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Eagleheart

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  1. Flick HP: 30/30 AC: 17 Perception +7 Fort +7 Ref +7 Will +7 Sneaky kobold is sneaky
  2. Lavina - shaken HP: 58/58 Stamina: 63/63 Resolve: 9/10 EAC/KAC: 18/18 Fort +5, Reflex +8, Will +12 "I hear something. Sounds like he's on the bridge," says Lavina.
  3. A list of important NPCs. New entries will be added from time to time. Breachill Residents: see the Bumblebrasher Goblins: They were living in the Citadel until you came along. They hope you'll let them stay. Tribe members include Helbatheir leader, Warbaltheir ambassador to Breachill, and Leekoa warrior who helped the party in Chapter 2. Pib & Zarf: A pair of kobolds who are friendly with the Bumblebrashers. They also hope you will let them stay at the Citadel. Warg Puppies: Names unknown. Their father has been a bad influence on them, but they're still young enough to be open-minded. Alak Stagram: a Hellknight Armiger. He wants to retrieve some family heirlooms from within the Citadel. Renali: a Mwangi woman who can turn into a giant spider ... or the other way around.
  4. Citadel Altaerein belongs to you now. You were told to get some rest, but there's also plenty of work to do - both at the citadel and in Breachill. Each PC can participate in one per day. You can also freely do the following: Crafting Retraining Interacting with and other PCs Personal quests (within reason) It is currently Day 0.
  5. Each PC can participate in one event per day. Some events will include a number of tasks that need to be done. Most events have no time limit and will persist until they're finished. You can play these out in as much or as little detail as you want. Events for Day 0: Repair Huntergate (2 tasks) Before you can use Huntergate, you must repair it, both physically and magically. The magical part is just an Arcana check, but for the physical part, you'll need a stonemason. There are two stonemasons in Breachill: Rorsk Axebane of Tuskhead Stoneworking - reputation unknown. He is relatively new to town. Amera Lang of Posandi Bros. - they have a generally good reputation, but the Posandi family and their associates are known to have strong ties with Cheliax. Decide which one to hire, then roll a skill check to influence them. I would suggest Diplomacy, Society, or an applicable Lore (Loremaster Lore is not applicable here, sorry) but I'm willing to accept other ideas. Clear Out the Citadel (8 tasks) To begin work on Citadel Altaerein, you must first deal with the creatures that have been squatting here in the Hellknights' absence. You can attempt to deal with one of these creatures by rolling a skill check or an attack roll against its DC. You can try a peaceful solution (Nature for unintelligent animals, Diplomacy or Intimidation for anything else) or you can use force (Athletics or an attack roll). I will also consider any alternative solutions you might propose. The creatures and their DCs are listed below: (DC 14) - Dozens upon dozens of spiders have claimed a room as their lair, and will attack anyone who intrudes. (DC 15) - One of the Bumblebrashers' pets has gone stray. Goblin dogs hate anyone who isn't a goblin, but this one is extremely hungry and could probably be pacified with food. (DC 15) - The Hellknights would often summon devils and fight them just to keep themselves sharp. This imp must have escaped and remained in hiding until the Hellknights left. (DC 15) - This is the "giant turtle" you avoided last time. It's actually capable of speaking Common, but it's unlikely to be interested in talking. (DC 16) - A big guy with a big appetite. (DC 16) - Territorial, but mostly harmless. (DC 18) - When the Hellknights abandoned the citadel, they left a prisoner behind. He died hungry, confused, and angry. His spirit lingers here, attacking anyone who enters. (DC 18) - His daughters want you to kill him. They claim he killed their mother for failing to give him male offspring. Puppy Problems Among the citadel's current 'residents' are a pair of 1-month-old warg puppies. Their father has taught them that might makes right, and that lives do not have value - not even their own - but they're young enough that perhaps you can help them see things differently. To influence the young wargs, you must make a DC 16 Diplomacy check. You need 5 successes (a critical success counts as 2) before they will fully trust you. If you deal with their father (see above) that counts as 2 successes in this event. Note: only one PC per day can participate in this event. Other PCs can still visit the puppies, but they might get irritated if you bother them too much. Welcome Neighbors The Bumblebrasher goblins and the kobolds, Pib and Zarf, have offered themselves to your cause, so long as you let them stay in the Citadel. You can roll Diplomacy to assure them that they'll still be welcome. Or, if you're a jerk, you can just evict them. :p Escort Alak Armiger Alak Stagram wants to search the Citadel for some items that were left behind by his family. One of you should probably go with him to make sure he doesn't kill any of the goblins or kobolds. No skill roll is needed here, but you can roll Diplomacy if you want to influence Alak. Case Preparation A hearing will be held on Day 4 to discuss the actions of Voz and Calmont. In the meantime, you can gather evidence and speak to people involved in the case. Skill checks will vary depending on what you're doing or to whom you're speaking.
  6. Yeah, both are very popular. PF2e has been picking up a lot of steam lately, too.
  7. Jin & Whiskey HP: 10/10 | 10/10 Stamina: 9/9 Resolve: 4/4 EAC/KAC: 14/15 | 14/14 Jin SavesFort +5 Ref +5 Will +2 | Whiskey SavesFort +0 Ref +5 Will -1 "Well, that's not a good sign." Jin sighs. "Oh well. I guess we're doing this the hard way. Let's go to that address."
  8. Flick HP: 30/30 AC: 17 Perception +7 Fort +7 Ref +7 Will +7 "I think all of us should go through the woods," says Flick. Then, to Sean, he says "Have you ever been to Carisport? You should go there and see for yourself what it's like. I think you'll be pleasantly surprised."
  9. Melma takes the documents presented by Arionne, then listens raptly to Vharag. She gives Greta a worried look, and the third councilwoman - Trini Sprizzlegig, a gnome with curly red hair - notices and pulls the other two into a huddle. As they talk among themselves for what feels like several minutes, you overhear something like "This is bad. If Cheliax finds out..." Eventually they turn back to you, and Greta clears her throat. "Thank you, friends, for bringing all of this to our attention. It is this Council's opinion that the citadel should be repaired and manned to defend the gateways. However, if this Council were to take possession of the citadel, that would draw... unwanted attention." "Thank the gods Mr. Posandi isn't here," Trini mutters. Greta frowns at her, but she doesn't seem to disagree. "So," Greta continues, "for all you have done for us - and for all you will yet do - we offer the citadel to you. You may repurpose it to suit your own needs - and, of course, you are encouraged to study Alseta's Ring and learn everything you can about it." "If you don't want the citadel, we can give it to the goblins," adds Melma. "I'm sure they would still give you access to the portals." Greta nods in agreement, then says "In any case, it sounds like you'll have to go through one of the portals to deal with this 'Belmazog'. But please, get some rest first - you've earned it." "Well, there's one more thing," says Trini. "Do you have a name for your group? We just need something to put on the paperwork. I guess we can just call you 'Amata et al.' but what's the fun in that?" She smiles.
  10. "I only damaged Huntergate," says Renali. "Just chipped the keystone a bit. Shouldn't be too hard to fix. But for now, I'll be glad to get out of here." Then, looking at Baldric, she says "I figure I can probably stay in Breachill until the gate is fixed. You said they cater to adventurers, right? Well, I guess I'm an adventurer now." The trip back to town is thankfully uneventful. After handing Voz over to the authorities, you then report to the Town Council. Quentino Posandi is not there, but the three women are. , the council president, greets you with a smile. "Welcome back," she says to Arionne, Matilde, and Syhlas. "And to you," she says to the newcomers, "welcome to Breachill. If you're here, I can only assume you helped these three deal with Ms. Lirayne. Thank you, and we can arrange lodging for you, if you need it." nods and adds, "We'll hold a hearing within the next few days to discuss the actions of Ms. Lirayne and Mr. Trenault. But, in the meantime, do you have anything else to report?"
  11. Lavina - shaken HP: 58/58 Stamina: 63/63 Resolve: 9/10 EAC/KAC: 18/18 Fort +5, Reflex +8, Will +12 Lavina is staying inside.
  12. I'm reminded of that one comic Baker: "Aw man, the other cake is way better than mine" Random guy: "Heck yeah! Two cakes!"
  13. Jin & Whiskey HP: 10/10 | 10/10 Stamina: 9/9 Resolve: 4/4 EAC/KAC: 14/15 | 14/14 Jin SavesFort +5 Ref +5 Will +2 | Whiskey SavesFort +0 Ref +5 Will -1 "That's part of the job, isn't it?" Jin points out. "So I don't think we need the Captain's permission..." He fires up the ship's comm unit and contacts Ka Imports. "Is Siski there? EJ has some yaro berries for her."
  14. "Over there," Voz grunts to Syhlas, nodding toward one of the archways - the one with Calistrian imagery. At the foot of the arch is a small metal trinket - a holy symbol of Alseta. If you approach the double doors while holding it, they swing open, revealing a small rectangular room that was once used as a vault. Inside, you find a series of old but well-preserved papers which contain someone's handwritten notes. Lotusgate - Kyonin Huntergate - Mwangi Expanse Dreamgate - Ravounel Jewelgate - Darklands, near Kovlar Duskgate - Katapesh Vengegate - ██████ (it looks like the destination was written here, but was then blacked out) Also in the vault is a stone slab with Draconic writing on it, but even those of you who can read Draconic can't make much sense of it. It's just one word - "Tomorrow".
  15. Voz's Spellbook 3rd: , , , , 2nd: , , , 1st: , , , , , Cantrips: , , ,
  16. Matilde heals Voz, and as she slowly regains consciousness, you restrain her to make sure she won't cast any more spells. She narrows her eyes and grits her teeth, but she knows she is beaten. As you search her for items, you find her spellbook and two spell scrolls, as well as a handful of legal documents. One of them reads as follows: CITADEL ALTAEREIN Founded 1 Arodus 4638 by the Hellknight Order of the Nail BE IT KNOWN the Citadel was established primarily to defend its area of influence (detailed in document A3) and secondarily to study the elven artifacts housed within (detailed in document A4). TO ENSURE the Citadel serves its appointed purpose, this document is to be renewed every 5 years. Should this document expire, ownership of the citadel shall default to the leader(s) of the nearest city or state. In other words, the citadel belongs to Breachill now ... you should probably tell the Town Council about this, and the head of the guard will gladly take Voz off your hands. Alseta's Ring can wait - for now, it's time to go home.
  17. It's a bit unfortunate that I don't have the Message cantrip. Maybe this guy isn't so bad, but Rex sounds like someone who definitely needs to die... but Flick isn't gonna say that within earshot of this guy. xp
  18. Flick HP: 30/30 AC: 17 Perception +7 Fort +7 Ref +7 Will +7 "Humans got to where they are by working together," says Flick. "The same goes for elves, and kobolds, and everyone else. Some people look different, but we're all still people - and people can be good, bad, or anywhere in between." "I think you're just scared," he offers, "and your leaders are taking advantage of that. But the truth is, humans and 'aliens' can work together and get along just fine." He gives a little smile, even though he's shaking like a leaf. "So please, call off the ambush and take us to Rex, and we'll sort this out."
  19. The wyrmling skeleton finally collapses as Syhlas' blade pierces through its neck, severing its skull from the rest of its body. Voz is still breathing, but just barely. You have only a few seconds to decide what to do with her. (Renali has no opinion on this, so she passes her turn) Round 5 and are up before Voz rolls her recovery check.
  20. The skeleton clamps its jaws down on Matilde's sword and wrestles it out of her grasp, flinging it to the ground. It then turns its attention back to Arionne, slashing at her even as her kinetic weapons are bearing down on it. Round 4 cont'd. Wyrmling Skeleton Disarm vs Matilde Claw x2 vs Arionne is next. You are now flanking with Matilde.
  21. Flick HP: 30/30 AC: 17 Perception +7 Fort +7 Ref +7 Will +7 "And how will you do that if you don't know your way around," Flick points out. "I don't know if you're a Highwolf, but you're certainly not from around here."
  22. "You won't kill me. You need me." Voz laughs, but it seems Vharag will make good on his threat, as the floating flame moves to her and starts burning into her throat. She cries out for a moment, then passes out. But even now the undead dragon remains active, jaws snapping, empty eyes glaring. Round 4 cont'd. is up. The map is unchanged.
  23. Liam HP: 18/18 AC: 18 Perception +5 Fort +7 Ref +6 Will +5 "Well, I have a quick blade and magic," Liam says with a little smile, "and I've learned to combine them... well, for a certain value of 'learned'. It's mostly a self-taught style." "...but, beyond that, I think I might just be lucky," he adds with a chuckle. "Considering I went from a youth of luxury to living on the streets, I'm lucky just to be alive."
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