[LPF] Allbright's Shadow

Satin Knights

Villager
Allbright's Shadow
A Living Pathfinder adventure for nearly a dozen
9th to 11th level characters (roughly)

GM: Satin Knights
Judge: jkason
Start Date: October 10th (DOY=283-1)

Honored Players:
Breninyr Hydref (Mowgli)...................... Sensei 4, Cleric 8 -> 9 -> 10
282-384 Start 169,331 XP,....4,072 EXP,....4,450 EGP;....36,822 TXP,...18,156 TGP. Jan 19th, 102 days at 361/178
384-524 Start 210,225 XP,..19,000 EXP,....9,150 EGP;..,,66,080 TXP,..,,35,000 TGP. June 8th, 140 days at 472/250
524-649 Start 295,305 XP,......133 EXP,.......189 EGP;..,,.90,250 TXP,....38,250 TGP. Current 385,555 XP 722/306


Kalinn Ari "Frost" (Mowgli)...........,.........Barbarian 3, Sorcerer 3, Dragon Disciple 5 -> 6 -> 7 -> 8
282-325 Start 135,591 XP,.........0 EXP,.......,,...0 EGP;......9,546 TXP,......6,192 TGP. Nov 21st, 43 days at 222/144
325-459 Start 145,137 XP,..16,605 EXP,..10,366 EGP;....48,374 TXP,.....23,852 TGP. Apr 4th, 134 days at 361/178
459-626 Start 210,116 XP,,,,6,467 EXP,.,,..3,234 EGP;....78,824 TXP,.....41,750 TGP. Sep 18th, 167 days 472/250
626-649 Start 295,407 XP,,,,,,,133 EXP,..,,,,.189 EGP;..,,17,756 TXP,.......7,038 TGP. Current 313,163 XP 772/306


Aradra Longstrider (JackSlate45) ....,,,....Ranger 11 -> 12 -> 13
282-371 Start 122,864 XP,....4,072 EXP,.....4,450 EGP;...19,758 TXP,....12,816 TGP. Jan 6th, 89 days at 222/144
371-512 Start 146,694 XP,..12,533 EXP,.....5,916 EGP;...50,902 TXP,....25,098 TGP. May 27th, 141 days at 361/178
512-517 Start 210,129 XP,,.,,6,467 EXP,.....3,234 EGP;,,. 2,360 TXP,.... .1,250 TGP. Current 218,956 XP 472/250
paused due to RL

Orlando Furioso (GlassEye) ......,.............Rogue 9 -> 10 -> 11, Bard 2
282-371 Start 122,583 XP,....4,072 EXP,.....4,450 EGP;.....19,758 TXP,....12,816 TGP. Jan 6th, 89 days at 222/144
371-513 Start 146,413 XP,..12,533 EXP,.....5,916 EGP;.....51,262 TXP,....25,276 TGP. May 28th, 142 days at 361/178
513-649 Start 210,208 XP,,.,,6,600 EXP,.....3,423 EGP;...,,64,192 TXP,....34,000 TGP. Current 280,867 XP 472/250


Daylily Falshenaya (Systole) ......,,,,..........Barbarian 6 -> 7 -> 8, Horizon Walker 3, Fighter 1
282-397 Start ..79,442 XP,....4,072 EXP,.....4,450 EGP;......21,620 TXP,..,.12,765 TGP. Feb 1st, 115 days at 188/111
397-517 Start 105,134 XP,.,,19,000 EXP,.....9,150 EGP;....,,26,640 TXP,...,17,280 TGP. Jun 1st, 120 days at 222/144
517-649 Start 150,774 XP,........133 EXP,....... 189 EGP;.......47,652 TXP,...,..23,496 TGP. Current 198,426 XP 361/178


Relic Nevyn (jbear)..................,,,........... Wizard 9 -> 10 -> 11, Oracle 1
282-403 Start ...78,201 XP,....4,072 EXP,.....4,450 EGP;.....22,748 TXP,...13,431 TGP. Feb 7th, 121 days at 188/111
403-517 Start. 105,021 XP,..,19,000 EXP,...,,9,150 EGP;.....25,308 TXP,...16,416 TGP. Jun 1st, 114 days at 222/144
517-649 Start..149,329 XP,........133 EXP,........189 EGP;......47,652 TXP,....23,496 TGP. Current 196,981 XP 361/178


Borric Hawkins (perrinmiller).................. Fighter 10 -> 11 -> 12
282-406 Start ...77,622 XP,....4,072 EXP,.....4,450 EGP;.....23,312 TXP,...13,764 TGP. Feb 10th, 124 days at 188/111
406-517 Start. 105,006 XP,...19,000 EXP,.....9,150 EGP;...,,24,642 TXP,.,,15,984 TGP. Jun 1st, 111 days at 222/144
517-649 Start. 148,648 XP,.....,.133 EXP,....,...189 EGP;.....47,652 TXP,...23,496 TGP. Current 196,300 XP 361/178


Sylvain Marana (Gerald007)...................., Witch 10 -> 11 -> 12
282-417 Start ..74,785 XP,....6,072 EXP,.....5,753 EGP;....25,380 TXP,....14,985 TGP. Feb 21st, 135 days at 188/111
417-517 Start 106,237 XP,...17,000 EXP,.....7,817 EGP;....22,200 TXP,.,.,14,400 TGP. Jun 1st, 100 days at 222/144
517-649 Start. 145,437 XP,....,.133 EXP,....,...189 EGP;....47,652 TXP,...,23,496 TGP. Current 193,089 XP 361/178


Anaerion (jackslate45)..................,,,..........Wizard 9 -> 10 -> 11
305-369 Start ..63,625 XP,..,,,,,.,..0 EXP,..........0 EGP;.....7,424 TXP,....5,696 TGP. Jan 4th, 64 days at 116/89
369-462 Start ..71,049 XP,.116,605 EXP,...10,366 EGP;...17,484 TXP,..,,9,020 TGP.Apr 7th, 93 days at 188/111
462-517 Start 105,139 XP,...,.6,467 EXP,....3,237 EGP;...12,210 TXP,....7,920 TGP. Current 123,815 XP 222/144
paused due to RL

Arianna NPC (Leveling by DMCs only)..... Synthesist 8 -> 9 -> 10, Cleric 1
305-323 Start ..54,148 XP,.........0 EXP,..........0 EGP;......3,480 TXP,.......2,670 TGP. Nov 19th 1 DMC at 116/89
323-417 Start ..57,628 XP,.........0 EXP,..........0 EGP;..,..13,920 TXP,..,..10,680 TGP. Feb 21st 4 DMC at 116/89
417-517 Start ..71,548 XP,.........0 EXP,..........0 EGP;..,..33,840 TXP,..,..19,980 TGP. June 1st 6 DMC 188/111
517-517 Start 105,388 XP,.........0 EXP,..........0 EGP;............0 TXP,.............0 TGP. Current 105,388 XP 222/144


Elenka Danyllova (GlassEye)...................., Summoner 9 -> 10 -> 11
305-417 Start ..52,157 XP,.....6,072 EXP,....5,783 EGP;...12,992 TXP,......9,968 TGP. Feb 21st, 112 days at 116/89
417-517 Start ..71,221 XP,...17,000 EXP,,,..,7,817 EGP;...18,800 TXP,..,,11,100 TGP. Jun 1st, 100 days 188/111
517-649 Start. 107,021 XP,....,.133 EXP,..,,....189 EGP;.,.29,304 TXP,...,19,008 TGP. Current 136,325 XP 222/144


Updated DOY 649 or Oct 11th, 2014.
Level at 50k, 71k, 105k, 145k, 210k, 295k, 425k, 600k
[sblock=Encounters]
Day .EXP.. ..EGP
283 00000 00000 ~ Oct 10th ~ Dancer's Bellow ~ CR 0 ~ Recruitment for some at the DWI
299 00000 00000 ~ Oct 26th ~ Sharing Secrets ~ CR 0 ~ Boosting spellbooks
306 00000 00000 ~ Nov 2nd ~ Mother's Invitation ~ CR 0 ~ Recruitment for others at Mother's house
325 ........ ......... ~ Kalinn leveled to 12th
350 00000 00000 ~ Dec 16th ~ Daylily's Tussle ~ CR 0 ~ Unfinished mano-e-mano fight
369........ ......... ~ Anaerion leveled to 10th
371 04072 04450 ~ Jan 6th.. ~ Demon Ambush ~ (CR10*4 Kalvakus Demons, CR2*20 Dretches, CR7*4 Succubi, CR9*6 Vrocks, CR14*1 Advanced Glabrezu) * 0.32 damage inflicted. Total Fight: CR 17.75, earned equivalent of CR 14.5.
371........ .......... ~ Aradra leveled to 12th, Orlando leveled to 12th
384........ .......... ~ Breninyr leveled to 13th
397........ .......... ~ Daylily leveled to 11th
403........ .......... ~ Relic leveled to 11th
406........ .......... ~ Borric leveled to 11th
417 02000 01333 ~ Feb 21st ~ Door at the end of the tunnel ~ CR10 Advanced Elite Balban + 24xCR2 dretches
451 10533 04583 ~ Mar 27th ~ 4 Tarry Demodands and 10 Babau CR13x4 + CR6x10, treasure 55k/12
512........ .......... ~ Aradra leveled to 13th
513........ .......... ~ Orlando leveled to 13th
517 06467 03234 ~ Jun 1st ~ 1 Tarry Demodand (CR13), 1 Kalvakus (CR10), 3 Balbau (CR6x3), Special Quasit (CR10),
...........................................Son of Perdition (CR13), 77600/12 treasure 38,800/12
517........ .......... ~ Daylily, Relic, Borric, and Sylvain leveled to 12th, Elenka leveled to 11th
524........ .......... ~ June 8th Breninyr leveled to 14th
626........ .......... ~ Sept 18th Kalinn leveled to 14th
651 00133 00189 ~ Oct 13th ~ 8 poisoned zombies (CR4)



[/sblock][sblock=Treasure]
233,898 gp due including time based gold

...26,500 gp ~ +1 Mithral Full-Plate of Speed armor
...10,315 gp ~ +2 Cold Iron longsword
,,...8,310 gp ~ +1 Called shortsword
...29,600 gp ~ Staff of Healing
.......750 gp ~ wand of Cure Light Wounds
.......750 gp ~ wand of Cure Light Wounds
.......750 gp ~ wand of Cure Light Wounds
....5,360 gp ~ Water Scorpions
....2,250 gp ~ Faith Orbs (one shots)
....2,250 gp ~ Faith Orbs (one shots)
....2,250 gp ~ Faith Orbs (one shots)
..16,000 gp ~ Cargo net of Mind Shielding ~ carried
120,000 gp ~ 15 Rings of Mind Shielding ~ 12 used, 3 carried
..56,000 gp ~ 7 Rings of Force Fangs ~ 1 distributed, 6 carried
..12,630 gp ~ 2 +1 Cold Steel Longswords ~ 1 Aradra
......400 gp ~ 8 vials of holy water
=======
199,030 gp found so far

Breninyr *
8,000 gp ~ Ring of Mind Shielding

Kalinn
8,000 gp ~ Ring of Mind Shielding

Aradra
8,000 gp ~ Ring of Mind Shielding

Shadow
8,000 gp ~ Ring of Mind Shielding

Orlando
8,000 gp ~ Ring of Mind Shielding

Daylily
....2,250 gp ~ Faith Orbs (one shots)

Relic
....8,000 gp ~ Ring of Mind Shielding
....5,360 gp ~ Water Scorpions

Borric * Giantslayer
8,000 gp ~ Ring of Mind Shielding

Sylvain
8,000 gp ~ Ring of Mind Shielding ~ Wearing
8,000 gp ~ Ring of Force Fangs ~ pocket

Anaerion
....6,330 gp ~ +1 Cold Steel Longsword
...57,200 gp ~ Staff of Many Rays
....5,360 gp ~ Water Scorpion

Arianna *
8,000 gp ~ Ring of Mind Shielding

Elenka
...8,000 gp ~ Ring of Mind Shielding
.14,400 gp ~ Staff of the Eidolons

Drev
8,000 gp ~ Ring of Mind Shielding

Kutholiam *
8,000 gp ~ Ring of Mind Shielding

Party equivalent to CR 17.5

Special Items of the module
Water Scorpions,Aura faint transmutation; CL 1st
Slot none; Price 5,360 gp each
Description
This wood and iron weapon resembles a light crossbow with a very short prod. The prod itself is non-functional, but provides the water scorpion with excellent balance. The water scorpion functions as a +1 weapon that magically produces a stream of holy water with a range of 30 feet each time it is fired. The stream strikes its opponent as a ranged touch attack that deals 2d4+1 points of damage to undead and evil outsiders. To other creatures it is harmless. Only one stream might be fired each round, but there are rumors of water scorpions of speed created from the original.
Anyone proficient with crossbows may use a water scorpion without penalty.

4 Faith Orbs Aura moderate evocation; CL 9th
Slot none; Price 2,250 gp each
Description
This brass orb is a bit larger than a human fist. It is covered with symbols of goodness and law and thick studs. If used as an improvised weapon, it deals 1d6 points of bludgeoning damage and serves as a good weapon for the purpose of overcoming damage reduction. The faith orb is activated when a special stud is depressed (usually marked by a different metal). Activating the orb is a standard action, but the orb may be thrown as a ranged touch attack (10-foot range increment) with the same action that is used to activate it. At the end of the action or when it hits its target (use the splash chart to see where it goes if you miss), it triggers a flame strike centered on the orb. Creatures caught in the blast area suffer 9d6 damage as the spell, or half with a DC 17 Reflex save. The faith orb is consumed in the process.
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Satin Knights

Villager
[sblock=Marching Order]
Single File ...............Double Wide....................................... ..Watches
............................Daylily and Kalinn Running ahead
............................Fury and Borric
............................Bren and Relic
............................Aradra, & Shadow bringing up the rear

If you have a standard procedure for opening a door, we will put it in here too, so as to speed repetitive issues like that.[/sblock][sblock=Items Consumed or Weapons Destroyed]none so far
noting treasure used by bad guys
A keen, menacing
B planar, heart seeker
C cruel, mimetic
D Viscious, menacing
[/sblock]

[sblock=Intended Time]This adventure should probably run about a eighteen months with the characters leveling four times, maybe five. This is another adventure where "return to town for supplies" is not an option, but accommodations for better gear will arise when appropriate.[/sblock][sblock=Adventure Rules]Liberally adapted from others who do this better than I do.

* I prefer the use of [ sblock=OOC ] instead of [ OOC ]. It does a better job of hiding the out of character commentary.

* I write with the Legacy skin for the forum. Therefore, all of my text is assuming a black background and light colored text. Many times I will used black periods to space out text when I need it.

* Some information has been delivered via private messages. That information is SECRET unless otherwise stated. I hopefully made the intentions for the information known in the messages as well.

* Special: Some players are running multiple characters. Please post each of the characters in a separate post, even if they are back to back.

* Group initiative: rolled by GM. In the case where an individual member of the 'losing side' rolls better than all other individual members of the 'winners,' that character may act first in the initial round of combat (surprise or round 1). Otherwise, unless a players specifies that actions are to follow another character / event, actions happen in the order they were posted. More than 48 hours or so delay for posting during your turn in a combat may result in my NPCing the character to keep things moving. I also post mid-round updates, with characters that still have actions in gold for their name, and those that have already acted are greyed out.

* PM is liking Ditzie for mapping, but I still prefer MapTool. I have more control over lighting and other background issues with it. So, I am going with MapTool for now. I own the servers the maps are stored on, so I know they are not going to be disappearing over time like a lot of stuff seems to do from photobucket.

* Feel free to use Invisible Castle or the Coyote on-line dice rollers for your characters. In general, I may or may not be posting my actual rolls, or just results. Irrelevant now, but left in for the good info: I may use the EnWorld roller more than other GMs, so if the dice at the bottom of a post starts overwhelming, you can shrink that down to a text one liner by changing your user settings. Settings->Edit Options->Thread Display Options->Dice Roller Display->Streamlined. GM secret rolls like Perception and Stealth will be done by physical dice. EnWorld does have a dice roller back, but it is no where near what the original did. So, Invisible Castle is my preference.

* I tend to post at any time of the day or night. I may post "mid-round" combat updates as needed or "short responses" to questions more often than the characters. If you're going to be away for longer than a couple days, please let me know if at all possible so we can arrange NPCing if necessary. I will generally look at your wiki character sheet for a "Intended next action" or "Standard Operating Procedure" near the top of the sheet for clues as to what to do.

* If you do not post for a week or more without notice, I may end up writing you out of the adventure. You will still receive your share of the XP and treasure earned as well as time XP and gp to the date of your last post.

* If your character gets enough XP to level they may do so at the end of an encounter. This grants the extra hp, but does not heal damage, and grants any additional spell slots, but not spells prepared. A caster capable of spontaneously casting could use these slots normally, a cleric could only use them for cure or inflict spells, a druid for summon nature's ally, etc. Prepared casters may prepare spells in these slots as if they had left the slots blank for the day, if they are able to do so. They can go through the appropriate spell preparation as if they had already rested if applicable. If you are adding a new class that requires special materials, like a wizard's spell book, please PM me a little ahead of time so I can work it in cleanly.

PS: My PM box hovers at 16 of 20. Too many projects I have to track.

* Mini stat blocks (preferably including a link back to the wiki page for your character) and a picture for maps are quite helpful. It is nice if you can colorize the major stats like Total HP, Current HP, AC, Weapon in hand.

* If you have an interrupt or immediate action ability, please list it in your mini-stat block so I can attempt to weave it into the bad guy's combat at the appropriate time the first time around. If you can take more than one AoO in a round, please list that too.

* I tend to roll saving throws for the characters so the narrative of result can be added immediately instead of asking for the player to make a single die roll. I also tend to roll appropriate knowledge checks immediately so that information can be given as well. But, anytime you feel another knowledge check may apply too, please feel free to roll that as well when appropriate. (ie, any time after you are no longer flat footed in the surprise round)

* I mess up sometimes. Everyone does. Feel free to point it out. I will try to retcon to fix if needed. Sometimes, I will need to use the "plot device or special circumstances overrides the normal rules" card. We're all here to have fun, so I'll try to do everything I can to facilitate. :)

* Sometimes I will earn the "cruel rotten bastard" title. There might be occasions where the cause has to play out for a week or two before you see the effect later and go, "Oh, that was worth it." I promise it will never be personal.

* This adventure is based on Paizo's (not saying this time). The name gives away the plot line. If you are worried you have seen this one before, it is a 3.5 adventure written by Steven S. Greer and Tim Hitchcock. If you recognize the names Clydwell and Albright, you've played it. But then again, I am running so loose with the plot, I may keep you in the game anyways.


I think I have overdone it by now, let's get started.
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Satin Knights

Villager
[sblock=Relic and Daylily's Invitation]placeholder for the events leading up to the gathering
[sblock=Relic's Dream]Once back in Venza, on your second day of sleep in a comfortable bed, you have a very disturbing dream. You are running through darkened corridors, battling dretches and succubi. Knightly defenders are trying their best, but are simply being overwhelmed by the hordes of demons that are coming from seemingly all directions. Bouts of darkness seem to hamper some of your allies, although you cannot tell who your allies are. There are times where you can see through this darkness, and other times you are just as helpless in the eternal night. The chase continues on with you coming towards some statuary. Just as you are getting close to see significant details, a flaming whip seems to catch you from behind around the neck. You awake, choking for a moment until you gather your senses and realize it was only a dream.

When you try to tell someone else about your dream, you open your mouth, and then... and then... you lose your train of thought. Something was on the tip of your tongue, but it eludes you.
[sblock=Portents and Premonitions]OOC: What use are the gods if they cannot interfere with and meddle in the affairs of mortals. Being an Oracle of Time, you get an inkling of what is to come, fairly soon, but something else is also interfering with your ability to relay that information to others. You feel in your gut that a battle with demons is coming, but for some reason you cannot speak about it. This allows you to buy items and find spells to prepare, but you don't get to warn the others. You can even buy books to research and study demons, getting a small bonus when the time comes on Kn Planes. You can even tweak choices on your character leveling based on this glimpse of information.

Really OOC: Divine characters are getting some fore knowledge, because this event is one that has severe repercussions far and wide if the next game ends in failure. Since deities can see the future, they can plan and have their pawns in place for the battle.
[/sblock][/sblock][/sblock]
[sblock=Relic's Diligent Reading of books]
Relic learn that the Order of the Sentinels is an ancient order. Formed thirteen years before the Year of the Pact, they are the guardians of and ancient artifact call the Demonscope. Saint Mendikarr created the Demonscope with the soul of a captured demon to do two functions. The first was to block teleportation by demons, for the battles that had raged with demons roaming the lands in the Years of Darkness was most difficult when they could simply teleport into any fortress or behind any defensive line. The second power of this artifact was to cork and block a permanent gate to one of the planes of the abyss itself. Knowledge of how the device works is only held by the Thirteen. Tomorrow's inauguration is that of Alton Allbright into the order where he will learn the full secrets of being a guardian.

It is said that these secrets cannot be written. Pen has been put to paper many times, but ink does not flow.

The original sentinels have long histories, with a chapter dedicated to each in this book. Their names are Mendikarr, for after which the cathedral and keep are named, Guenarog, Naimar, Arymril, Amrith, Kaspin, Trebin, Cayr Astil, Kenabres, Eterrius, Hulmun, Shappok and Nestrin.

For thirteen hundred years, the Order of the Sentinels has stood as guardians to make sure they gate to the abyss is not reopened, plunging the world into another Age of Darkness. Since these have been relatively the Years of Light, the paladins have not had much fighting to do. It has become a "wait for that which shall never come" type affair. For most of the order, life is one of service to myth and legends. Only the thirteen know what parts of the legends are true. [/sblock]
 
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Satin Knights

Villager
[sblock=Borric's Invitation]
[section]

The door to the inn, that seemingly has no rest today, opens once again. This time a pretty, blonde half-elven woman in a cloak enters. Using a staff to steady her walk, she makes her way slowly through the crowd. "Where's that scoundrel at?"

Shanara weaves her way around the other patrons as she slowly makes her way through the inn, "I know he's here, the drunkard." She checks out everyone seated at each table until she spots her quarry. Standing in the center of the room, she throws back both edges of her cloak over her shoulders, straightens her back and bellows out, "BORRIC! I have a message for you! The priests say you only have a week."

Her silks, lace and tassels might have fit well during her working days, but now they reveal a belly nine months pregnant.
[/section]
[/sblock]
[sblock=Orlando's Invitation]placeholder for the events leading up to the gathering[/sblock][sblock=Orlando's scouting the keep's grounds]At this time in the game, Orlando went scouting and got info via PM.
(A condensed version, assuming that you don't go out to far and take the utmost care in sneaking.)

Orlando takes the wand of invisibility with him just in case he needs to use it more than once. Going outside, there is actually quite a bit of activity.

(Green) Dretches seem to be carrying some big stone jars from one of the nearby buildings towards the front gates.

(Red) Many of the Balbau (skinny red cannon fodder demons) are lining the eastern wall. There are a few here and there elsewhere on the grounds.

(Yellow) A couple of the horned yellow mauler beasts can be seen. They are back of the main line, as if they are not cannon fodder.

(Purple) Four of the basher beasts, like the one that tripped through the door, are playing a game. They are tossing dead or almost dead paladins at the inner portcullis, and are keeping score of how many body parts stick to the bars and don't fall to the ground.

At the western gate, a purple beast is standing and watching. He looks eager though to run down the path and join the game.

(Cyan) Vrocks seem to be taking the high ground, roosting in tower tops. Ballistas point out from those same tower, looking ready to fire.

(Orange) This is a demon you haven't seen before. It looks like it may be in charge.

The northern wall is a long way away. You think there may be more demons up there, but you haven't been able to pick them out to be sure. South seems unoccupied as all attention is either east or northwest towards the keep's main tower.

That is what you can see from the rocky area near the well. If you want to venture out past that, putting several demons between you and the chapel, let me know. Relic's and Kutholiam's lectures have said that many of the higher demons can see invisible creatures easily.

From the ground, you cannot see over the wall, so you don't know what might be over there.

[sblock=Map]
[/sblock][/sblock]
 
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Satin Knights

Villager
[sblock=Breninyr's Invitation]Having returned to the City of Glass, Bren relaxes for a few days and enjoys the company of friends in the Dunn Wright Inn. It seems quite a popular place at the moment, far more so than normal.

One night, as he sleeps, he has a dark dream, not of his own making.

Sitting in the shambled ruins of the Dunn Wright Inn, Grog is serving the two wounded customers he has left. He is doing so one handed, for something has taken an eye and his right arm. Before you lies a scroll. The top portion still coiled, the visible edge show an upside down tree. The branches weave into down into the words below...

"News of the battle, the battle that has shattered the City of Glass. Goriath's forces have spread across the land far and wide. It is believed that only ash remains of Tal Hallow. One by one, the baronies are falling as the fiendish armies sweep across the land. It is rumored that the Harran and the Rorn have combined forces and are mounting a defense, but the destruction is already overwhelming."


As the grief of the situation grows heavy, the inn around you seems to swirl and change. Time seems to be flowing backwards at an ever increasing pace. Days, then weeks flow by. The background behind the words goes from a withered brown to a youthful green before the edges close in around the words. The leaf ungrows, shrinking, then the branch it was upon shrinks back into the tree as well.

In a sudden lurch, the swirls of time around him stops.

"With the paladins' failures, the Well of Sorrows that had been guarded for centuries was forced open from the other side. The slaughter of so many dignitaries was so complete, only the stones of the keep were able to tell the tale to those that investigated later."


Stuck in this votex of unwinding time, Bren can only watch as the panic of the news turns to surprise, then unknowing.

Another leaf unwithers, then ungrows,

"A surprise attack so dastardly, only a few who instantly ran, as battle broke out, made it out alive. They tell of vulture headed demons and blob soldiers falling upon the gathered crowd. The ancient defenses the keep is so well known for were the undoing of so many of the otherwise powerful victims that could not flee."


This leaf unwithers as well. Where there was once a vine-ish tree, a sapling sprout now only remains. The shadow of a miniature owl crosses over the page. Landing on the sapling, its sharp beak snaps the tender branch before it takes flight again. With one branch now a stump, another begins to grow. A new leaf unfolds...

"The time has come where another must take his place in the inspired duty to protect the land. Come see the holy inauguration of "


A flaming whip lashes out across the table setting the scroll on fire. It withdraws and attacks swiftly again, wrapping around Bren's neck. As he chokes for breath, he awakes, coughing and sweating in bed.

Checking downstairs, all is calm and normal.

When Bren try to tell someone else about his dream, he opens his mouth, and then... and then... the train of thought is lost. Something was on the tip of his tongue, but it continually eludes him.

[sblock=Portents and Premonitions]OOC: What use are the gods if they cannot interfere with and meddle in the affairs of mortals. It seems The Quiet Hand knows the path of time unless it is changed. You get an inkling of what is to come, fairly soon, but something else is also interfering with your ability to relay that information to others. You feel in your gut that a battle with demons is coming, but for some reason you cannot speak about it. This allows you to buy items and find spells to prepare, but you don't get to warn the others. You can even buy books to research and study demons, getting a small bonus when the time comes on Kn Planes.

Really OOC: Divine characters are getting some fore knowledge, because this event is one that has severe repercussions far and wide if the next game ends in failure. Since deities can see the future, they can plan and have their pawns in place for the battle. Bren is the highest level cleric in the party and receives the most information, for what good it will do him. [/sblock][/sblock]
 
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Satin Knights

Villager
[sblock=Sylvain's Invitation][sblock=The Dream]During the night, Sylvain's dreams turn dark, not of his own mind. In the midst of a grand battle, knightly looking men standing their ground get enveloped by a wall of darkness. The sounds of swords clashing and men's dying screams fill the air. The darkness envelopes you and Walter screeches about winged things that came from the abyss. From behind, Sylvain feels a flaming whip wrap around his throat, cutting his life short.

You awake, choking for a moment until you gather your senses and realize it was only a dream.

When you try to tell someone else about your dream, you open your mouth, and then... and then... you lose your train of thought. Something was on the tip of your tongue, but it eludes you. Walter seems calm and unaware of what troubled your dreams.

[sblock=Portents and Premonitions]OOC: What use are the gods if they cannot interfere with and meddle in the affairs of mortals. You don't have a god, but a patron is close enough. Your mysterious patron is giving you get an inkling of what is to come, fairly soon, but something else is also interfering with your ability to relay that information to others. You feel in your gut that a battle with some kind of outsiders is coming, but for some reason you cannot speak about it. This allows you to buy items and choose spells to prepare, but you don't get to warn the others. You can use this information in your changes as you level up.
[/sblock][/sblock][sblock=The Invitation]Eventually that will get copied over here too.[/sblock][sblock=OOC notes]
Gerald007 said:
Hey SK, just sort of give me a high sign when the group gets to a point that it makes sense that Syl would have teleported to, and I'll start jumping in with posts! Thanks.

GV
Since you teleported ahead, you have several days available to you. Finding an in is a little more expensive than normal, but not impossible. You get approached a few times by other witches with offers to trade spells. You can take advantage of this since you have a 3 day lead on the others and another 2 days before the event. Since this is "in game" you get 8 hours per day to do spell swapping. The time is 1 hour per level of the spell. So, you will have time to do several. The LPF spell cost for a witch is still the same as a scroll, but at least you don't have to pay the wizard's inscription costs. So, Walter can learn more spells.

You get to spend the 754 gp that is on your wiki sheet as well as 3,219 gp you are earning in Time based GP on learning new spells. Just add the new spells to your wiki sheet since your Spellcraft check is high enough to be automatic.

You also learn while talking to others that have been to the ceremony before that the entire area, cathedral, keep and grounds are covered in a permanent "Dimensional Lock" spell-like effect. Teleport, Dimension Door and summoning all don't work. It is awe-inspiring to think of what possibly could have created the effect, for what is there is one hundred times the size of what a normal wizard is able to do. That is why so many believe the place is truly blessed by the gods.

So, to recap:
24 levels worth of possible spells before the others arrive, another 16 levels available if needed waiting for the event day.
Spend 754+3,219 gp on spells as the appropriate scrolls. I just looked. Ouch! The high ones are real expensive. Looks like you might run out of money before time.
The actual process is familiar teaching familiar, and done off screen while you are waiting at the inn.

Why? Wizards and witches can't simply pick up a weapon and start using it. So, I have to "pre-load" them a bit with "treasure" before the fighting begins. It is a lot harder for them to pick up usable treasure along the way, and you guys will probably level 4-5 times during this game.

There. That should keep you busy for a day or two. :heh:[/sblock]
[/sblock]
 
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Satin Knights

Villager
[sblock=Kalinn's Invitation]The door to the inn opens again, but she doesn't notice who went in or out this time. There is a slight breeze, which is rather uncommon here at the inn, considering you are indoors. A moment later, Kalinn hears a voice in her mind. A squeaky, high pitched voice that she has heard before. {{Kalinn Ari, daughter of Draak, Mother would like to see you now.}} There is a pause to be sure that you don't panic and flinch.

Seeing that you are calm, you feel the weight of a cat land on your shoulder. The fluttering that was swirling the air stops. Looking to the side, you see nothing on your shoulder, but you feel it there. {{I will take you to her. She is visiting a friend in the city. It is there that the two of you will be able to speak freely.}}

{{Tell your friends that you will return in a short while and not to go anywhere without you. Then we will leave. }}
Even more private info originally via PM

The dragon tells you that the darkness spoken of before at your last meeting is coming. A demon lord has found a way to open a long closed gate to the abyss. Soon, they are going to attempt breach that gate and invade this plane. A small group of heroes can stop the this before it comes to pass. The details are unknown.

While the dragon could attempt to help fight off this invasion, this is a pivotal event. Many forces of good and evil, law and chaos, all with ultimate power are watching over what happens with the "pawns" in the struggle. To openly help in the fight is to only invite one of the evil forces to throw more powerful demons into the struggle. The only strategy that will work is to let the evil ones think they have the upper hand of surprise with overwhelming forces. They will only commit what they think they need. If the battle can be won, and the breach sealed swiftly, all will be safe.

"A spell that alters reality has been cast across the land. No mortal on this plane may inform another of the coming attack. You would think demons would cover loopholes better than that. A devil would have never made such a mistake. Currently we are not on 'that' plane. But, if heroes suddenly start using spells they have never used before, that would only tip our hand. So, do not repeat this trick. Simply be ready for battle and perform as if more than your life depended upon it."


OOC: I'm getting lazy setting all the dominoes up. This dialog would go three times longer if played out, just to get the same info. Kalinn has a "patron" who cannot get involved. Others have their gods watching over them. And the rope trick was a little larger than normal. It was sized for eight dragons to fit. :lol:

Any questions? This conversation is all via PMs, as it is being hidden from the world, scrying, etc.

Once the two of them, well, three including Winterbite, leave the rope trick, the dragon will teleport away. As this is the binder's home, if Hafisbita is going to be updated, this is the time, in thread. The homunculus or the faerie dragon can go get the binder while you wait in the main room.

PS. I am having fun with Borric's invitation. As soon as his is out of the way I can do the more mundane ones.
[/sblock]
 
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Satin Knights

Villager
[sblock=Aradra's Invitation][sblock=The Dream]Having got back from the twisted and vile island, Aradra takes the opportunity to sleep indoors for once. During the night, his dreams turn dark, not of his own mind. In the midst of a grand battle, knightly looking men are falling to a horde of foul looking creatures. The shaggy looking demons with large furred wings are working with beautiful succubi. Shooting repeated as fast as you can, three, four, five arrows stick in a creature, yet it does not fall. The arrows seem to only barely scratch these creatures. From behind, Aradra feels a flaming whip wrap around his throat, cutting his life short.

You awake, choking for a moment until you gather your senses and realize it was only a dream.

When you try to tell someone else about your dream, you open your mouth, and then... and then... you lose your train of thought. Something was on the tip of your tongue, but it eludes you.

[sblock=Portents and Premonitions]OOC: What use are the gods if they cannot interfere with and meddle in the affairs of mortals. The Sword Saints are giving you get an inkling of what is to come, fairly soon, but something else is also interfering with your ability to relay that information to others. You feel in your gut that a battle with demons is coming, but for some reason you cannot speak about it. This allows you to buy items and choose spells to prepare, but you don't get to warn the others. You can even buy books to research and study demons, getting a small bonus when the time comes on Kn Planes.

Really OOC: Divine characters are getting some fore knowledge, because this event is one that has severe repercussions far and wide if the next game ends in failure. Since deities can see the future, they can plan and have their pawns in place for the battle.[/sblock][/sblock]
[sblock=The Invitation]Eventually I will put that here too.[/sblock][/sblock]
 
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Satin Knights

Villager
[sblock=Elenka and Arianna's Invitation]placeholder for the events leading up to the gathering

Second trip to Mother's Library
Elenka accepts the ring and looks at it on her finger. It is quite beautiful and she is sure it will match the other jewelry she wears on special occasions. As requested she dismisses Drevezh'korol and tries the power of the ring bringing Drevezh'korol back from Lesovik's icy woodland realm where he normally lives when not with Elenka.

The wood man is greatly changed: the delicately carved leaves surrounding a finely carved face are all gone. His face is a more crude representation of a human face carved from his trunk and surrounded by knot-like protrusions. His body no longer appears to be hacked from a block of wood but grown from a tree and covered with a thick layer of bark. His feet, formerly blocks of raw wood are now tangles of heavy root. Despite his heavy, tree-like appearance there is still something of a willowy grace to his movements. It is still recognizably Drevezh'korol, however, and the tree-man bends in a shallow bow towards those present.

"It seems this revered Elder is not the only one with an interest is preparing us for the upcoming invasion."

After a brief discussion of logistics and other matters Elenka indicates that she is ready to depart.

Reminder via PM
Once in the study room, "Girls, I have something for you." Reaching into a pocket, she pulls out a set of matching rings. Each has a single amethyst gem of about two carats set in a mithral ring. "Do not lose these. They will allow you to use your summon eidolon and summon monster abilities while you are inside Mendikarr's Shield. But, since they are backdoor keys they can be used by our enemy to escape. I have tried to protect them. They will not detect as magical, and will not interfere with other rings you wear. The only other protection I could add was they are restricted to a female using them." She smiles, "Sometimes the silliest of conditions turn out to be the greatest strengths."

Slotless Ring of Spell Knowledge Level 2, Storing "Summon Eidolon", requires a female to use, allows Summon Eidolon spell and ritual, Summon Monster SLA and spell from within a Dimensional Lock effect. MacGuffin ring so the class can function in the adventure. The adventure was written before the class was. So, I am improvising here.

~ * ~

So, the MacGuffin ring can be worn as a third ring, doesn't detect as magical, and can allow the ritual or spell for summoning eidolons as well as your SLA summons. She made it look as much like worthless costume jewelry as possible so that no one would bother to loot it off your dead corpse. :heh: Most looters would take the "two magical rings" and leave the rest.

PS. Drev came in with the spell version, so he should be expiring relatively soon and needs to be resummoned via the ritual. Arianna bluffed using water to bypass the shield. You can find a tree root or two that have wormed their way through the stone walls to use as your excuse. Then again, since demons are getting in, the shield "must be" cracked somewhere/somehow.

-SK
[/sblock]
 
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Satin Knights

Villager
[sblock=Anaerion's Invitation]placeholder for the events leading up to the gathering[sblock=Research]Malkovian and Anaerion learn that the Order of the Sentinels is an ancient order. Formed thirteen years before the Year of the Pact, they are the guardians of and ancient artifact call the Demonscope. Saint Mendikarr created the Demonscope with the soul of a captured demon to do two functions. The first was to block teleportation by demons, for the battles that had raged with demons roaming the lands in the Years of Darkness was most difficult when they could simply teleport into any fortress or behind any defensive line. The second power of this artifact was to cork and block a permanent gate to one of the planes of the abyss itself. Knowledge of how the device works is only held by the Thirteen. Tomorrow's inauguration is that of Alton Allbright into the order where he will learn the full secrets of being a guardian.

It is said that these secrets cannot be written. Pen has been put to paper many times, but ink does not flow.

The original sentinels have long histories, with a chapter dedicated to each in this book. Their names are Mendikarr, for after which the cathedral and keep are named, Guenarog, Naimar, Arymril, Amrith, Kaspin, Trebin, Cayr Astil, Kenabres, Eterrius, Hulmun, Shappok and Nestrin.

For thirteen hundred years, the Order of the Sentinels has stood as guardians to make sure they gate to the abyss is not reopened, plunging the world into another Age of Darkness.[/sblock][/sblock]
 
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Satin Knights

Villager
A call for festival is upon the land. Near and wide, invitations are going out. The Holy Order of Sentinels are inaugurating a new member to the Thirteen to replace the venerable Sir Kalton Gerbidinger after his decades of devotion and service. While small feasts are planned in many villages across the land, only the elite are invited to attend the actual ceremony. The famous, rich and powerful from the Baronies, Venza, Rorn and even the Seithr Mountains are gathering in Cutheleon for the event at Mendikarr's Cathedral.

[sblock=Kn Geography][sblock=DC 5]Cutheleon is a small city, with maybe a population of five hundred or so. It is on the road south east of Venza about a hundred and fifteen miles away.[sblock=DC 15]About a mile outside of town is Mendikarr's Cathedral and on a hill overlooking that, Mendikarr's Keep. The town itself is unremarkable, except for an inordinate amount of inns that seem to be shuttered for years at a time.[sblock=DC 20]Mendikarr's Shield is a sight to behold. A nearly transparent, almost golden shimmering hemispherical dome that encompasses an area a half mile in diameter, it is said that it protects the keep and cathedral from all who would approach uninvited.[/sblock][/sblock][/sblock][/sblock][sblock=Kn Local][sblock=DC 5]The Holy Order of Sentinels are an old order of paladins. They have a big party every few years and nobody hears of or from them otherwise from one party to the next.[sblock=DC 15]The Holy Order of Sentinels are paladins of Helerion. Alton Allbright is an up and coming paladin, has earned the moniker Fiendslayer. Young and strong, he fits the mold of what a paladin should be. Sir Kalton Gerbidinger retired a couple months ago for the simple fact that an old man doesn't stand the line for battle. [sblock=DC 20]The order is an old one. It was formed in the Years of Darkness when a sacrifice by Sir Mendikarr saved the land from a terrible enemy.[sblock=DC 25]The order are guardians of a gate. A gate unlike others in the land. They make sure it stays closed.[sblock=DC 30]A secret shame, committed during the Years of Darkness, keeps the paladins bound here in their duty.[/sblock][/sblock][/sblock][/sblock][/sblock][/sblock][sblock=Kn Arcana][sblock=DC 20]The Shield of Mendikarr is an old secret of the magically inclined. Once one comes of power to where they can teleport, they are warned of the shield. It is a bubble around the the lands of the cathedral and keep. It blocks dimensional travel in or out as a dimensional lock would.[sblock=DC 25]A teleportation receiving circle outside the wall of Mendikarr's Shield acts as a beacon and catches those attempting to use it. Often an invitation sent to a guest who is known to have such capabilities will have arcane runes that describe the location of and activate the receiving circle.[sblock=DC 30]The barrier also blocks summoning. Extraplanar creatures suffer the effects of a disintegrate spell upon contact with the Shield of Mendikarr.[sblock=DC 35]It is rumored that the one who built the Mystic Pearl also helped in the creation of the Shield of Mendikarr.[/sblock][/sblock][/sblock][/sblock][/sblock]
 

perrinmiller

Villager
Borric Hawkins, Male Human Fighter


After Borric left the Dunn Wright Inn, he went to purchase some extra equipment for the mount he had been riding. He was going to sell the black roan, but now thought better of it. A decent warhorse was worth keeping and paying the stabling fees. He did buy some barding, though. On cannot be too careful and hero no longer looks dashing when his horse gets killed out from underneath him.

Last stop was to see the tailors about the courtier's outfit. It was not really his style, but at least the tabard and cape would look good with his gleaming platemail. He is ready to meet the others and depart Venza and travel to Cutheleon.

"Well, that should be all. I wonder where the others have gotten to."

[sblock=OOC]Finished shopping. I am not really sure where the characters are supposed to be in the scene. The first IC post really doesn't specify.
Knowledge Checks Untrained (Local & Geography) (1d20+2=18, 1d20+2=15)[/sblock][sblock=Mini Stats]Borric Hawkins
Initiative:
+4 Perception: +16
AC: 30 (25 w/out shield, 28(23w/shield) flat-footed, 13 Touch)
HP: 103 Current: 103
CMB: +15 CMD: 28 (30 vs. Disarm/ 32 vs. Trip) Fort: +12 Reflex: +8 Will: +7 (+10 vs. Fear)
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO), Step Up, Greater Trip, Power Attack (-3/+6Dmg) or Combat Expertise (-3/+3AC), Lunge

Current Weapon in Hand: Mwk Spiked Gauntlet (RH)
Chakram: 1/1 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]

Kalinn arrives at the appointed meeting place shortly after Borric, and nods respectfully at the earthy warrior. "Kiitos, Borric." She glances at his warhorse, a slight look of embarrassment on her strong features. "I'm afraid I was a little overenthusiastic in my spending at the Pearl. I found I didn't have the gold left for a mount . . . I'll just have to keep up as best I can. Maybe I can pick one up on the road as we travel."
[/section]
_______________
[sblock=Mini Stats]
Kalinn Ari

Current Block
Initiative: +03
AC: 29 (16 Touch, 26 Flat-Footed)
HP: 127/127
CMB: +14 CMD: 30
Fort: +09 Reflex: +07 Will: +09

Standard Block
Initiative: +03
AC: 29 (16 Touch, 26 Flat-Footed)
HP: 127/127
CMB: +14 CMD: 30
Fort: +09 Reflex: +07 Will: +09

Rage Block
Initiative: +03
AC: 27 (14 Touch, 24 Flat-Footed)
HP: 160/160
CMB: +16 CMD: 30
Fort: +12 Reflex: +07 Will: +11

Rage Block (Hafísbíta in Hand)
Initiative: +3
AC: 27 (14 Touch, 24 Flat-Footed)
HP: 155/155
CMB: +15 CMD: 29
Fort: +11 Reflex: +06 Will: +10

Fatigue Block
Initiative: +2
AC: 28 (15 Touch, 26 Flat-Footed)
HP: 127/127
CMB: +11 CMD: 24
Fort: +09 Reflex: +06 Will: +07

Senses: DarkVision
Perception: +10, Sense Motive: +0

Special: Rage (Remaining Rounds: 16/16)
Special: Spirit Totem (+9/1d4+2)
Special: Claws (Remaining Rounds: 05/05)

Current Weapon in Hand: Hafísbíta

Hafísbíta Powers Available
Special: Boon: Shield (Remaining Points: 10/10)
Special: Boon: Healing Surge
Special: Boon: Cure Light Wounds (Remaining: 03/03)
Special: Boon: Heroism (Remaining: 01/01)
Special: Boon: Gallant Inspiration (Remaining: 01/01)

Spells Available
  • Level 0: Unlimited
  • Level 1: 7/7 per Day
  • Level 2: 6/6 per Day
  • Level 3: 3/3 per Day
Level 0: Acid Splash, Disrupt Undead, Jolt, Haunted Fey Aspect, Mending, Prestidigitation, Ray of Frost
Level 1: Ear Piercing Scream, Magic Missile, Protection from Evil, Shield
Level 2: Frigid Touch, Protection from Evil (Communal), Resist Energy
Level 3: Fly, Haste
[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]
A few moments later Bren rides up on a painted mare, looking only slightly uncomfortable to be in the saddle. He dismounts as soon as he brings the horse to a stop, and looks at the clear blue sky before greeting the two other early arrivals. "Borric, Kalinn. A fine morning for a ride, I think!"
[/section]
_______________
[sblock=Mini Stats]
Breninyr Hydref
Initiative: +0
AC: 18 (18 Flat-Footed, 18 Touch)
HP: 74/74
CMB: +10 CMD: 27 (+12/29 vs Grapple)
Fort: +12 Reflex: +08 Will: +18

Senses: DarkVision
Perception: +15, Sense Motive: +10

Current Weapon in Hand: None

Special Abilities: Advice (10/10 Rnds), Calming Touch (09/09), Channel Energy (10/10)
Special Abilities: Inspiring Command (09/09), Stunning Fist: Fatigue, Crushing Blow (08/08)
Special Abilities: Ki Pool (08/08), Jaunt Boots (03/03), Unity (01/01)

Prayers Available
Orisons: Detect Magic, Guidance, Read Magic, Stabilize
1st Level: Bless, Bless, Bless, Murderous Command, Ray of Sickening, Shield of Faith, Shield of Faith
2nd Level: Bull's Strength, Prot from Evil (C), Prot from Evil (C), Shield Other, Silence, Spiritual Weapon
3rd Level: Archon's Aura, Chain of Perdition, Invisibility Purge, Prayer, Searing Light
4th Level: Discern Lies, Freedom of Movement, Spiritual Ally, Spiritual Ally
[/sblock]
 

jackslate45

Villager
"Or walk, if that is what you prefer."

The next to arrive is the ranger and his wolf, but Aradra does not seem to have a mount to ride. "I have prepared some spells that will harden us for walking, so we should be able to keep up a decent pace with those horses. As long as you don't ride them to hard, we should keep in pace. But I only have a few of them, so it will be a long journey."
[sblock=Aradra Stats]
Aradra Longstrider
AC: 26 (19 flat-footed, 16 touch)
HP: 105/105
CMB: +13 CMD: 29
Fort: +9 Reflex: +14 Will: +6
Perception: +19
Initiative: +8
Current Weapon in Hand: Bow +20/+15/+10 1d8+3 19-20/x3 or +15/+15/+10/+5 1d8+9 19-20/x3 1st hit deals double
Current Conditions in Effect: Rapid Shot/Deadly Aim/Endless Ammo (from Bow); Woodland Stride ; Evasion; Clustered Shots; Falcon's Aim (+3 Perception & 19-20 /x3)

Used Items:

Adaptation: 110/110 Minutes Remain (Darkvision, Iron Will, Skill Focus Stealth)
Level 1 Spells: Feather Step, Tireless Pursuit, Longstrider
Level 2 Spells: Barkskin (+3), Eagle Eye
Level 3 Spells: Tireless Pursers (2 people)
Extend Rod: 3/3 per Day
Pearl of Power lvl 1: AVAILABLE
Negate Crit: 1/1
Haste: 10/10
Fly (CL 5): 1/1
[/sblock]

[sblock=Shadow Stats]
Shadow
AC: 25 (20 flat-footed, 11 touch) (-1 DEX from AC +1 NA bonus) + 3 NA Enchancement
HP: 101/101
CMB: +14 CMD: 27 (31 vs Trip)
Fort: +11 Reflex: +8 Will: +6 (+4 vs Enchantment Charm/Compulsion)
Perception: +16
Initiative: +2
Current Weapon in Hand: Bite (+12/5 1d8 + 16 + Trip) + d6 Shocking Amulet of Mighty Biting (Activated)
Current Conditions in Effect: Power Attack, Furious Focus, Evasion, Share Spells; Scent;
[/sblock]
 

jbear

Villager
"That is welcome news" says Relic as he shuffles up alongside the ranger. "I also own no mount and spent every last coin I had and cannot afford to buy one." One must assume that he was also unable to afford the fine clothes needed to improve his extremely road worn appearance as warned by the messengers, as he remains as shabby looking as ever. Either that or the wizened mage cared little for how he was treated at this future event.

[sblock=Relic lvl 10]
Relic Nevyn
(Lvl 10) Human Wizard 9/Oracle 1
HP: 83
/83
AC: 14 Touch 14 FlatFooted 11
Initiative: +8; Temporal Celerity: Rolls initiative twice and can use either result
Status:

Fort: +7 Ref: +7 Will: +11
Wizards Spells: lvl 0: Prestidigitation, Detect Magic, Read Magic, Mage Hand
Lvl 1: Shocking Grasp; Magic Missile
Lvl 2: Summon Monster II, Hideous Laughter, Invisibility,
Level 3: Haste 0/2 Used; Lightning Bolt; Fly
Level 4: Black Tentacles, Summon Monster IV 0/2 Used
Level 5: Summon Monster V 0/2 Used; Telekinesis
Bonded Ring:
Pearl of Power #1 (lvl 1):
Pearl of Power #2 (lvl 1):
Pearl of Power (lvl 2):
Lightning Flash 8/8 uses left today
Cyclone: 8/8 uses left today
Oracles Orisons: Detect Poison, Create Water, Guidance, Purify Food and Drink
Oracles Spells: lvl 1: 0/3 uses left today
Wand of Mage Armor: (45/50) charges
Wand of CLW: (47/50) charges
Wand of Protection vs Evil:(50/50) charges
Wand of Glitterdust: (50/50) charges
Wand of Align Weapon:(50/50) charges
Lesser Metamagic Rod, Extend: 3/3 uses left today
Lesser Metamagic Rod, Bouncing:3/3 uses left today
Lesser Metamagic Rod, Piercing: 3/3 uses left today
Lesser Metamagic Rod, Silent: 3/3 uses left today
Consumables: 2/2 CLW Potions; 1/1 CMW Potion; 4/4 trail rations
Scrolls prepared for Battle:
Curse: Clouded Vision: Max Vision limit 60'; as Darkvision
[/sblock]
 
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Systole

Community Supporter


Daylily strides up to the assembled group. There's something taut in his demeanor, even as he inhales a noseful of mucous, hawks loudly, and gobs it against a nearby wall. "If you is need a horse-beast, Elder, I am have extra yellow metals." He turns to one of the street children loitering a few feet away. "Oyeh! Dirt child! Go fetching horse beast master from horse beast store! Tell hims to bring horse beast here now!"

A few minutes later, a groom arrives, leading a broken-down nag. He freezes when he sees the filthy elf, but relaxes slightly when Daylily points him at the old wizard. The groom cringes again when Daylily shoves a greasy pouch of gold into his hands.

The elf nods. "There. Problem is being fixed. I ams ready for running."

[sblock=OOC]Being immune to fatigue, Daylily can hustle and keep up without too much issue. He'll pick up some NL damage, but that's it.[/sblock][sblock=Mini Stats]Daylily Falshenaya

-Normal-
AC: 19 (19 flat-footed, 14 touch)
HP: 117/117
CMB: +16 CMD: 29
Fort: +13 Reflex: +8 Will: +7
Attack: +17/+9 for WD+19

-Raging-
AC: 14 (14 flat-footed, 9 touch)
HP: 137/137
CMB: +18 CMD: 31
Fort: +15 Reflex: +8 Will: +9
Attack: +24/+16 for WD+24

Perception: +15
Initiative: +3

Current Weapon in Hand: None
Current Conditions in Effect: None
Rage Remaining: 16/16

Used Items:
None

[/sblock]
 

jbear

Villager
Relic thanks Daylily for the horse. "Deeply appreciated" he adds hauling himself up on the old nag, readying himself to ride out with the group.
 

GlassEye

Community Supporter
Orlando Furioso, Venzan bravo

A whicker from down the road alerts the group to Fury's presence. He comes up riding a high-spirited roan that he is having a little trouble controlling. Apparently his intent is to ride up to Borric but his mount has other ideas. It sidles round to greet Relic's nag.

"I hate horses," says Fury in way of greeting as he scowls down at the roan. "That fellow at the stable said this one was named 'Firestorm' or some such. Could barely keep himself from giggling. I almost called him out right there but wouldn't have been any challenge to it.

You all ready to ride?"
Fury glances around to take in who all is present. "I hope so, because this one wants to run."

Fury reaches down to pat his horse on the neck but the beast throws its head back barely missing smashing the rogue's face. Fury scowls.


• Orlando Furioso •

[sblock=MiniStats][size=+1]Fury[/size] Human Rogue 9 / Bard 2
Initiative: +8 Perception: +14

AC: 24 (17 touch; 18 flat-footed)
HP: 99 Current: 99
CMB: +9 CMD: 26 Fort: +5 Ref: +16 Will: +7

In Hand:
Effects/Conditions:

Bard Spells
Spells Remaining: 1st: 2/2
Spells Known:
1st: Expedition Retreat, Feather Step, Vanish
0-level: Dancing Lights, Detect Magic, Light, Prestidigitation, Sift[/sblock]
 

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