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22:22, 6th May 2024 (GMT+0)

On the road - Winterhaven bound!

Posted by StorytellerFor group 0
Storyteller
GM, 70 posts
Wed 7 Dec 2016
at 08:34
  • msg #41

Re: On the road - Wimterhaven bound!

In a surge of radiant light and blades swinging, the battlefield has turned.
But one kobold warrior, the slinger and a single tunneler remain - fighting to their end, but not for long. The slinger shoots a powdered arrow at Ignatz which hits him and ignites!
It burns, but lightly only against his skin that turns red.
The small tunneler strikes with his sword at Saskan, causing a small wound to his scaly flesh.
The heavily wounded dragonshield strikes at Maplh but misses just, his fate seemingly sealed.


NEW ROUND!

Rolls:

09:31, Today: Storyteller rolled 16,22 using 1d20+7,1d20+6.  to hit.
09:27, Today: Storyteller rolled 19,4,9 using 1d20+8,1d6,1d6+5.  Slinger, effect, poss damage.




EnemyHPACFRWCurrent conditions:Effects/ongoing:
Tunneler1/115121412Shifty. Minion 
Slinger19/2413121412Special shot, Shifty 
DragonshieldXX/XX18141313Shifty, Tactics(Dirty/Dragonshield00/36,00/36,02/36


Effects & damage:
Ignatz is hit for 9 damage, and takes ongoing 2 fire damage (save ends).
Saskan takes 4 damage.


MAP: https://docs.google.com/drawin...Y6wdaYoFbJU6VCQ/edit
Malphurious
Fighter, 79 posts
HP:29/29 Surge:9/11
AC: 19 F:16 R:14 W:11
Wed 7 Dec 2016
at 13:42
  • msg #42

Re: On the road - Wimterhaven bound!

With Saskan's tactical commands and bolstering breath imbuing both himself and Kbenjar with extra potency, the tide of the battle turned in the favor of the newly formed company.  As the kobold warriors began to fall before him, Malphurious lashed out again, knocked the warrior in front of him down.

As he moved to support his nephew, he suggests towards Kbenjar and Warfryn, "It looks like that damned slinger is tying up Ignatz, give him some help!  We got this one."

OOC: Hit for 9, it dies. Move to flank the minion for Saskan (only 2 of 5 movement used).

07:33, Today: Malphurious rolled 9 using 1d8+4.  damage.
07:32, Today: Malphurious rolled 22 using 1d20+6.  footwork lure + 6 [8-2 (cover)] vs AC18.

Saskan
Tactical Warlord, 37 posts
Wed 7 Dec 2016
at 13:46
  • msg #43

Re: On the road - Wimterhaven bound!

Though only wounded a tad, Saskan is caught off guard by the diminutive kobold. His return attack slashes just over the kobold's head and he curses to himself for not letting his uncle take him out instead.

OOC: Why didn't I let Malph do this for me?!?!?!
Standard: Melee basic attack
08:43, Today: Saskan rolled 11 using 1d20+7. Melee basic attack.

Ignatz
Barbarian, 66 posts
Half-Orc Barbarian
AC17 F16 R14 W11 PP16
Wed 7 Dec 2016
at 14:10
  • msg #44

Re: On the road - Wimterhaven bound!

OOC: Give who some help now? ;)

Ignatz shows no sign that he's even aware of the flames licking at his skin. As the explosive explodes against his chest Ignatz is already in motion, a terrifying demon of yellow eyes and the stench of burning hair, hurtling toward the slinger. That horrifying sight was the kobold's last.

OOC:
None    : Gain 5 temp hp upon being Bloodied

Standard: Howling Strike HIT Slinger AC 24 with Furious Assault for 19 damage

Status:
HP 14/29+3thp HS 9/10 AP 0
Ongoing 2 fire damage, Bloodied
Used: Swift Charge, Desperate Fury, Furious Assault, Half-Orc Resilience, 1/4 Javelins

09:03, Today: Ignatz rolled 6 using 1d20.  Save vs ongoing damage.
09:03, Today: Ignatz rolled 2 using 1d6.  Howling Strike extra damage.
09:02, Today: Ignatz rolled 17 using 4d6+4, rerolling ones.  Howling Strike weapon damage w/FA.
09:01, Today: Ignatz rolled 24 using 1d20+8.  Howling Strike (Charge) vs Slinger AC 13.

This message was last edited by the player at 14:12, Wed 07 Dec 2016.
Storyteller
GM, 72 posts
Wed 7 Dec 2016
at 19:10
  • msg #45

Re: On the road - Wimterhaven bound!

The last kobold falls and Gevarn sighs of relief.
"Great heroes indeed. Chauntea be praised. Let's make haste and rest safely, for the roads are not safe, and I fear we have more to come.."
The rumors of roaming bandits, and greenskins had some truth to it, at least so it seemed.
Such was, if not tamed, horrid for trade and the general safety of the land.
By his decree and due to it being midday, you had time enough to rest up, being slightly past midday.

--Once you set out--
You continue down the King’s Road to Winterhaven. A day passes, and you encounter little aside from local fauna and sparse animals crossing.
After yet another mile it seems, you see smoke on the horizon. A little while later you round a corner in the road and look down into a clearing: A small farmhouse has been burnt to
the ground, its ruins still sending a trail of smoke into the air.
Over the next few miles you see several more isolated farms like this one, all destroyed.
Abruptly you find yourself at the end of the King’s Road: It crosses a north-south road and then runs up a broad hill that holds a walled village that must be Winterhaven. The village is nestled in the southern foothills of the Cairngorm Peaks. The walls are weathered stone topped by defensive palisades.
To the south and the west you can see rolling farmland with small, thatched homes fronting a small pasture or crop. Beyond the farms lie dark woods and, to the north, tall mountain peaks.

Ignatz
Barbarian, 69 posts
Half-Orc Barbarian
AC17 F16 R14 W11 PP16
Thu 8 Dec 2016
at 05:59
  • msg #46

Re: On the road - Wimterhaven bound!

Running ahead of the group as he usually does, Ignatz tries to find any clues as to who has been burning farms. He searches the ashes for footprints, dropped equipment or goods that might not usually be found on a farm, non-humanoid remains, and the like. He keeps his searches quick to avoid slowing down the group's overall pace- perhaps too quick to do much good.

OOC:
00:58, Today: Ignatz rolled 7 using 1d20+6.  Perception.

Kbenjar
Invoker, 43 posts
Thu 8 Dec 2016
at 07:18
  • msg #47

Re: On the road - Wimterhaven bound!

Kbenjar takes his rest in good spirits after the fight, and is ready and quickly to his feet when it is time to continue on.
Malphurious
Fighter, 82 posts
HP:29/29 Surge:9/11
AC: 19 F:16 R:14 W:11
Thu 8 Dec 2016
at 17:52
  • msg #48

Re: On the road - Wimterhaven bound!

"Gervan, are kobolds common in this area.  You mentioned this path was plagued by greenskins and the like, but not kobolds," Malphurious asked, the acolyte as the continued towards Winterhaven.
Storyteller
GM, 74 posts
Fri 9 Dec 2016
at 07:41
  • msg #49

Re: On the road - Wimterhaven bound!

Gevarn nodded.
"Many rumored sights of them. They are a hassle and few know why the have risen in numbers. I know the Lord is curious onto their appearance thought. Perhaps if you can manage, he would be advisable to talk to."
He eyed the lot of them and sighed a tad.
"Listen - Winterhaven is not the place it used to be. People are somewhat distant to foreigners, and you may not be greated with as open arms as you anticipate - perhaps there is more under the sun than I know of here, but I sense the tension and discontent."
He points ahead as the gates appear.
"If you are to stay, even shortly, I suggest you head the only place open - Wrafton’s Inn."
He hands you a small pouch as an offering for a days worth of lodging and food for you all.

OOC: As you enter town, you know little, but to avoid skill challenges here, simply use skills actively if you wish to gather information or similar.
This message was last edited by the GM at 07:59, Fri 09 Dec 2016.
Storyteller
GM, 75 posts
Fri 9 Dec 2016
at 07:58
  • msg #50

Welcome to Winterhaven.



Legend:
The below is seen as what Gevarn briefly tells you of the city.

1) Outer Gate and Walls - Open by day, closed and barred at night, the outer gate is
policed by two guards regardless of the hour.
2) Wrafton’s Inn - This spacious inn and tavern serves as the public house
for the region. Like alehouses everywhere, Wrafton’s Inn offers beer, wine, and, on occasion, spirits. Meals are served for those with the coin, and beds for travelers are
available. A crowd of villagers gathers each night to drink, gossip, sing, and play games of chance.
3) Market Square - Every other day or so, carts and wagons gather in the
square and offer goods to the people of Winterhaven.
(On any given day, there is a 50% chance that items from the adventuring gear list in the Player’s Handbook are available for sale here.)
4) Stables - Travelers -can stable their mounts here for 2 sp per day.
Rarely (10% chance), the stable master has a riding horse or wagon for sale.
5) Smithy - A dwarf named Thair Coalstriker owns the village smithy.
You can purchase a variety of mundane wares here, including spikes, weapons, heavy armor, and so on. Simple weapons are readily available, but military weapons require one day to complete, and superior weapons require a week of work.
6) Valthrun’s Tower - This five-story structure is the highest building in Winterhaven.
The tower is rumored to be over 300 years old, and Valthrun the Prescient is its most recent resident. Sells rituals.
7) Bairwin’s Grand Shoppe - Bairwin Wildarson traveled the world, or so he claims,
before setting up shop in Winterhaven ten years ago.
Special: Anything off the list of adventuring gear shown in the Player’s Handbook.
He occasionally has a few 1st-level magic items for sale(25%), and he sometimes has a couple of potions of healing available in the shop.(50%).

8) Warrior Guild - Winterhaven villagers can join the Warrior Guild and train, once per week, in basic sword and shield skills.
Rond Kelfem, captain of the Winterhaven Regulars, also oversees the Warrior Guild.
9) Tenements - The large tenement structure features apartments for the village residents who don’t own farms or who work in the businesses within the walls.
10) Temple - This large stone structure is the village temple. Of the several deities worshiped by locals, Avandra, goddess of luck and change, is the most prominent.
The temple priest, Sister Linora, runs services in the temple three times per week, but otherwise she is not often present. Graveyard belongs to the temple, located a short distance south of the walled town.
Special: Linora knows the following rituals: gentle repose, cure disease, and raise dead.
11) Inner Gate - This gate is closed and guarded by two Winterhaven guards during the daytime. They sternly regard anyone who approaches and question all who wish to visit Lord
Padraig in his manor without an appointment.
12) Winterhaven Siege Supplies - Though it hasn’t happened in a couple of years, on occasion
Winterhaven comes under attack from bands of goblins, kobolds, or even gnolls. When such an event happens, the villagers seek refuge inside the walled keep and subsist on the supplies of water, flour, and other basic foodstuffs stored here.
13) Winterhaven Barracks - This military-style barracks is home to Winterhaven’s ten professional guards, the Regulars. During the day, only two can be found here; the other eight are on patrol.
14) Manor House - This grand manor home was built when Winterhaven was an outpost of the Nerath Empire. Staffed by five servants, the manor house where Lord Padraig, his wife, and their four sons live is a beautiful example of stone architecture in a village otherwise composed of thatch and wood.

On the region:
FARMS: There are a couple dozens farms in the area immediately around Winterhaven
(primarily to the south and west of the city). However, most of the local farmers are
located about five miles southwest of the city.

TRADE: There is a large city (Fallcrest) about three dozen leagues distant along the
King’s Road to the east and a smaller city (Wintermist) on the road north out of
Winterhaven. As a result, the village is something of a natural nexus for trade – despite
being located in the shadow of the Cairngorm Peaks.
Malphurious
Fighter, 84 posts
HP:29/29 Surge:9/11
AC: 19 F:16 R:14 W:11
Fri 9 Dec 2016
at 16:14
  • msg #51

Welcome to Winterhaven.

As the road weary Malphurious neared the gates of Winterhaven he gave a heavy sigh.  "I need a hot tea and a warm bed tonight.  I'm back will be aching for a week after that trip," he commented, giving his lower back a rub.

"Wrafton's Inn sounds lovely," he responded to Gervan's offering.  "After we have had a chance to rest, it seems we should meet with your priestess, Sister Linora?"
Ignatz
Barbarian, 72 posts
Half-Orc Barbarian
AC17 F16 R14 W11 PP16
Fri 9 Dec 2016
at 18:05
  • msg #52

Welcome to Winterhaven.

Ignatz fidgets a little as they pass through the city gates. "Hy been here before, dun like it too much. Somebody tries to kill de orc, and then hey, somebody else sees me killin' somebody, and then dere's pitchforks and hy've lost my hat," Ignatz rambles.
Kbenjar
Invoker, 45 posts
Fri 9 Dec 2016
at 21:43
  • msg #53

Welcome to Winterhaven.

"I'll be able to put some more whiskey in my skin, that fer sure," Kbenjar says with an eager smile as they head into Winterhaven.
Warfryn
Paladin-Warlock, 21 posts
AC14;Ref 12;Fort13;Will15
HP 26;; Surges used 0/8
Sat 10 Dec 2016
at 01:58
  • msg #54

Welcome to Winterhaven.

Warfryn looks a little alarmed at Ignatz's words.

" I hope they don't object to gnomes " he said quietly.  Let's get to this inn as quickly as possible."

With that he almost disappeared into the shadows of the building as he waited for the others to lead the way.
Saskan
Tactical Warlord, 41 posts
Sat 10 Dec 2016
at 02:04
  • msg #55

Welcome to Winterhaven.

"Oh come now Warfryn, does anyone ever truly object to little invisible men? Now Uncle Malph and I have been turned away on many occasion. It must have something to do with our... look."

"I agree though a warm bed is just what my young bones are begging for."
Storyteller
GM, 77 posts
Mon 12 Dec 2016
at 08:26
  • msg #56

Welcome to Winterhaven.

Gevarn nods, and shows you the way.
You notice eyes on you constantly, and doors being shut once you pass. There is a strong sense of discontent in the air and the muffled speaking hints of unsatisfied villagers murmuring about local events. They turn away from you once you come near.
OOC: Streetwise or diplomacy can naturally be used along with any fitting skill if you wish to learn more about events.

You enter the spacious inn and tavern known as Wraftons's Inn, named after Salvana Wrafto, the proprietor.
Gevarn advises that Meals are served for those with the coin, and beds for travelers are
available.
Salvana appears to you as a friendly and open younger woman with lightly colored hair, quick with a smile and a warm welcome.
She smiles broadly and speaks boisterously. "Ah Gevarn! You brought friends! Welcome to my humble establishment! Food? Drinks? What can I aid you with?"
And elderly man, whom appears rugged and weather worn nods.
Gevarn greets him. "Eilian - how are the fields?" He shrugs and lifts his shoulders.
"Still hoping for the best. Have you hear from Sara?"
Gevarn shrugged.

In the corner, deep in a book, sits a man dressed in fine silks, and with a white beard, trimmed well. He looks distinguished and knowledgeable.
As you remain, a man suddenly enter. Everyone rises, and nods to him, calling him "Lord".
He nods. He appears as a man of medium height and middling years. His brown hair is thinning, but he still cuts a trim and handsome figure in clothes of rural finery.
His face is open and friendly. Gevarn points.
"Lord Padraig - the current head of town. A rare visit, given the current situation here."
He eyes you - you stand out both in terms of what you wear and how you appear in this rural town.
He extends his hand.
"Welcome to Winterhaven. I wish that you might have come at a more auspicious
time. You appear capable, so do I hope you come to our aid - if so, do let me know! I will reward your aid greatly."

The farmer sighs but hides his discontent.
This message was last edited by the GM at 08:27, Mon 12 Dec 2016.
Kbenjar
Invoker, 46 posts
Mon 12 Dec 2016
at 08:45
  • msg #57

Welcome to Winterhaven.

Kbenjar is the first to take the Lord's hand and shake it vigorously. "As long as yer problems travel with Gevern's problems, we should be able ter kill two birds with one stone, yer Lordship. That, and if you could p'raps put some whiskey on the bar for thirsty 'venturers," he says with a very unkempt smile.
Warfryn
Paladin-Warlock, 22 posts
AC14;Ref 12;Fort13;Will15
HP 26;; Surges used 0/8
Mon 12 Dec 2016
at 19:00
  • msg #58

Welcome to Winterhaven.

Warfryn bowed towards the Lord.

"Sir.  It is in fact the case that we are here for our own purposes.  But our conversations with Gevarn have given us much information on your problems here.  It seems to me..." he waved his arm to indicate the others "...and my friends, that we will do whatever we can to aid you in your troubles.  It may even be that we find our paths lie together."


18:52, Today: Warfryn rolled 30 using 1d20+11.  Diplomacy.
Malphurious
Fighter, 85 posts
HP:29/29 Surge:9/11
AC: 19 F:16 R:14 W:11
Tue 13 Dec 2016
at 03:39
  • msg #59

Welcome to Winterhaven.

Malphurious bows to the Lord and quickly ushers Saskan to do the same.  "We are humble warriors on the road to deliver Bahamut's divine wisdom to those in need.  I am sure we can assist.  Pray tell, Gervan has alluded to troubles, but we are lacking in specifics.  What troubles plague your realm?"

OOC: Aiding on Warfryn.

Saskan
Tactical Warlord, 42 posts
Tue 13 Dec 2016
at 04:12
  • msg #60

Welcome to Winterhaven.

Saskan took the queue from his uncle and bowed greatly showing his humility and willingness to be vulnerable before a proper lord.

OOC: 23:10, Today: Saskan rolled 20 using 1d20+7. Diplomacy Aid (not that Warfryn needs it).
Ignatz
Barbarian, 73 posts
Half-Orc Barbarian
AC17 F16 R14 W11 PP16
Tue 13 Dec 2016
at 04:57
  • msg #61

Welcome to Winterhaven.

Ignatz's rough bow is a laughably poor imitation of the others'. He keeps to the rear of the group hoping his clumsiness will go unnoticed, but of course as his allies all bow Ignatz's considerable bulk is all the more visible.
Storyteller
GM, 79 posts
Tue 13 Dec 2016
at 09:07
  • msg #62

Welcome to Winterhaven.

Swayed by your words, the Lord nods.
"I do hope so, for see it has come to my attention that amidst it all, twenty one of my citizens are missing, taken by a dark cult which is rumored to be in town, but of we have yet to discover anything about. Further we fear the recent presence of Kobolds may also either tie in to this or be of concerning nature. We simply do not know nor have the man power so I urge you, can you determine this for me and I will reward you with the sum of 500 gold pieces for your aid, should you uncover the cults activity and bring back the citizens to safety."

Gevarn nodded to himself. It tied well into what he asked of you.
He feared the presence of a cult. So did the Lord, and the rod of ruin was still a curious notion.
You recall your initial task:
quote:
A survivor and witnessed a small group of death cultists steal the Rod and then leave for Winterhaven. He heard a name being mentioned, a name he thought was the name of the dangerous and twisted high priest of the cult - Kalarel.
They suspects that this Kalarel has set up a secret cult in the area and is conducting unholy ceremonies, and fears what he might do with the Rod.
She asks you to travel to Winterhaven, determine if there is any death cult activity in the area and, if so, to stamp it out and bring back the Rod of Ruin.


Something was amiss here, and before you spoke the old Farmer voiced up.
"They took Sara too, I am sure!"
The Lord calmed him down.
"I am sure these able adventurers will find her! For now, I urge you do this. Find out if my town is safe, and if anything leads you onward to those missing."

Gervarn piped in.
"I reckon we need to investigate in town first. Ask about, learn about what the eyes of those here have seen and determine next steps. Right now, it is all uncertain."

OOC: Should you agree, it will likely trigger a fact finding mission for you, which we will do in the shape of a simple skill challenge.
Warfryn
Paladin-Warlock, 25 posts
AC14;Ref 12;Fort13;Will15
HP 26;; Surges used 0/8
Thu 15 Dec 2016
at 22:06
  • msg #63

Welcome to Winterhaven.

"So if we are to ask around, look into things" said Warfryn "then the sooner we start the better.  I am quite good at chatting to folk, ferreting out little secrets and the like.  So I think I will just go sit at a tavern or the like and just chat to folk."

Provided no one objects, or that a different plan is accepted, the gnome sets off.

(later...at an outside table)(general chatting)

"I've been hearing that some of the townsfolk have gone missing; terrible, isn't it?  I wonder what's caused that; maybe magic of some kind?"


22:01, Today: Warfryn rolled 24 using 1d20+9.  STreetwise check.
Kbenjar
Invoker, 48 posts
Thu 15 Dec 2016
at 22:17
  • msg #64

Welcome to Winterhaven.

Kbenjar spends his available time in the inn keeping an eye out for anything out of the ordinary. After a few tankards of whiskey he begins to chatter with the locals to see if anything sounds out of place.

09:17, Today: Kbenjar rolled 18 using 1d20+10.  Not sure, either perception or Insight (maybe the  latter), both are +10.
Ignatz
Barbarian, 75 posts
Half-Orc Barbarian
AC17 F16 R14 W11 PP16
Fri 16 Dec 2016
at 01:20
  • msg #65

Welcome to Winterhaven.

Ignatz stays quiet until the group is conferring among themselves. Oddly subdued, he tells the others, "Hy tink hy's gonna go check out de farms and such outside ov town, see vhat dey's got to say. Meet hyu guyz here in a few days!"

He roams the surrounding farmlands, making good time simply by jogging without stopping. He looks for farmholds that have clearly suffered harm, and takes great pains to appear nonthreatening and offer his help.

OOC: Not sure what I should roll here!
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