[LPF] Mopping Up

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Heinrick proves his handiness when the first campfire is needed. He stops the flint and steel method and points his finger to produce a jet of fire to ignite the wood. What follows is most peculiar as the flames from the campfire seem to engulf him momentarily and he acts as if it was as pleasant as soft sheets on a clean bed.

Actions: fire jet (su) to light the fire
fire supremacy (su) to warm the chill off his bones

OOC: now that H. is done showing off, lets move on!
 

log in or register to remove this ad

sunshadow21

Explorer
You pass into the wild regions of the Silver Road that surround the Feywood. The mile long stretch through the Feywood is strange. Nothing about the place seems quite right, and you feel like you are being watched the whole time. All in all, you can see why the locals tend to avoid it. Reaching the estates that sit on the western flank of Tritower, you run into storms and get rained on for the last few days before Tritower. By the time you reach there, everyone but the mermaid is thoroughly soaked, and really looking forward to a dry bed and dry clothes. All three of you manage to make a minor name for yourself as you provide extra aid to the caravan and the villages you pass through on your journey.

After several days in Tritower where many wagons leave the caravan, a few others join, and everyone relaxes (including Arianna, who is greeted warmly by the local mermaids and asked to tell the story of the trip again and again; it's not very often they get reliable 1st hand accounts from their own kind), the caravan once more heads out, this time straight east, into the Baronies, straight toward Gist. After another several weeks of travel through sparsely populated lands, where you think even a single wagon on the road would cause a stir in the villages that still struggle to survive along it, you at long last reach the Barony of the Lost Hills, once a major mining region, now no more than a run down shadow of it's past self out in the middle of nowhere that has been forgotten by much of the rest of the world. Lord Maskon, the current baron, had feared that it would remain that way, but the push by outside forces to reopen the Silver Road has given his land a new life. Sitting about halfway between Tritower and Gist, in the foothills of the northern Baronies, Lord Maskon and the merchants who seek to benefit from an active overland link between Gist and Venza have found in each other a strong ally, and each hope that the alliance will result in a renewed economic strength in a region that even without the mines has vast reaches of forest and other natural resources.

Your presence, along with the other mercenaries who signed on, is just one of many visible signs of that presence.
Your job is to clean up the outlying areas that Lord Maskon claims, but have been taken over by squatters, bandits, wildlife, and other ne'er-do-wells. After a rest in the main town of the barony, Silverton, during which time you are invited to a private meal with Gendrew and his lovely wife, Andolyn, a high level mage who seems to be doing some investigations of her own, you are sent to the area of a collapsed mine that still has a guard tower standing and charged with cleaning it out. Andolyn asks you to keep an eye out for anything particularly unusual or ancient looking.
 

sunshadow21

Explorer
The tower you have been asked to cleanse sits on the top of a hill overlooking a small valley. The valley still contains the signs of a road that once traveled past the tower to the mine entrance, but nature has taken back any other signs of human activity in the area aside from the single remaining dilapidated tower. One of the corners of the square four story tower has completely collapsed, making the scene even more desolate looking. It looks like it's easy enough to approach without being noticed, but aside from reports that the tower is definitely inhabited by something, you have no further intel.

OOC: Now that you are at the adventure site, how do you want to proceed, and do you have any questions thus far?

 

Qik

First Post
Throughout the journey, Ni takes any and all opportunities to discuss the plight of the Lost Hills with whomever he can. In addition to just indulging his general chattiness, Ni looks to learn what he can about the area, its problems, and those who may be responsible for them, hoping to get a better idea of the size of the problems they face. Although his own knowledge of the area is limited, he manages his usual success in gleaning information from others. "It's my looks," he confides to the party one evening. "I've got a face that people can trust. Or at least, that's what my mum always said."

Ni seems a bit unusually wary in the presence of Lady Andolyn, who in their first meeting struck him as an imposing figure, but he readily promises to keep an eye out for anything fitting her general description. As the group arrives at the tower, Ni sends Lu in to have a look.

[sblock=Actions]Diplomacy to Gather Information on bandits and other threats in the Lost Hills, and Knowledge (Local) about malcontents in the area.

Ni'll send Lu in to investigate the tower. We'll see what Lu can see while staying within 100 ft of Ni; might opt to have him go further if there isn't much to be seen there.[/sblock]
nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 23/23
AC: 17 (Touch: 13, Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +3, Will: +4 (+6 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 9/9
Spells:
- 0: Infinite
- 1: 4/4

Eidolon: Summoned
HP: 10/10
Eidolon AC: 18 (Touch: 14; FF: 15)
CMB: 0 CMD: 13 Fort: +3 Ref: +5 Will: +0
Perception: +17
Initiative: +3

Natural Weapons:
- Bite:
+1, 1d6[/sblock]​
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
As the wagon enters the Baronies, Heinrich becomes strangely . . . . . quiet . . . . . reserved . . . . almost like he is hiding . . . . very very odd, given that his accent is similar to the locals.
 

Satin Knights

First Post
Arianna quietly casts mage armor upon herself as Lu starts sneaking away. She has her pointy stick ready and is waiting for Lu to yelp that he needs help.
[sblock=mini-stats]Arianna Mermaid ~ Perception +4, Sense Motive +6, Stealth +1, Low Light Vision
Base HP 25/0, AC 14, 12 T, 12 FF, Init +2
Current HP: 25
, Current AC: 14
CMB +1, CMD 13, Fort +4, Reflex +3, Will +8 . . Move 10'
MW Long Spear +1, d8 with 10' reach
MW DW Spear Gun +3, d8
Dagger +0, d4 or thrown +2, d4
Active Enhancements: -
In hand: none


Consumables: 35 spear gun bolts, 20 cold iron bolts, 4 days rations,
. . .... . . . . . . . 2 potions of Cure Light Wounds, (in scarf)
. . .... . . . . . . . 1 potion of Summon Eidolon, (in scarf)
. . .... . . . . . . . 1 potion of Lesser Eidolon Surge, (in scarf)
. . .... . . . . . . . 1 vial of Acid (in scarf)
. . . . .... . . . . . 1 potion of Lesser Rejuvenate Eidolon (crutch)
. . .... . . . . . . . 1 potion of Cure Light Wounds (crutch)
.......................1 wand of Lesser Rejuvenate Eidolon (48 charges)
.......................1 wand of Cure Light Wounds (50 charges)
Loot chosen:

Summon Monster I: 7/day, 0 used
.Cantrips: unlimited Detect Magic, Mage Hand, Drench, Jolt, Guidance
. Orisons: unlimited Stabilize, Guidance, Purify Food/Drink
1st Level: 3/day, 0 used Mage Armor, Lesser Rejuvenate Eidolon, Shield
1st Level: Memorized Bless, Divine Favor, Longstrider(d)
Channel Positive Energy: 7/day, 0 used 1d6 healing
Interrupt Abilities: Move HP from Arianna (real) to Teq (temp) to keep above zero

Beast (Teq Oola) ~ Perception +12, Sense Motive +6, Stealth +1, 60' Darkvision and Low Light Vision
Base HP 25/20, AC 15, 11 T, 14 FF, Init +1
Current HP: 25/20, Current AC: 19
CMB +6, CMD 17, Fort +4, Reflex +2, Will +8 . . Move 30'
Claw/Claw +6, d4+6
MW Longspear +7, d8+6 with 10' reach
MW Darkwood Speargun +4, d8
Dagger +6, d4+4 or thrown +3, d4+4
Jolt +3, d3, RTA spell

Active Enhancements: Evasion, Mage Armor
In hand:longspear[/sblock]
 
Last edited:

sunshadow21

Explorer
Ni can easily get close enough for Lu to investigate the opening in the tower. After climbing a pile of rubble (there was no opening originally), he finds an open space with a single room with a single opening in the very middle of the tower. The space is filled with debris, corpses of animals, and spider webs. Lu is able to see that one of the webs in the corner still has an occupant, a large spider, and that several other webs show signs of significant movement as well.
 

Qik

First Post
Lu sneaks back to his master and reports what he's seen. Ni mulls it over. "Well, looks like we'll have to deal with this spider-thingee-chap, and that he might have friends. I'll call up one of my own."

[sblock=OOC]Question: was the spider Lu spotted located off the ground in a corner, or on the ground? Will make a difference in terms of what I summon.[/sblock]
nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 23/23
AC: 17 (Touch: 13, Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +3, Will: +4 (+6 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 9/9
Spells:
- 0: Infinite
- 1: 4/4

Eidolon: Summoned
HP: 10/10
Eidolon AC: 18 (Touch: 14; FF: 15)
CMB: 0 CMD: 13 Fort: +3 Ref: +5 Will: +0
Perception: +17
Initiative: +3

Natural Weapons:
- Bite:
+1, 1d6[/sblock]​
 

Satin Knights

First Post
Anticipating spiders off the ground, Arianna slings her spear, draws and loads her speargun.[sblock=mini-stats]Arianna Mermaid ~ Perception +4, Sense Motive +6, Stealth +1, Low Light Vision
Base HP 25/0, AC 14, 12 T, 12 FF, Init +2
Current HP: 25
, Current AC: 14
CMB +1, CMD 13, Fort +4, Reflex +3, Will +8 . . Move 10'
MW Long Spear +1, d8 with 10' reach
MW DW Spear Gun +3, d8
Dagger +0, d4 or thrown +2, d4
Active Enhancements: -
In hand: none


Consumables: 35 spear gun bolts, 20 cold iron bolts, 4 days rations,
. . .... . . . . . . . 2 potions of Cure Light Wounds, (in scarf)
. . .... . . . . . . . 1 potion of Summon Eidolon, (in scarf)
. . .... . . . . . . . 1 potion of Lesser Eidolon Surge, (in scarf)
. . .... . . . . . . . 1 vial of Acid (in scarf)
. . . . .... . . . . . 1 potion of Lesser Rejuvenate Eidolon (crutch)
. . .... . . . . . . . 1 potion of Cure Light Wounds (crutch)
.......................1 wand of Lesser Rejuvenate Eidolon (48 charges)
.......................1 wand of Cure Light Wounds (50 charges)
Loot chosen:

Summon Monster I: 7/day, 0 used
.Cantrips: unlimited Detect Magic, Mage Hand, Drench, Jolt, Guidance
. Orisons: unlimited Stabilize, Guidance, Purify Food/Drink
1st Level: 3/day, 1 used Mage Armor, Lesser Rejuvenate Eidolon, Shield
1st Level: Memorized Bless, Divine Favor, Longstrider(d)
Channel Positive Energy: 7/day, 0 used 1d6 healing
Interrupt Abilities: Move HP from Arianna (real) to Teq (temp) to keep above zero

Beast (Teq Oola) ~ Perception +12, Sense Motive +6, Stealth +1, 60' Darkvision and Low Light Vision
Base HP 25/20, AC 15, 11 T, 14 FF, Init +1
Current HP: 25/20, Current AC: 19
CMB +6, CMD 17, Fort +4, Reflex +2, Will +8 . . Move 30'
Claw/Claw +6, d4+6
MW Longspear +7, d8+6 with 10' reach
MW Darkwood Speargun +4, d8
Dagger +6, d4+4 or thrown +3, d4+4
Jolt +3, d3, RTA spell

Active Enhancements: Evasion, Mage Armor
In hand:MW Speargun[/sblock]
 


Remove ads

Top