
>>141506 >Star Ruby Right. I was under the impression someone else took it, to be honest. But double checking it, it seems nobody did. (Someone absolutely should have.) So, if this is right, then I use my gold and the ruby to buy a lesser augmentation crystal of energy assault (electricity), sell the spare chain shirt, leaving me with 565 gp + whatever the mithral chain shirt sells for. This remaining gold is now available for anyone to augment their shopping needs, as according to my own logic encountering that specific loot pile, the ruby is technically common party loot. So feel free to claim it for a purchase now if you're just short of moneys to get something. >>141507>>141493 (Otherwise I'll split it up once we're done with shopping and inventory stuff.)
>>141512 I took the blue star sapphire from that encounter. In the server I said I would like to sell that and one of the +1 elven blades. You answered I get a 1000 gp for those. If we are indeed talking about the chimera loot, and the 1000 gp is accurate for selling those 2, then just ignore my previous post, as I has no access to the ruby.
In case you guys didn't see the message on the server, everybody gains an extra 1500 gp to spend on whateverthefuck. >>141515 You can get 700 gp for the chain shirt.
Okay, after the party did their business in Talar, they would go north past Witchcross towards where they were told the Blockade should be.
As the evening of day 15 closes in, I'm giving Aral's player a chance to scout ahead. >Up ahead, a crude, 10 ft high palisade of logs has been been erected across the road, extending forty feet to either side and completely blocking all passage. A squat, 20 ft watchtower looms in the middle of the palisade. You catch a glimpse of movement up in the tower, and spy a hobgoblin archer leaning against a post with his chin on his chest. So yes. There is indeed a blockade on Rhest Trail, just before the Blackfens.
>dicerolls Aral hears the sounds of hobgoblins boasting about battle, and boredom of being left out of the killing down south. He also hears the sounds of what you can only assume to be a couple large (not huge) giants snoring.
Okay, it looks like our Warblade has been swapped out for a Crusader. I wish his player had told me that before I retconned him back to life, but that's just what happened.
Everyone spent the past week doing inventory.
Chad spent day 13 building a shrine of Ehlonna in the Witchwood, by casting grow plants and wood shape. He placed his unicorn totem there in doing so, the value of which will be considered tithes paid to the Assembly Of Balance.
The party rests at Witchcross on day 15. That evening, Aral and Jorr scout ahead to investigate the blockade. They were able to detect at least 8 humanoids and two giants.
My character is a goliath amazonian covered in an unruly mass of heavy and crude crystal plating, who is wielding what appears to be a giant hammer made of jagged and poorly shaped crystal.
In the chest you guys find. >White tiger pelt >Orange tiger pelt >500 gp >a pair of silk slippers >strange ointment A naked elf and a naked dwarf both fall out of the sack the other ogre was carrying. Both women. They're both unconscious. The elf is gagged with an apple; the dwarf with an onion. Apparently the ogres were saving these two to eat later.
Vomeo(the female goliath) rubs some of the strange ointment onto her pointer finger and jams it into the elf's cunt before slapping the smaller woman across the face. The goliath then waits to see what the ointment does.
>>141929 "My name is Vomeo Woundchaser Kolakalathi. I was trying to find my way back to town after getting into a drinking contest with some other goliaths in the woods."
>>141935 You're right. Vomeo will put her ointment covered finger into the dwarf's cunt before slapping her awake instead of doing it to the elf. That way I still have the elf if something happens to the dwarf.
>>141953 Pardon I was eating. The elf and dwarf, after some time recovering, explain that they'd been captured by hobgoblins in one of the various raids that have been scouring the countryside lately.
>>141960 Since I’m letting the dwarf go, I’ll use the 10ft of rope to make one collar, one leash, and a hand tie to keep the elf’s hands bound. Doing this instead of making two collars and two hand ties.
Okay. Aral, you know that Starsong hill, the home of the elves, is further east. Rhest is more readily accessible, being the remains of an ancient kingdom. >rolled some checks. Your journey north is uneventful, and you turn onto the trail beside the road into the Blackfens Almost immediately after you turn onto the Blackfens, the ground gets really, really, really muddy. Aral feels crestfallen as he gets mud all over his new magic shoes. Nothing a little prestigitation won't fix though.
Aral, I would like yout to roll a survival check to see how well you're able to traverse the swamp.
>>141966 Letting the dwarf go since I’m taking the elf. The elf has a collar with a leash attached and her hands are bound behind her back. My character doesn’t care if she dies.