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Post by Admin on Nov 21, 2017 2:13:34 GMT
Welcome back to the different world campaign. In this iteration we will be moving to a play by post model where you decide the actions of a group of adventurers and I will perform actions and rolls and inform you of the outcome. I strongly suggest you look over the previous campaign entries: bladeandbow.boards.net/board/30/different-worldParticularly the summary of the adventures bladeandbow.boards.net/board/32/adventure-summaryA quick run down: The adventures came from an oddly changed version of Dweomerstar, They seem to be the only ones who notice the difference and are looking for a way to get back to the Dweomerstar they know. They are currently in the elven homelands on the south side of a sea (Dweomerstar is along the north). They have visited a small city to the NE part of the sea and have heard of, but not visited, a dwarven civilization to the west. In the Elven lands the king has been cursed into a deep slumber while the crown and royal jewels have been stolen and are believe to be stored in a cave located in the swamps near the elves kingdom. The adventurers have been strongly warned about the dangers of the swamp and cave. The adventurers now need to decide their next actions. Please discuss this or ask questions in the Discord channel, keep this thread clear for future updates.
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Post by Admin on Nov 24, 2017 3:12:34 GMT
While much of the adventurers waffle over what to do next one brave soul suggests visiting the dwarves, "perhaps they have goods to trade"
With nobody disagreeing the group loaded their boat and headed west to where the dwarves are believed to inhabit. The journey is difficult, the waters rough, but the captain is experienced and keeps them safe.
Not too long into the journey a group of Sahuagin (http://pathfinder.wikia.com/wiki/Sahuagin) board the boat. They are clearly angry and trying to communicate, unfortunately none of the adventurers are able to decipher their language. They seem to be waiting for a response from you. (a side note, the adventurers had a similar encounter earlier, the sahuagin eventually left without incident but they don't seem like they are about to leave this time.)
How will the adventurers deal with this threat?
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Post by Admin on Nov 28, 2017 23:04:51 GMT
The adventurers attempt to communicate with the sahuagin through crude hand gestures, pictures, and occasionally interpretive dance. Fortunately the sahuagin manage to both understand and somewhat communicate back (lucky dice roll). The sahuagin want to search the ship, unsure what they are looking for, the adventures allow it instead of forcing combat that could be costly for both sides. The boat searched, the sahuagin seem satisfied and leave allowing the adventurers to continue there trek to the dwarves.
(dice roll - 99/100. You are very lucky this session)
The skies are clear and the ocean abnormally calm allowing the adventurers to easily find their way and dock at the rarely used dwarven docks. a short, partially overgrown trail leads to a large set of stone doors leading into the mountain side, clearly the home of the dwarves. Unfortunately, there is a small band of ogres camped in front.
How will the adventurers deal with this threat to get to the dwarves?
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Post by Admin on Dec 2, 2017 4:26:20 GMT
The adventurers, wanting to minimize risk to themselves, decide to ambush the ogres at night to clear their path to the dwarves.
Roll = 100/100 - RNJesus smiles upon you
The adventurers sneak up on the ogres who have all passed out after consuming too much grog. A few well placed daggers to throats and the ogres are defeated with nary a scratch to the adventurers.
A quick knock and yell at the door and a few dwarves come to greet the adventurers and thank them for dealing with the ogres. They would have done it themselves but rarely have much use for the outside world anymore. It is not often they have visitors and are interested in your story.
The dwarves tell you their difficulties in their most recent mining operations. They are trying to clear out a small piece of land that is currently the only thing seperating the inner sea and the outer ocean (think the panama canal). Unfortunately it seems as fast as they clear out one area, another collapses/caves in and they can't seem to make any progress.
Roll = 5/100 RNJesus has forsaken you
The dwarves have no information to help you in your quest, but can offer to sell some supplies to help you in your journey. They open their shops to you if you have any specific supplies you may desire. (it is assumed you have general supplies like weapons/armour/rations/basic class kits etc)
Please post any shopping requests as well as idea for next steps for the adventurers in the discord chat.
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Post by Admin on Dec 5, 2017 0:40:22 GMT
Wary from their travels the adventurers take advantage of the dwarves hospitality and stick around for a while. Exploring the local area they find typical dangers, ogres and trolls and the like, nothing unusual. Exploring the shops they pick up some general supplies as well as: - a few scrolls of comprehend language to help with the sahuagin. - a wand of resist energy to help with the acid of the oozes in the swamp/cave near the elves. - some magical lighting (ie ioun torches, everlasting torches) to help them in caves. - some mining picks, just in case.
The dwarves demonstrate their current mining operation to clear out the isthmus seperating the seas. It is as the dwarves say, as fast as earth is cleared, it seems to collapse or cave in and return just as fast.
Random roll = 97/100 (lucky you)
While examining the deepest tunnels to the west (the far side of the isthmus) a lucky timed detect magic casting as the dwarves dug furhter than before manages to detect a faint (due to distance) aura of necromancy. A strong knowledge check identifies the spell to be some variant of blight that seems to be rotting the roots of the plants on the far (west) side of the isthmus. The dangerous mountain regions make westward travel on land extremely difficult and risky.
What will the adventurers do next?
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Post by Admin on Dec 8, 2017 23:50:45 GMT
Taking their scrolls the adventurers head out to sea in search of the sahuagin. Random roll = 31/100 It takes a bit of time but eventually a group of sahuagin board the ship, angry, but not as angry as last time. With a quick reading of the scroll you learn: - They are trade merchants and they consider you to be on their territory. (you can deduce they are using their ability to travel the oceans freely to gouge those who cannot) - They are angry because they think you are a risk to their operation. - They demand to search your boat to be sure you are not operating as trade merchants.
They search your boat and head off, they seem satisfied but still a little suspicious.
Random Roll = 25/100
You see a storm headed your way in the distance. You estimate with some luck you can get to land (near the dwarves) before it hits. You could also try heading in a different direction to avoid it or just wait it out.
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Post by Admin on Dec 10, 2017 3:08:46 GMT
The storm quickly approaching the adventurers and captain discuss their possibilities. Some say head west to the nearest harbour and safety, some disagree and think heading south will avoid the storm with less risk. Random roll (1 and 2 = head west, 3 head south - corresponding to player votes) = 3/3 The captain and crew believe heading south is the safest option, the adventurers acquiesce to the captains experience and don't argue. random roll = 83/100 (pretty good result) The storm turns out to be larger than originally thought but also not quite as severe. The crew sails south as fast as possible they manage to avoid the worst of the storm, the seas are rough but not overly dangerous. by the time they are fully out of danger everyone is exhausted from a combination of hard work and rough seas making it difficult to get adequate sleep. They are fairly close to the elven homeland at this point and decide to rest there for a while. Status - Fatigued www.d20pfsrd.com/gamemastering/conditions/#TOC-Fatigued - a good night of rest will fix this. random roll = 31/100 (not so good) When they arrive they are welcomed back and informed that the mage that stole the royal jewels, crown, and the witch's crystal ball has been executed and some brave (perhaps foolish?) elves have gone to search out the stolen goods. Unfortunately they are overdue returning and their fate is unknown. The adventurers are fatigued, do they rest, try to help the brave elves, or perhaps something else of your own suggestion?
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Post by Admin on Dec 13, 2017 1:49:41 GMT
The adventurers need rest before they go into dangerous swamps and caves. After a good nights rest the group takes their wand of resist energy and head out to look for the dwarf and the stolen loot.
Arriving at the swamp they use the wand and prepare for the dangers ahead. random roll = 78/100
The cave is dark but the adventurers came prepared, there are many oozes and such about, but the adventurers are prepared. With out too much trouble they work their way deeper and deeper searching for signs of the elves or the stolen goods.
random roll = 15/100
They soon come across a large gelatinous cube (http://paizo.com/pathfinderRPG/prd/bestiary/gelatinousCube.html) which unfortunately seems to have recently engulfed some unfortunate rescuers. Despite the risk the group decides to destroy the ooze to retrieve what remains of the bodies and their gear. It isn't much, but it is the least they can do.
random roll = 4/100 (how unfortunate)
While searching the furthest reaches of the cave the adventurers find a hidden door disguised to be a natural rock wall. Unfortunately, they don't find the trap protecting it.
random roll = 32/100
The fireball shoots out of a hidden compartment and much of the party is caught in the blast. Fortunately most are able to avoid the worst of it however one is not so lucky. He is rather badly injured and will require significant help getting out of the cave and then some long term care back in town.
behind the secret door they find the stolen goods they where looking for and begin their return to town. the trip is longer then they would like carrying their injured friend, and they must camp for the night part of they way back to town. Fortunately the night is uneventful and they can continue on back to town. They arrive and the elves are both quite happy to see their royal jewels and crown return and saddened at the lost of their friends.
A feast is prepared and some long term care is set up for the injured adventurer.
The stolen goods are returned but you still have the stolen crystal ball in your possession.
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Post by Admin on Dec 18, 2017 3:58:36 GMT
So what happens now first, the adventurers take the crystal ball back to Natoya, the witch living north of Dweomerstar, She is extremely grateful and hearing of you issues with the elves offers to brew a potion that, in her words, can remove the strongest of curses or enchants. After resting for the night the adventurers head back to the elves.
Semi Aside - Please note, most times you are on the water the Sahuagin demand to board your vessel and search it. Until you tell me otherwise I will assume you allow it.
When you get to the elves they are ecstatic to hear you have a cure for the kings slumber and rush you to his chambers to apply the potion. The potion works, the king wakes, celebratory feasts are had throughout the kingdom. Late one night after the celebrations you are summoned to the king’s chambers. He has something to show you, only you. In a clichéd manner, he pulls a book in his bookcase revealing a secret passage. He leads you down a passage, hands you a key and tells you that hundreds of years ago Lucine said you would need these supplies. After a bit of questioning you learn the following.
Lucine – an extremely ancient elf, over 2000 years if the rumours are to be believed, she is known as one of the most accomplished seers/fortune tellers. Predicting major events worldwide for a long time. Seems to know about you and your quest somehow.
He tells you he didn’t believe the prediction himself, but here you are exactly as Lucine said it would occur. He tells you to keep the key Lucine says it is special and you will need it again. Amongst the supplies you find a cache of quality weapons and armor, a few large barrels of an unknown black powder, and a note. The note is from Lucine, it tells you the dwarves can use these barrels, and lets you know she can be found in the city of Horseshoe Cape. She looks forward to seeing you again.
The note is lacking much information but it is clear that Lucine knows about you and your quest, but unclear how she could know this. Perhaps she is as good of a Seer as you are told. You travel to the dwarves as the note suggests and offer them the barrels. They are amazed, they have heard rumours of this material before, but the knowledge to create it was lost many hundreds of years ago. They are pretty sure this will take care of that stubborn isthmus they have been trying to clear and finally reconnect the inner and outer seas.
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