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slydingdoor
Oct 26, 2010

Are you in or are you out?
OOC/Recruit Thread

http://forums.somethingawful.com/showthread.php?threadid=3781329

Character Sheets

Claudiu the Vampire, by Ryuujin
Terranibal the Warlord by Mustache Ride
Ellie the Wizard, by Look Around You
Rehgdar the Paladin, by ArkInBlack
Farrag of Nowhere, by TheArchimage

You are a close-knit group of adventurers heading for Gardmore Abbey, having sleepwalked your way through every quest you've completed so far, gathering power and looting magic items–in particular, a single magic card. It's enough to make you complacent. On the 3-day journey you have plenty of time to consult your new journal titled...

WINTERHAVEN



The village of Winterhaven is the settlement nearest to Gardmore Abbey and therefore makes a good base of operations for you adventurers to launch expeditions into the ruins. In a village of under a thousand souls, only a handful of exceptional people have information or merchandise of interest to you adventurers.

Bairwin Wildarson: The halfling proprietor of Bairwin's Grand Shoppe (area 7 on the map) traveled the world, or so he claims, before setting up shop in Winterhaven ten years ago. He occasionally has common magic items for sale in his shop, with a 25% chance (d20: 1-5) that any given item the adventurers desire is available.
What do they know about Gardmore Abbey? "The old abbey? It's been in ruins for almost 150 years, ever since a force of orcs came down out of the Stonemarch. It was also the site of a battle in the more recent Bloodspear War, about ninety years ago. The armies of Fallcrest were defeated there, and the orcs swept through the Vale, leaving Fallcrest in ruins. There's a few left in Fallcrest who remember that battle, the dwarf Murgeddin for one."

Delphina Moongem: Delphina turned away from the forest of her elven family to live an urban existence. She can be found in the square on Market Day selling wildflowers from her cart. She is happy to tell visitors about Winterhaven. She collects wildflowers north of the village, and she has seen orcs around the ruined abbey in the Gardbury Downs.
What do they know about Gardmore Abbey? "A few months ago, another group of travelers asked me the same thing. They were a pair of eladrin, though, traveling from the Feywild in search of their father. But I don't know much about the abbey, except I've seen orcs in the area."

Eilian the Old: This aged human farmer is a regular customer at Wrafton's (area 2), taking a seat at a table in the corner every night. His farm is down in the valley along the King's Road. Eilian has an interest in Winterhaven's history, making him a good source for local information, and he loves to talk.
What do they know about Gardmore Abbey? "Oh, it was one of the first settlements in the Nentir Vale, you know. Almost three and a halfcenturies old, those ruins are. Until Winterhaven came along about thirty years later, it marked the northern extent of Nerath's expansion."

To paraphrase the rest of the information embedded in his prattling: The Abbey's construction as a defensive fortification on the hill was intended to protect it and the village, it was the base of the campaigns of the knightsagainst the orcs of Stonemarch and elsewhere, and it was ultimately sacked by orcs 150 years ago.

He also knows about the battle at the ruins during the Bloodspear War that Bairwin already told you about.

Ernest Padraig: The hereditary lord of Winterhaven resides in the manor house (area 14 on the map), and also frequents Wrafton's Inn (area 2). He is looking for help to secure Gardmore Abbey, so if the adventurers don't seek him out, he is certain to find them in the inn or summon them to an audience in the manor to make his of fer of employment. He also seems like a man who will send you on many quests.

Rond Kelfem: This rugged, close-lipped human soldier is the captain of the Winterhaven regulars, and he also oversees the Warrior Guild. He can be found at the guild headquarters (area 8 on the map), in the barracks (area 13), or on guard duty, depending on the time of day.
What do they know about Gardmore Abbey? "Orcs there. Padraig says they're a threat to Winterhaven, but I don't see it. They keep their distance, we keep ours. Last thing we want is to provoke 'em.

Salvana Wrafton: Wrafton's owner and proprietor is a human named Salvana Wrafton. She employs several serving staff and cooks. Salvana is friendly and open, quick with a smile and a warm welcome.
What do they know about Gardmore Abbey? "I wouldn't know it from a hole in the ground, I'm sure. But another one of my guests is interested in it. He's a southerner named Sir Oakley, and I'd be happy to introduce you to him. I'm sure he could answer your questions."

Sister Linora: The temple priest, Sister Linora, performs sacrifices in the temple three times per week, but otherwise she is not present. She prefers to travel among the homes outside the walls, dispensing care to villagers and animals and helping with various farm projects. Although Linora is not a cleric, she is a non-heroic priest of Avandra. She doesn't have access to cleric powers, but she can muster a little curative and restorative magic.

Sir Oakley: an aging knight who claims descent from the legendary founder of Gardmore Abbey, Gardrin the Hammer, he has lived in the half-ruined city of Nera, the former capital ofthe Empire of Nerath, for his entire life. However, as he grows older and confronts his mortality, he has set out on one last quest he intends to complete or die trying: to purge the evil from Gardmore Abbey and reestablish it as a bastion of good in the Nentir Vale. He looks like someone who will rope you into many quests.

Thair Coalstriker: This dwarf owns the village smithy. His main business consists of forging and repairing farm implements and cooking pots, but he's a skilled weapon· and armorsmith and welcomes the opportunity to take on these more challenging tasks. He can make common magic weapons and armor up to level 8.
What do they know about Gardmore Abbey? "Every once in a while, a sword or helmet will turn up that comes out of the ruins of the abbey. Most of them belonged to the soldiers from Fallcrest who fought in the Bloodspear War and fell at the battle in the ruins, but a few were the prized possessions of the knights who built the abbey and defended it for two centuries. Fine workmanship, they are, and imbued with holy power. Devout servants of Bahamut the knights were, you understand-or at least most of them. They say a taint took hold in the knights toward the end, and many of them turned to the worship of the serpent god, Zehir."

Valthrun the Prescient: Valthrun is a sage and scholar who lives in a tower within Winterhaven's walls (area 6 on the map). On occasion he shows up in Wrafton's Inn (area 2) to socialize. Valthrun is a good listener, asking enough questions to keep whomever he speaks with talking. He has a particular interest in the ruins of Gardmore Abbey; and looks like someone to check in with later for a quest.

GARDMORE ABBEY



The abbey grounds cover most of a hillside in the middle of the downs. The overgrown path that leads from the King's Road ends in a gate flanked by squat, square towers. To either side of the gate stretches a curtain wall showing signs of its age, supported by occasional towers and buttresses. Above the wall, a caved-in temple yet stands proudly on the hilltop.

South of the gate, the abbey's outer wall is draped with ivy, and the canopy of a thick forest is visible beyond. A tall watchtower stands at the south end of the hill, marking the end of the curtain wall. This wall extends halfway around the hill, and nature has taken care ofthe rest. The hillside is so steep on the west and south sides that a military assault would be impossible, though a smaller force might be able to scale it.

The ruins of Gardmore Abbey are situated on a hill in the midst ofthe Gardbury Downs, about 18 miles from Winterhaven and 40 miles from Fallcrest as the crow flies. Along the King's Road (and the worn trail leading from the road to the abbey), the journey from Winterhaven is 35 miles and from Fallcrest, 55 miles.

Who are you, and what do you do?

There is no need to link your sheet.

slydingdoor fucked around with this message at 20:55 on Jul 4, 2016

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slydingdoor
Oct 26, 2010

Are you in or are you out?
Quests

The Deck of Many Things
Major Quest, Level 8
This card comes from a larger deck. There's magic in the card, to be sure, and the magic of the whole is certainly weaker than the combined magic of the individual parts. Collect the rest of the cards to complete the deck.
Objective: Acquire the twenty-two cards of the Deck of Many Things and assemble them into a complete deck.

Knight of Mithrendain
Major Quest, Level 6
On a previous quest you completed together, you met Eriyel, the chief of the Woodsinger elves of the Harken Forest, and you adventurers dealt with her in the course of winning Harkenwold's freedom from the Iron Circle. She contacts you adventurers and asks a favor.
A few months ago 1welcomed travelers from our distant kin in the Feywild-an eladrin knight named Berrian Velfarren, his sister Analastra, and a small entourage. They had been traveling for seven years in search of their father. We fed them and sent them on their way with blessings. Last night I received a message from a friend in their home city of Mithrendain asking ifI had any news of their whereabouts. Berrian mentioned a place called Gardmore Abbey, which I believe lies in the north, near Winterhaven. Please, as you travel in the Nentir Vale, send me word ifyou encounter Berrian and Analastra. And tell them they are missed."
Objective: Find the eladrin knight Berrian Velfarren and send news of his whereabouts to Eriyel in the Harken forest.

Quest Complete!
Reward: 250 XP per character, and Eriyel owes the adventurers her gratitude.

Priest of the Eye
Major Quest, Level 7
Grundelmar is the priest of Pelor in the House of the Sun in Fallcrest, a village you quested for previously. Troubled by visions in his dreams and filled with the fire of his convictions, he seeked you out.
"Pelor urges all people of good heart to be constantly on guard against the encroachment of evil. Among the most insidious evils are those that take root in the hearts of our communities and grow like a canker. Years ago, down in the barony of Therund, a group of right-thinking adventurers such as yourselves rooted out one of those cankers, a cult of the Elder Elemental Eye that had spread through a certain stratum of society. The cult leader escaped, though: a man named Vadin Cartwright. It was assumed that he fled the area and would pose no more danger.
Well, Pelor has spoken in my dreams to let me know that Cartwright is still a danger. He's dabbling with forces beyond mortal understanding, and the results could be disastrous. I don't know any more than that, except to seek him among the dead in old Gardmore Abbey."
Objective: Capture or kill Vadin Cartwright and bring him (or proof of his demise) to Grundelmar in Fallcrest.

Moonbane
Major Quest, Level 7
Sergeant Murgeddin, the leader of a detachment of soldiers that watches Fallcrest's Wizard's Gate, through which the King's Road enters from the east. An aging dwarf, he's a veteran ofthe Bloodspear War-the ore invasion that resulted in the destruction ofFallcrest ninety years ago. One ofthe major battlefields ofthat war was among the ruins of Gardmore Abbey.
"Aye, I fought at Gardmore Abbey all those years aao. I stood with the forces of Fallcrest at the summit ofthe temple mount, and terrible things I saw, too. I watched Lord Markelhay, who was the great-grandfather ofthe current lord, disappear into the catacombs beneath the temple. He was clutching the ancestral sword of his line, the sword ofAranda Markelhay, called Moonbane. I don't know why he went down there-he never did emerge from those catacombs, and neither did the sword, so far as anyone knows. Imagine what Lord Markelhay would give to have that sword back in his hand! It'd be like the rebirth of Nerath, I tell you. Almost like we had an emperor again."
Objective: Retrieve Moonbane and send the blade to Lord Warden Faren Markelhay in Fallcrest.

Scout the Abbey
Major Quest, Level 6
Sir Padraig gives you this one:
"Travelers on the Kina's Road of late have been attacked by orc raiders as they travel through the Gardbury Downs. The attacks mostly occur in the vicinity of the old ruins of Gardmore Abbey, so I suspect the orcs are using the ruins as a !air. lf I could, I'd raise a militia to 90 root the orcs out of their holes and put them to the sword, but these folk can't see past the village walls.lf it's not a threat to Winterhaven, they don't think it's our problem. Never mind that it affects caravans coming here. So in lieu ofthe militia, I'm hiring you to deal with these orcs. To start, I want you to go to the abbey and find out whether the orcs are lairing there. Come back and tell me what you find-as complete a picture of their lair and defenses as you can."
Objective: Scout the ruins of Gardmore Abbey and assess the orcs' defenses. Return to Padraig with a map of the abbey and an indication ofthe orcs' numbers.

Quest Complete!
Reward: 250 XP per character, and Lord Padraig pays the party 600gp as incentive to keep working with him.

Peace with the Fey
Major Quest, Level 7
"The fey you describe living in these woods might be useful allies against the orcs and the best way to stop the raids. Find their leader and make peace with them, securing their cooperation."
0bjective: Secure a promise of peace from the leader of the fey in the Feygrove.

Escort Sir Oakley to the Temple
Minor Quest, Level 6
"Our goal is the purification ofthe temple. Your job is to keep me alive and help me reach Drgaon's Roost, the temple that stands at the highest point ofthe abbey. I am not helpless by any means-I can still use this sword, believe me-but I am not as young as I used to be."
Objective: Accompany Sir Oakley into the ruins of Gardmore Abbey and to the temple on Dragon's Roost while protecting him.

Quest Complete!
Reward: 250 XP. Sir Oakley promises a financial reward (2,000 gp), but you receive it only after you complete the "Purify the Temple" quest.

Gather the Sacred Vessels
Major Quest, Level 7
"It is as I suspected. I cannot perform the ritual of purification without the temple's sacred vessels. Our next task, then, is to find them: a chalice, a bowl, and a brazier. In all my research, I have found no mention of those items appearing outside the abbey, so I believe they are still here somewhere. It is only a matter of finding them and bringing them to me."
Objective: Find and retrieve the three sacred vessels Sir Oakley needs to complete the purification ritual: the Brazier of Silver Fire, the Bowl of Io's Blood, and the Chalice of the Dragon. Keep Sir Oakley alive until the three vessels are gathered.
Known reward: Sir Oakley promises you adventurers a financial reward of 2,000 gp, but you receive it only after he finishes purifying the temple.

Find Analastra
Minor Quest, Level 7
"My sister Analastra had not reported infor several hours, and I feared for her safety. She is a competent warrior, but ever since we have come here, my sister has been ... different. I am not about to let my family fall apart on the quest to discover its past."
Objective: Locate Berrian's sister Analastra and bring her back alive.
Quest Complete!

Quest reward: 300 XP

Establish a Claim
Minor Quest, Level 7
"The plants that thrive in this grove and the creatures attracted to it-they are not of this world. My ancestors had a hand in it, and this Lord Padraig will recognize our claim. We have searched the shrine here, but to no avail-the monks who tended the garden were more interested in the properties of the plants than those who set their seeds in the world."
Objective: Locate the groundskeeper's records and give them to Berrian.

Reward: 300 XP

A Father's Fate
Minor Quest, Level 7
"Our father's last message to us was that he was going to the Nentir Vale. For years we have attempted to learn his fate. Every clue has led us here, to Gardmore Abbey. We are close now, but we still have not discovered his whereabouts. This grove has the mark of the fey about it, so this is where we seek him. But thus far, our search has been fruitless."
Objective: Learn the fate of Berrian's father.
Reward: 300 XP

Tower of the Archmage
Minor Quest, Level 8
Valthrun the Prescient is a sage and scholar whose tower stands in the center of Winterhaven. He asks you to investigate an area further.
"Lord Padraig tells me that you found some kind of mystic tower in the village connected to the abbey. I wonder if you'd do me a favor. If you find yourself inside that tower, keep your eyes peeled for a tome bound in white dragon scales. It's called the Winterbole Codex, and I'd sure like a look inside its pages before 1 die."
Objective: Find the Winterbole Codex and bring it to
Valthrun the Prescient in Winterhaven.

Ancient Heirlooms
Major Quest, Level 8
Alira Vond, a merchant from the distant south, presents her mission.
"As you probably know, the knights who built Gardmore Abbey were overzealous crusaders who killed innocents and plundered sacred sites for treasure. Don't get me wrong–they started off as well-meaning champions of truth and justice, but the more powerful they became, the more weedy and corrupt they grew. Believe me, my ancestors witnessed their rapacious ways firsthand. Now I just want to recover the items they stole from our lands–two in particular. One is a silver dagger with a large amethyst, deep purple in color, set in the pommel. The other is a sort of rod or scepter crafted of adamantine. Bring these items to me, and I'll pay you well."
Objective: Find the amethyst dagger and the adamantine rod and return them to Alira Vond.

Total Spoils:
1520/3000 XP to 8th Level
3700 GP

Magic Item cost by level
pre:
Level 1		360
Level 2		520
Level 3		680
Level 4		840
Level 5		1000
Level 6		1800
Level 7		2600
Level 8		3400
Level 9*	4200
Level 10*	5000

*your level must be within one of any item you wish to buy

slydingdoor fucked around with this message at 17:00 on Sep 14, 2017

ArkInBlack
Mar 22, 2013

Rehgdar

"Alright gang, Kord's blessed us with a whole crop of problems to punch at this well-guarded abbey so we should figure out here and now exactly how we're gonna go about it. We could march right up to the front gate and shout insults at the orcs 'til they open up the doors and come fight us, which when we win we can just go up the main path. Or, we could circle around and come up the west cliff face and take 'em by surprise." Rehgdar looks over the map a bit further. "Tall cliff from the looks of it. Not sure if beatin' up more orcs is all that impressive. But beating up more orcs after scaling a cliff in full plate... Yeah, I vote we climb up the cliff there."

Perception: 1d20+5 19 just to keep an eye out for something like an orc ambush/patrol
As for who Rehgdar is and what he does, I mean, he punches evil for Kord because evil people tend to be pretty tough to punch out for various reasons like 'blessed by dark gods' or 'has a small division of undead soldiers' and what better way to show Kord and the world just how tough and strong you are by punching those kinds of people in the face. And then you go boast tell everyone how awesome you are that by your strength and Kord's favor a great evil has been slain.

ArkInBlack fucked around with this message at 15:56 on Jul 3, 2016

slydingdoor
Oct 26, 2010

Are you in or are you out?
You see that the orcs have set up an area cleared of vegetation in front of the gatehouse, to make a concealed approach impossible, even at night due to their darkvision. Other than at that gatehouse, there are no clear areas and apparently no orcs patrolling atop the 30 foot high walls. On the cliff side, you are unable to find the hidden path Sir Oakley spoke of. Terranibal, although you are the least apt to do so, you are the only one who thinks you catch sight of it in the corner of your eye, but you can't find it again. It's high noon, another search would take valuable daylight hours. What you do find as you all search the cliff is a breach in the wall east of the southern watchtower. It leads to a wooded area, thick with foliage.

What do you do?

slydingdoor fucked around with this message at 13:12 on Jul 3, 2016

Look Around You
Jan 19, 2009


Ellie Durham

Who I am and what I do: Well, I'm a spellsword I suppose. I'm attached to Duke Ellis' guard outfit. We hunt down bandits and animals. Sometimes some undead of a necromancer shows up and starts doing Evil Things, but mostly the first two. The Duke asked me to come here, said people were spooked out about the rumors and wanted someone to investigate. I have a husband, Darin, who builds houses and occasionally gets kidnapped by bandits. Anyway, that's me! I'm kinda boring I guess!


Maybe we can send our vampire in bat form ahead to scout out the forest? Or I guess just go through it all careful like

Ryuujin
Sep 26, 2007
Dragon God

Claudiu

I look over Rehgdar's shoulder at the map, noting the general layout, trying to look for a good path to take. Of course the easiest path would be to simply enter from the main gates, yet that is hardly a good tactical decision with how well reinforced the main gate is. As I look over the map my mind wanders, thoughts of the past. Flitting memories of holey places, of wars, of many a thing. I try to remember if the Abbey was there when ... when I was last here. But no I cannot remember the Abbey, I think it is too recent. Though the people who live nearby would consider it quite old indeed. As I search for memories of the Abbey my mind touches upon sore spots. Death and destruction. Shame and sin. What happened to me, what I did. And why I left the last time. But I have gained control of myself, for the most part, and while I cannot curb my hungers and instincts entirely I can bend them to my will, bend them to the service of good. To help people, particularly those descended from my former subjects. To be a hero. I may not be able to absolve myself of my sins, but I can try and put my power to a better use.

And so I am here. Rumors of trouble in the land, and a mission from the young, hmm well perhaps not so young but younger than myself it seems, dwarf Sergeant Murgeddin to retrieve the blade of Aranda Markelhay while dealing with the trouble in Gardmore Abbey.

"Scaling the cliff may be our best choice, if we cannot find the path. That said I fear that many of you may not be all that good at scaling walls. So I suggest we take the time to search for the path again."

If we take the time to search again I get a 23 Perception

Ryuujin fucked around with this message at 18:22 on Jul 3, 2016

slydingdoor
Oct 26, 2010

Are you in or are you out?
Claudiu, with Terannibal's help you are able to find the well-hidden stairway. It is steep and partially blocked in places, so climbing to the top requires significant effort. It isn't dangerous, scaling it will merely take extra time. Another hour, leaving you with little more than 4 left of daylight.

Speaking of four, your journal lists 4 routes into the Abbey: The hidden path to the highest plateau, the main gate, the 30 ft walls, and the southern breach into the wooded area.

What do you do?

ArkInBlack
Mar 22, 2013

Rehgdar

"While it's not the ascent I had in mind, it would be a waste of honest work to not use the path we so painstakingly searched for. Upwards, to glory and honor!" with that (and a rather dramatic point) Rehgdar begins to climb the cliff stairs.

Ryuujin
Sep 26, 2007
Dragon God

Claudiu

Claudiu smiles at Rehgdar's words. "Perhaps it is not the ascent you had in mind, but I believe it will be safer for many of you. And it would not do to have any of you fall and hurt yourselves." With that he follows Rehgdar up the hidden path.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Dragon's Roost

The ruined husk of the abbey's glorious temple stands forlorn at the top of the hill, a monument to its former majesty. Hints of silver and platinum ornamentation still gleam here and there through a coat of black soot that covers the entire structure. The arched roof of the temple is half collapsed and its windows shattered, but it still manages to convey something of its original purpose–to remind the viewer of the power and glory of Bahamut and the other gods of good.

Sir Oakley beholds it with determination in his eyes. "This is my destination, come." He steps forward, ushering you to take point as you said you should.

The other structures on the hilltop have fared worse than the temple with the passage of centuries and the devastation of war. To the west of the temple is a squat stone building ringed by crumbling columns that must once have suggested grandeur and elegance, but now seem tawdry. To the south of both buildings stands the ruin of a long, low structure, now little more than heaps of rubble and debris scattered among skeletal posts and beams. Only the gatehouse, guarding the road that runs up from the village, stands more or less intact, though its doors hang from their hinges.

TheArchimage
Dec 17, 2008
Farrag

He was a half-orc who made a living as a sell-sword, though his true purpose was to seek out large and small deeds to do on behalf of his goddess Melora. His natural expression was a frown with arched eyebrows, so even in his best moods he appeared one errant comment away from sucker punching someone. By now his compatriots had learned to put up with his reticence. He followed them without apparent interest, but he was continuing to follow them so perhaps he had an interest after all?

"I'm for helping out Oakley first," he provided his opinion. "We can clear out the rest of the place on our own time." Not to mention the sooner he finished his business, the faster he could leave and the less chance he would get killed. He was sure Oakley could take care of himself to some degree, but he was uncomfortable staking the old man's life on it.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Though the roof is half collapsed and the building is blackened with soot and decay, some hint of its ancient grandeur still shines through in the abbey's great temple. Mighty columns rise into the shadows beneath the crumbling roof, lifting the eye toward the heavens. Smaller pillars of graceful shape and elegant decoration hint at the temple's lost beauty. Altars to several different gods surround a towering statue of Bahamut, depicted as a human knight in armor.

A croaking voice calls from overhead, "All the faithful of Bahamut, come and pay him worship!" A flutter of feathers draws your eye to two wretched shapes, like hideous women with wings and talons, draped in bloodied holy vestments.

The creatures are obviously insane.

Sir Oakley waits for you to make the first move, though it's obvious he's ready for a fight. The first of no doubt many in order to cleanse this place and complete his quest.

What do you do?

Look Around You
Jan 19, 2009


Ellie

Ellie pulls out the orb she uses to channel her spells upon seeing the old man prepare for a combat. She eyes up the winged women and sets her stance, unsure of what they even are, and unwilling to rush in head first against unfamiliar opponents. Then she turns towards her companions and nods towards the... creatures and quietly says, "Get ready, I get the impression they're less than friendly..."

Look Around You fucked around with this message at 04:43 on Jul 4, 2016

slydingdoor
Oct 26, 2010

Are you in or are you out?
Ellie, one Harpy babbles, squawking and drooling while the many holy symbols beaded into her matted hair rattle like chains, and the other points at your orb, stares into your eyes, and screams, "Murderer! I see you! Premeditating against a woman of the cloth. I declare you dead! Bahamut protect us! Strike down these agents of evil!"

Three portals appear on the ceiling, and an angel descends from each. White hot halos float above their heads, and each dual wields a shining sword and dagger with streaks of vermilion snaking up the fullers of the blades.

Features of the Area
Illumination: Daylight enters the temple through holes in the roof and walls, providing bright light.

Altars: Altars set in niches on the side walls of the temple were devoted to Kord, Moradin, Pelor, Erathis, and Ioun (clockwise from the lower left). The altar at the north end of the temple is dedicated to Bahamut. A vestige of holy power still lingers in all these altars. A character who is a worshiper of the deity an altar is dedicated to gains a + 1 bonus to attack and damage rolls while standing within 3 squares of that altar (or +2 with divine powers). Bonuses from multiple altars do not stack.

Pillars: Squares containing pillars are difficult terrain and grant partial cover.

Pool: A pool of clear water stands near the right entrance of the temple. The water is bitterly cold, like the freezing breath of Bahamut, dealing 5 cold damage to any creature that ends its turn in the pool. A character who drinks of the water, however, gains a temporary blessing of clarity: Once before the character takes an extended rest, as a free action, he or she can reroll a single d20 roll with a +2 bonus. The character must use the result of the reroll. A character can gain this benefit from the pool only once.

Stairs: A low flight of worn stairs leads up to the altar. The stairs are difficult terrain to creatures ascending them.

Monster Stats

Ryuujin
Sep 26, 2007
Dragon God

Claudiu

Claudiu shakes his head. "Well now it seems combat is inevitable." He locks eyes on the nearest harpy and smiles. "Come my dear. Come to me. Let me embrace you." And indeed she begins to walk toward him as if in a trance, even as her mind is ravaged by his charming looks.

As she approaches he reaches out with a solid slap as he grasps the harpy woman, seeming to grow healthier as he makes contact.

Ryuujin fucked around with this message at 06:02 on Jul 4, 2016

Mustache Ride
Sep 11, 2001




Terranibal

"Oh, of course you had to go piss off the harpys. Sure, why not." Terranibal unslings his sword and sheild, and stands in front of the others, readying for the Harpy's attack. As Cladiu approaches on with open arms, Terranibal's shield goes to his forehead, as if he can't believe what he's seeing.

"What...what are you doing you fool? You've just placed yourself in the middle of the ambush and then decided you weren't far enough in and went further. Ugh, Vampires."

"LISTEN UP YOU DOGS, WE'RE IN A BATTLE NOW, LETS DO IT."

slydingdoor
Oct 26, 2010

Are you in or are you out?
The Deck of Many Things is activated when its owner's lives are threatened. Ellie draws The Sun card!

TheArchimage
Dec 17, 2008
Farrag

"You are wrong, commander," said Farrag as he slashed in all directions with his blade to break from the melee and whirled behind the closest harpy. "Strike fast, strike deep, strike to kill. Even animals know the power of an overwhelming offense." With a flick of his blade he dispatched the harpy Claudiu embraced. He loved it when his allies held them still for him. Before the body had even hit the floor he was moving again, placing himself behind the angels.

Ellie, if you have to hit me to use party-unfriendly close blasts this is my explicit permission to target me with them.

ArkInBlack
Mar 22, 2013

Rehgdar

Rehgdar thumps his plated-chest with one hand while he draws his blade. "Always a good bit of fun to spar with other faiths! Kord, watch as I win you glory this day!" Rehgdar punctuates his sentence by raising his sword to the heavens, a ray of sunlight catching on the shined metal and cutting an imposing figure of the paladin as he charges into action, swinging the greatsword and moving away from one of the angels to better pin one between himself and Farrag. With a mighty "Hup!" the blade swings down, and into the cracked stone as the angel nimbly floats out of the way. "...Ah! Truly we are blessed with worthy foes."

Ryuujin
Sep 26, 2007
Dragon God

Claudiu

Claudiu looks down upon the harpy he had been so recently holding. Sighs, and looks upon the carnage of battle. The angels, corrupted though they may be, battling his companions. And quietly strolls around the pool, until he enters the aftermath of Ellie's sonic attack. Passing one angel he smiles, "ladies ... or whatever you are." And then he lets slip a bit of his control, his eyes going red, his fangs lengthening and he unleashes himself in a blind fury, attacking all within striking distance. He bloodies one of the angels, but fails to connect with the other. And his blood sings as the power of the changes within him bubble to the surface, enhancing his killer instinct.

Mustache Ride
Sep 11, 2001




Terranibal

"Cladiu, it seems that the blood you're sucking is coming out faster than you can suck. Let me help you with that."

Terranibal Charges past the others and barrels his shield into the Harpy Claudiu was holding. Arriving and stopping quickly, he slaps a gauze on Cladiu's biggest wound and then turns and slashes at the Harpy.

"Come on, beautiful, aren't I a gorgeous target?" he says to the Harpy.

Prepare Vengance is mine
Trigger: an enemy hits you
Effect: "You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action."

TheArchimage
Dec 17, 2008

Farrag

Through the haze and dizziness he was was still able to score a minor blow on one of the angels but that was all he could manage. He needed space, he needed time, he needed an opening to continue his swath of destruction...!

ArkInBlack
Mar 22, 2013

Rehgdar

Stumbling through the well water Rehgdar winces "Ah, hell! Y'think priests of Bahamut would at least bless their water to burn evil, not just anybody that doesn't pray to ol' Platinum Scales!" with a grunt he whirls around his blade, and while the healthy angel slips aside, the weakened one can't get out of the way quickly enough and is caught by the backswing of the greatsword.

Look Around You
Jan 19, 2009


Ellie

Ellie reels from the injuries she's sustained and from being dazed. She wildly flings a spray of rainbow colors, hitting a harpy but somehow missing angel right in front of her.

Mustache Ride
Sep 11, 2001




Terranibal

"HA. Foul beast, you shall not give up, it seems. HIT ME YOU DOG." Terranibal screams at the Angel as he swings his sword at it again.

Prepare Vengance is mine
Trigger: an enemy hits you
Effect: "You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action."

ArkInBlack
Mar 22, 2013

Rehgdar

Rehgdar turns to face the remaining angel and furiously swings his sword, slashing and thrusting, desperately trying to land a blow but the fiery foe proves to agile and skilled, using sword and dagger alike to deflect the incoming assault flawlessly as Rehgdar splashes in the holy well.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Putting the encounter stuff all in the same thread for convenience instead of keeping stuff separate for idk aesthetics.

Monsters:

quote:

2 HARPIES
HP 71; Bloodied 35
AC 20; Fortitude 17, Reflex 17, Will19
Speed 6, fly 8 (clumsy)
Resist 10 thunder

STANDARD ACTIONS

Claw + At-Will
Attack: Melee 1 (one creature);+[[1d20+11+?{a Modifier|0}]] vs. AC
Hit: [[1d8+2+?{d Modifier|0}]] damage.

Alluring Song (charm) + At-Will
Attack: Close burst 10 (creatures in the burst); [[1d20+9+?{aModifier|0}]] vs. Will
Hit: The harpy pulls the target 3 squares, and the target is immobilized (save ends). Deafened creatures are immune to this effect.
Sustain Minor: The harpy repeats the effect against any target that has not yet saved against it.

Deadly Screech {thunder) + Recharge 5, 6
Attack: Close burst 4 (creatures in the burst); [[1d20+9+?{aModifier|0}]] vs. Fortitude
Hit: [[2d6+4+?{dModifier|0}]] thunder damage, and the target is dazed (save ends).

: Skills
Stealth +10
Initiative +5
Perception +5

3 ANGELS OF VALOR
HP 88; Bloodied 44
AC 24; Fortitude 22, Reflex 20, Will19
Speed 6, fly 9 (hover)
Immune fear; Resist 10 fire, 10 radiant

Angelic Presence
Attacks against the angel take a -2 penalty until the angel is bloodied.

Blade Flurry • At-Will
The angel uses longsword once and dagger once.
Longsword (weapon) + At-Will
Attack: Melee 1 (one creature); [[1d20+13+?{aModifier|0}]] vs. AC
Hit: [[1d8 + 6+?{dModifier|0}]] damage.
Dagger (weapon) + At-Will
Attack: Melee 1 (one creature);[[1d20+13+?{aModifier|0}]] vs. AC
Hit: [[1d4 + 6+?{dModifier|0}]] damage.

Lightning Strike (lightning)+ Encounter
Attack: Close burst 1 (enemies in the burst); [[1d20+11+?{aModifier|0}]] vs. Fortitude
Hit: [[2d8 + 4+?{dModifier|0}]] lightning damage, and the target is dazed until the end of the angel's next turn.

MINOR ACTIONS
Fiery Blades (fire) + At-Will
Requirement: The angel must be bloodied.
Effect: Until the start of the angel's next turn, the angel's weapon attacks deal fire damage and target Reflex instead of AC.
Skills Intimidate +12

CR 7, 1,750 XP

Environmental effects:

quote:

Illumination: Daylight enters the temple through holes in the roof and walls, providing bright light.

Altars: Altars set in niches on the side walls ofthe temple were devoted to Kord, Moradin, Pelor, Erathis, and Ioun (clockwise from the lower left). The altar at the north end ofthe temple is dedicated to Bahamut. A vestige of holy power still lingers in all these altars. A character who is a worshiper ofthe deity an altar is dedicated to gains a + 1 bonus to attack and damage rolls while standing within 3 squares ofthat altar (or +2 with divine powers). Bonuses from multiple altars do not stack.

Pillars: Squares containing pillars are difficult terrain and grant partial cover.

Pool: A pool of clear water stands near the south entrance ofthe temple. The water is bitterly cold, like the freezing breath ofBahamut, dealing 5 cold damage to any creature that ends its turn in the pool. A character who drinks ofthe water, however, gains a temporary blessing of clarity: Once before the character takes an extended rest, as a free action, he or she can reroll a single d20 roll with a +2 bonus. The character must use the result ofthe reroll. A character can gain this benefit from the pool only once. Stairs: A low flight ofworn stairs leads up to the altar. The stairs are difficult terrain to creatures ascending them.

Trap Cards

quote:

The Deck of Many Things: Environmental Effects
When a combat encounter begins and more than one card is present, collect all the cards present and shuffle them into a single deck. Draw one card from the deck. Place a token corresponding to the card drawn (from the token sheet included in this adventure) in a random square adjacent to the card's position, whether an adventurer or monster carries it or it is present elsewhere in the area. (if only one card is present, place that card's token in a square adjacent to the card, as above.) For example, if one of the adventurers is carrying the card whose effect is active, place the token in a random square adjacent to that adventurer. The token represents a visual manifestation of the card's power, typically appearing as a pattern of light and shadow on the floor that resembles the illustration on the card. The token remains in play until the end of the encounter, unless it is replaced by another card effect.

A creature in the same square as a card token gains access to a power associated with the magic of the card. These powers are described on the following pages. Many of these powers are at-will and usable by any creature. if a card's power is an encounter power, it can be used only once in the encounter, by whatever creature uses it first. (The powers associated with the some cards are exceptions: They're encounter powers that each creature can use once per encounter.) Once a card's encounter power is expended, the token takes on a new property described after the power's statistics.

Forced Manifestation: A creature holding a card can attempt to force that card's effect to manifest, replacing the effect of another card, such as one that manifested at the start of the encounter. The creature makes a DC 18 Arcana check as a minor action. if the check is successful, the previous environmental effect ends, its token is removed from play, and the new effect begins. The user of the card can place the new token in a square adjacent to that creature or in the creature's square (granting immediate access to the card's power). The new effect likewise persists until the end of the encounter, unless it is replaced.

This Encounter's Card: Sun

quote:


Sun's Refreshment Deck of Many Things Utility
Encounter (Special) ♦
Healing Minor Action Personal Requirement: You must be in the Sun token's square.
Effect:You can spend a healing surge, and you gain concealment from enemies adjacent to you until the end of your next turn.
slydingdoor (GM): Special: A creature can't use this power more than once in an encounter, but multiple creatures can use the power multiple times

slydingdoor fucked around with this message at 23:32 on Jul 9, 2016

Mustache Ride
Sep 11, 2001




Terranibal

"Ugh, this thing is still here...I'm getting bored of smacking you around, Angel. HIT ME."

Prepare Vengance is mine
Trigger: an enemy hits you
Effect: "You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action."

[/quote]

ArkInBlack
Mar 22, 2013

Rehgdar

Snarling Rehgdar shouts "That's IT!" and shoves the angel away with the flat of his blade, before rushing over to the fallen angel, who barely manages to roll away from Rehgdar's sword as it comes crashing down into the stone floor, cracking it. Still not done he spins around to face the harpy. "If you would test the might of Kord's favored, I shall test my blade upon you." And with threat delivered he charges across the room and crashes into the harpy with the flat of the blade before pulling back and slashing.

Ryuujin
Sep 26, 2007
Dragon God

Claudiu

After rushing away for a few seconds to let his wounds close Claudiu senses the impending doom of one of the angels, driven by bloodlust he rushes back in, caresses the angels face with one hand as he leans in and takes a nip of their angelic lifeblood. Gaining a buffer of undead vitality even as the angel dissipates from the dark energies coursing through from the bite.

Mustache Ride
Sep 11, 2001




Terranibal

"Seeing one angel fall from the combined attack, Terranibal steps to the other as his blade slips from his hand. His slice misses, and the Angel is uninjured, however there is still time for some painkilling herbs to be shoved into Farrag's hands before slipping into range of the enemy."

Surge+4 HP recovered for Farrag
Prepare Vengance is mine
Trigger: an enemy hits you
Effect: "You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action."

TheArchimage
Dec 17, 2008

Farrag

He did not even look before shoving the herbs into his mouth; he knew what state he was in, who had handed something to him, and thus what they had to be. This was not a conscious stream of deduction, but rather an instinct borne from necessity and muscle memory. He mumbled a thanks while he chewed, though almost none of it was audible through his gnashing. He darted behind the angel to catch it in a deadly pincer, the burst of relief from the herbs finally allowing his blade to strike true. Claudiu appeared to be in a more violent state than usual, so he shared some of Melora's wrath with him. "There's one meal left," he called out, beckoning him for the kill.

Look Around You
Jan 19, 2009

Ellie looks at the weakened angel surrounded by her friends and decides she would feel pity seeing it get pounded from all sides if it and it's friends hadn't almost killed her numerous times. She then points a finger at it, unleashing a stream of pure cold.

Cast Ray of Frost
Angel is slowed until EOMNT

slydingdoor
Oct 26, 2010

Are you in or are you out?
Claudiu silently banishes the last angel with a vicious feral assault. Like a scroll of parchment under a candelabra, rings of cinders appear where you adventurers, points of light, have struck it and grow until nothing but the smell of feather-ash remains. Sir Oakley hears the fighting has stopped and walks in to thank you for escorting him to his destination.

Reward: 250 XP, 50 each. Total XP needed for next level: 750/2000 each.

He then confirms his suspicion that the sacred vessels he needs to purify the temple are no longer there. After attempting the ritual anyway and failing while you rest, he gives you a new quest.

quote:

Gather the Sacred Vessels
Major Quest, Level 7
"It is as I suspected. I cannot perform the ritual of purification without the temple's sacred vessels. Our next task, then, is to find them: a chalice, a bowl, and a brazier. In all my research, I have found no mention of those items appearing outside the abbey, so I believe they are still here somewhere. It is only a matter of finding them and bringing them to me."

Objective: Find and retrieve the three sacred vessels Sir Oakley needs to complete the purification ritual: the Brazier of Silver Fire, the Bowl of Io's Blood, and the Chalice of the Dragon. Keep Sir Oakley alive until the three vessels are gathered.

Known reward: Sir Oakley promises you adventurers a financial reward of 2,000 gp, but you receive it only after he finishes purifying the temple.
In searching and clearing the area you come upon one hoard of treasure:

quote:

Harpy Lair
Heaps of filthy cloth and fur fill the northeastern suite of chambers. The harpies have decorated the area by pushing gold coins into the gaps between bricks (1,600 gp in all). The whole area glimmers when lit, creating the impression that the walls are made of gold. Tucked in among the piles of fur is a trophy claimed from the corpse of a valiant knight who fell defending the temple (a level 9 or 10 rare weapon the player's choice).

Who gets it and what is it?

It can be an implement too. Maybe it was a valiant wizard, if such a thing existed.

I'm assuming you leave Oakley in the temple so he doesn't leech any XP. If he had helped in the last fight you'd have earned 684 xp instead of the 750 you got.


Features of Interest inside the Temple

quote:

Altars: Altars set in niches on the side walls of the temple were devoted to Kord, Moradin, Pelor, Erathis, and Ioun (clockwise from the lower left). The most prominent altar at the top of four stone steps at the north end of the temple is dedicated to Bahamut.

A vestige of holy power still lingers in all these altars. A character who is a worshiper of the deity an altar is dedicated to gains a + 1 bonus to attack and damage rolls while standing within 3 squares of that altar (or +2 with divine powers). Bonuses from multiple altars do not stack.

Pool: A pool of clear water stands near the right entrance of the temple. The water is bitterly cold, like the freezing breath of Bahamut, dealing 5 cold damage to any creature that ends its turn in the pool. A character who drinks of the water, however, gains a temporary blessing of clarity: Once before the character takes an extended rest, as a free action, he or she can reroll a single d20 roll with a +2 bonus. The character must use the result of the reroll. A character can gain this benefit from the pool only once.

A cursory look down the flight of stairs to the right of the altar to Bahamut reveals a new area:

The Catacombs

These low, dark tunnels reek of decay. Heavy stone sarcophagi presumably mark where the fallen paladins of the abbey were interred. Niches in the wall hold other bones, perhaps belonging to servants, priests, or knights who fell short of the ultimate glory–to die fighting in Bahamut's service.

Other Nearby Unexplored Areas:

Outside and to the west of the temple is a squat stone building ringed by crumbling columns that must once have suggested grandeur and elegance, but now seem tawdry. To the south of both buildings stands the ruin of a long, low structure, now little more than heaps of rubble and debris scattered among skeletal posts and beams. Only the gatehouse, guarding the road that runs up from the village, stands more or less intact, though its doors hang from their hinges.

You adventurers finish your short rest and one sweep of the Temple. What do you do? Where do you wish to go?

TheArchimage
Dec 17, 2008

Farrag

The half-orc examined the temple, though his attitude was not quite as somber as the rest of his compatriots. Rather than the crumbling glory of a once-great temple, he saw the remains of a so-called "civilization" which encroached too far into the wilds and was punished for its hubris. Such a remote area was being reclaimed by the wilderness, no matter how they struggled. In a way he felt sorry for Sir Oakley; his quest was doomed to fail, if not today then in the future, because he did not understand or even acknowledge the forces arrayed against him and his culture. As for Farrag himself, he needed to be here anyway and it cost Melora little to lend him the aid of her servant. At least that is how he interpreted it.

"We might need to get a closer look to see just how many orcs we're dealing with," he said to his travelling party. "But from up here we can at least see how their camp's set up. Let's take a look, Padraig's waiting for a report. Oakley, you wanna stick around here or come along? Whether you're here or with us is gonna be dangerous either way."

To reiterate what was said in the chat, because it's a Rare item we're getting Farrag should not get the item pick; he uses an Accurate Ki Focus as his main attack item and there are no Rare versions of these. I am willing to take it if slydingdoor will to let me swap out Ki Focus Expertise for Versatile Expertise (other than letting me use the magic item pick this is a net negative, since Versatile Expertise does not grant any additional bonuses and I will then have Accurate Ki Focus proficiency as a dead weight feat until I can retrain it at level up).

slydingdoor
Oct 26, 2010

Are you in or are you out?
Sir Oakley considers the best way chance he has at purifying the temple and elects to stay where he is. "I will accompany you if you wish. Otherwise I shall trust in you to bring me the sacred vessels, for I am the one who can undertake the cleansing ritual."

quote:

Scout the Abbey

[-] mapped and scouted Dragon's Roost, counted 0 orcs
[-] mapped and scouted the village (from above), counted ~150 orcs
[ ] mapped scouted the forest, counted ? orcs

The Feygrove

The entire hillside, from the lip of the temple plateau to the outer wall, is covered in a thick, riotous tangle of trees, bushes, vines, and ferns. The wood seems ancient, undisturbed by the presence of humans and dwarves since the dawn of time, though the abbey wall hems it in and has checked its spread.

Closer examination reveals that the forest's seemingly pristine state is an illusion.

At the northern end of the wood, rotting trellises and moss-covered paths suggest that this wild grove was once a cultivated garden.

From your higher vantage point, the remains of other structures are visible amid the trees, though they seem in danger of submerging beneath the vibrant green sea. A bell tower lifts its head above the canopy a short distance down the slope from the temple. the remains of a small cottage lie near the outer wall toward the northern edge of the grove, and a small stone building-a shrine or tomb, perhaps-stands in a small clearing near the south end of the forest. At its southern extreme, where the outer wall meets the steep cliff of the hillside, a lone watchtower rises above the trees.

Everywhere among the greenery, the forest teems with life. Squirrels and birds chatter and chirp in the branches, bees drift amid blossoms, and the tracks of larger creatures crisscross the wood. Clouds of flies swarm in the air, and iridescent butterflies float on the gentle breezes.

Taking a cursory look beneath the canopy for orcs will still satisfy Padraig's quest.

Nearby areas: Feygrove, Temple, Hidden Path, Gatehouse, the long low structure, the column ringed structure. Beyond the gatehouse is the village where you see the orcs have massed their forces.

game can move along while you guys figure out who gets the OP weapon up to 4 levels higher than you guys are.

slydingdoor fucked around with this message at 16:07 on Jul 16, 2016

Look Around You
Jan 19, 2009


Ellie

"I would be amenable to scouting under the canopy," Ellie says. "Knowing our surroundings will make things a lot easier, especially if we need to make a quick exit."

Also, Ellie will claim the Staff of Mishakal from the horde.

Mustache Ride
Sep 11, 2001




Terranibal

"Yes, lets take a look. But I don't want to be fighting burly orcs unless we have too. They stink. Current party notwithstanding. Sorry big guy"

Terranibal pats Farrag on the back as he moves his way towards the canopy, trying not to make much sound.

TheArchimage
Dec 17, 2008

Farrag

He snorted in response to Terranibal. "None taken. I have as much in common with them as any human would. We should try to be quiet, though. They know the land, and they would know any scout would need to look under the canopy personally. I would expect an ambush."

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slydingdoor
Oct 26, 2010

Are you in or are you out?
150 feet down the trail that winds down Dragon's Roost into the Feygrove, you come upon two points of interest. To the south you hear the faintest of music, the tune and words of which are unintelligible from this distance. To the north-northeast you can make out the base of the watchtower you scouted from above. Farrag, you also spy feline pawprints in that direction. What do you do?

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