This is the in-character thread for the 4e Forgotten Realms game
The Purple Dragon's Shadow, aka
The Adventures Of The Forward Guard.
Table Rules:
-I don't care how you roll, where you roll, or why you're rolling. But I trust you to do it fairly.
-Standard posting rule: at least once every weekday. If you don't show up inside of 24 hours for a combat round, I will post for you. If you're going to be away for a significant period of time, please inform us and give another player the authority to act for you.
-The out of character thread is:
http://forums.penny-arcade.com/showthread.php?t=93930 Use it for rules questions and other chatter.
-Game discourse assumes you've read the Cormyr section and chapter 6 of the Forgotten Realms Player's Guide. Glossary spoilers describe other terms not detailed therein.
Characters:
Glossary:
Cormyrean Destrier: Cormyrean warhorses are some of the strongest in the Realms, especially notable for their stamina. Since their initial breeding in 400 DR, they have become the standard warhorse of choice across the Realms, their tan and dappled skin a common sight in artwork.
Gold Elf: Faerun has multiple subraces of elves, all descending from a common ancestry. Gold elves are some of the rarest of all, gold-skinned and haired eladrin given to knowledge and not uncommonly xenophobia. Moon elves, with their extremely pale skin and black hair, are the more common type of eladrin.
Herald: The Heralds are an international organization, spread across Faerun. They deal with issues of title and heraldry, drawing from thousands of years of tradition and law. In rural areas, Heralds often also act as enforcers and judges of other laws, traveling from hamlet to thorp. They are always politically neutral, although their numbers (and to some degree, their influence) has diminished in the past hundred years.
Highsun: A term for the noon sun, or the two hours surrounding it. Timekeeping is largely inexact in Faerun.
Lions: Cormyrean gold coins. Platinum coins are tricrowns, silver falcons, and copper coins thumbs. Cormyrean coins bear the ruler's face and name on the front (at this time, the fierce, bearded visage of King Foril), and the year, denomination, and mint mark on the back. Cormyr has two mint marks: a full-bearded, hatless wizard known as "Old Vangey" for the Royal Mint in Suzail, and two parallel crescent moons with horns to the right for the handful of coins minted in High Horn. For this reason, Cormyrean coinage is often called "double-beard" or "doublebearded" across the Dalelands and around the Sea of Fallen Stars.
Spurnarmor: A term for an spectacularly beautiful person. (Sometimes used to describe something that is too good to be true.)
Alusair: Alusair Nacacia Obarskyr, the Steel Regent, ruled Cormyr from the time of the death of her father, Azoun IV, in 1370, until the nobles made her give up power to the Young Dragon, Azoun V, in 1385. Caladnei was a mysterious woman, who served as Royal Magician until her disappearance in the early 1400s, including during the Steel Regency.
Bells: A previous glossary entry mentioned that many in the Realms have little way to tell time by the hour. Some, especially in larger cities, refer to hours as bells, for the chiming of church bells that accompanies the passage of time.
Devil Dragon: In 1370, Cormyr was beset by armies of orcs and goblins lead by winged creatures called ghazneths. At the height of this war, the Devil Dragon, Nalavarauthatoryl, also beseiged the Forest Kingdom. The Obarskyrs (and by extension, the War Wizards) are quite quiet about the exact events of the war, but it is publicly known that Cormyr's military force was diminished for a generation, that Arabel was sacked and burned, that shortly after Royal Magician Vangerdahast disappeared, and that the Devil Dragon and Azoun IV died in a duel to the death.
Faerzress: A kind of magical radiation that permeates the Underdark. A reflection of long-ago magic, it twists spells in unusual ways and disrupts teleportation and divinations.
The Underdark: A collective term for the tunnels, caverns, sunless seas and other spaces that run underground across Faerun. Many of these connect to each other, creating another world under the surface.
Thirstslake: Bitter or distasteful ale or other alcohol, used to slake thirst and nothing else.
Beshaba: The goddess of bad luck. She was split from her sister Tymora, goddess of good luck, in ancient history. Tymora's worship is especially popular in Cormyr, as she manifested to protect Arabel during the Time of Troubles.
Time of Troubles: In the Year of Shadows (1358 DR), all of Toril's deities were made to walk Faerun in mortal form. Some died, some were renewed, but the repercussions of this brief visit are still felt many years later.
The Lost King: For a small period in the mid-1300s, Arabel and surrounding lands were ruled by Gondegal, a sword-king who took over the land by might of steel. Gondegal officially ruled for just a mere eight days, his unofficial reign a season long and ruled by war, his treasury lasting even less - but he did make several defensive improvements to Arabel's castle and citadel.
Espruar - the script of the Elven language
Tashluta - a long-off city in what was once called the Chultan Peninsula, before the Spellplague split apart Labrand's Folly and drowned most of the Peninsula. Tashluta, once famed for its verdant crops and perfect wines, lost much of its land in the upheaval. Its fabled drinks have not regained their potency.
Posts
Warden Huntsilver was a tall, gruff man with little time for pleasantries; he cut off your introductions of yourselves midway through, gesturing at the knight-errant. "If he leads, you have my approval." With that single sentence the Warden's Herald, Castle Crag in title, beckoned you into a side room.
"And your name as an adventuring company, Goodman?" Someone piped up with "The Forward Guard," going silent again at the Herald's suggestion of symbol or mark for the company. A moment of thought on the gold elf's part, and a moment more of quick thread-work, and you are outside the central fortress, clutching an adventuring charter and bearing a single gray tower on a red band tied around your right arm.
Castle Crag at highsun is a forbidding place. The sun beats down upon the twice-ringed fortress at the eastern edge of the Storm Horns, turning the sand- and lime-stone walls hot to the touch and causing Cormyr's famed destriers to cry out for water. The heat has caused your mouth to go dry and raw. To the north, by the Stonelands and the scar of Tilverton, a summer storm thunders and booms, but Castle Crag stands apart, also removed from the wet rains that blanket Cormyr from Arabel south during this season.
The fortress is almost a desert, the road that gently curves around it bearing dry brush. Among the brush are stunted trees gone to small, yellow blooms, the trees' height protecting them from the fierce mountain winds. One of those mountain gusts picks and lifts at Lethe's thin summer dress, carrying a Dragon's whisper across the courtyard: "The demon girl, she's quite the spurnarmor." That same gust tears a paper off a nearby board, pressing it forward and up and over Rhogar's face. When you tear the paper off, you realize it may be destiny indeed.
The bill is simple, stamped with the seal of Cormyr and the mark of Warden Huntsilver at the top. "ADVENTURERS! GLORY-HOUNDS! SELLSWORDS! The Crown of the Purple Dragon is offering 150 lions to any party that clears Castle Kilgrave of goblins and other sharp-toothed things. Report with a flagstone from the castle to the Warden of the High Marshes for payment." The rest of the bill is taken up with a simple map detailing the way there; it looks to be two or three hours journey on foot.
(Play commences.)
Glossary:
Gold Elf: Faerun has multiple subraces of elves, all descending from a common ancestry. Gold elves are some of the rarest of all, gold-skinned and haired eladrin given to knowledge and not uncommonly xenophobia. Moon elves, with their extremely pale skin and black hair, are the more common type of eladrin.
Herald: The Heralds are an international organization, spread across Faerun. They deal with issues of title and heraldry, drawing from thousands of years of tradition and law. In rural areas, Heralds often also act as enforcers and judges of other laws, traveling from hamlet to thorp. They are always politically neutral, although their numbers (and to some degree, their influence) has diminished in the past hundred years.
Highsun: A term for the noon sun, or the two hours surrounding it. Timekeeping is largely inexact in Faerun.
Lions: Cormyrean gold coins. Platinum coins are tricrowns, silver falcons, and copper coins thumbs. Cormyrean coins bear the ruler's face and name on the front (at this time, the fierce, bearded visage of King Foril), and the year, denomination, and mint mark on the back. Cormyr has two mint marks: a full-bearded, hatless wizard known as "Old Vangey" for the Royal Mint in Suzail, and two parallel crescent moons with horns to the right for the handful of coins minted in High Horn. For this reason, Cormyrean coinage is often called "double-beard" or "doublebearded" across the Dalelands and around the Sea of Fallen Stars.
Spurnarmor: A term for an spectacularly beautiful person. (Sometimes used to describe something that is too good to be true.)
This is certainly a godsend, if I only knew which god to thank. Blessed am I always, for I have new companions, a new lot on life, and a promising future if I can but just get the ball rolling with this bill. We'll need all of our resources... and it might be a great challenge, but ... there's something in our little band. I feel it in my bones.
He passes the bill back to Rhogar, so that he might inspect it for himself. "Well, well, well. It pleases me to no end that we have been delivered - by the winds of fate themselves - our very first mission. My brave and valiant friends, who would like to become famous? Who seeks glory? Redemption? Wealth? Accolades?" He pauses between each question - though not long enough for any answer short of a enthusiastic huzzah. His enthusiasm is contagious - though he lacks the charisma of some of the men of his profession, he makes up for it with genuine zeal. Anyone who knew Jack Haruon, knew this fact - he had made his mind, and this quest would be completed - or he would lose it all trying.
"Loyal friends, today marks a brave ... bold first step. One that will doubtless echo in the bard's tellings in future years. What say you all?"
He looks over at Rhogar, confident warrior, and nods his approval as he sees the eagerness in his comrade's eyes. Even the inscrutable geonasi Yanthil seems eager, which pleases the knight-errant. He was always glad when his instincts proved correct.
He unconsciously poses, his well-polished armor glistening in the beating sun, as he listens to the tempestuous Jack declare his martial ardor, and thinks of what he knows of the Castle Kilgrave.
Yeah yeah yeah...'control your emotions' what else is new. she thought.
She walked back to where the wizard was standing in though and quickly stuck her tongue out at her without her noticing. She whispered to herself,"Stupid Thay." Lethe pulled out her three orbs and began juggling, seemingly unaware of any decisions the others were making around her.
PSN: ChemENGR
"Now Lethe, leave Beltenbros alone. You know he'll have to polish that armor for hours now. We can't have the face of our organization looking shabby as the rest of us." Even as he speaks, he regards himself in the shimmering polish of the Paladin's armor.
Looking good, Jack. Perhaps to some, who prefer the variety of adventurer that looks as if he is always one day behind in meals, two days behind in sleep, and three days behind in shaving. But best not to look too good anyway... only attract attention... He unconsciously touches the tattoos that mark him as a convict from the law, and draw his cloak around a little tighter without really even thinking about it. It is well that among this lot I look positively mundane...
"This is a task at last worthy of gentle blood, yours and mine. And we are blessed to have such worthy companions. Castle Kilgrave was rent asunder by wild magics. How I have longed to seek out the mystery of its destruction!"
He turns to Kisha, the refugee of Thay, and remarks encouragingly:
"Your ability in the arcane should be of use here. You must overcome the terror of your benighted homeland and use your training for good!"
Then, letting Jack do the rest of the organizing, he draws his gleaming, obviously well-maintained sword and swings it to test the balance. Apparently unsatisfied, though none could imagine a better mundane sword, he sets to making adjustments and polishing.
A slight breeze rustles his long brown hair, and his jaw sets in concentration over his task.
A breeze whipped through her hair and robes as she took a small step backwards, slightly unsettled by the openness of the behaviour in front of her. "Sir, I am ready to leave when you are."
Ruins like these could hold power, and why else am I here but to seek places like this out?
PSN: ChemENGR
"Let us away, fellows," he says, highlighted in the morning sun with one foot atop a convenient rock, looking towards the road.
"Hmmmm... castle. Never been to one. Though goblins could provide a good test of my abilities. I'm ready to leave when you are"
PSN: ChemENGR
The castle is encircled by a thigh-high moat, filled with sparkling clear water, weeds, and lilies topped with pale blue flowers. The drawbridge is long gone, rotten to timbers or blasted to cinders, and you are left with no option but to wade. As one of you steps into the moat, you feel a hard clink against your boot. Looking down, a flash of gold presents itself to you - a gleaming lion, cleansed by the cool waters, its headless sides identifying it as a coin from the Regent Alusair's reign some hundred years ago.
You ford the moat, reaching a large strip of land some thousand feet on a side. Once it was well-paved in local sandstone, but over time flowers and trees have found new purchase, with grasses sprouting from every crack and more stout trees flowering behind what remains of walls. In many ways, this explosion of flora is more alive than the land outside the moat, the flowers pleasant to the nose and the air humming with birdsong. While some of the uneven stones are blackened, whatever expression of the Art laid Castle Kilgrave has been long forgotten.
Still, there are signs of local use. One corner of the paving smells of ash and recent fire, trees having been pulled down and broken for kindling, a fire in a hasty pit cool to the touch but not old enough for the soot to scatter. Some short distance away, a narrow, treacherous staircase leads down into shadow. Ashen prints connect the two, poorly shoed and clawed.
Nature:
PSN: ChemENGR
PSN: ChemENGR
"Rhogar, what do you think made this?" he asks the dragonborn as he follows the tracks to the staircase and looks into the darkness.
"I cannot see any traces of magic, Kisha. Is this in fact a natural ruin?" He asks the taciturn woman, which lack of speech he has mistaken for lack of confidence.
Retrieving one of his many sunrods from his saddlebags, he makes ready to light it and throw it down to the base of the steps once he hears reply.
Nature - Checking out the tracks (d20+7=18)
Arcana - Sensing the Presence of Magic (d20+11=23)
The eager warlord regards his assembled friends with a measure of pride. "We magnificent few, shall see this ruin purged. What are goblins? Foul, evil, twisted things... which will flee under our mighty charge and skillful assaults."
As he awaits for his companions to assemble, he draws steel. His sword and shield brandished in the scorching sun. It is clear to see the differences between he and his fellow Cormyrian, Beltenebros. Where Beltenebros' gear shines with lovingly polished brightness, Jack's sword looks as if it itself has been the survivor of a few wars - nocked, nicked, and dull - it nevertheless looks dangerous.
"Now... let us see what terrors dwell cowering below, fearful of our arrival!"
Kisha:
Arcana: Whatever magic might have been here once is long gone, diminished so greatly as to be impossible to distinguish from your own implement.
Really, these were the two longest sentences she had spoken since meeting the group.
He does not feel fear. Is it not his purpose and his duty to fight, as well as his profession? He has faced worse than a few goblins! He misses his warhorse, foolishly, for how would he convince it to take him into this darkness?
He proceeds slowly down the stairs and into the passageway, listening for an ambush.
"If you would be so kind, I could use a wizard's dash of flare and sound to aid me here... Goblins respect, or if not, fear displays of strength - a few of your famous ghostly noises or flashing lights might convince them of our prowess and they might very well cower and bow before us."
With that aside he turns back to the opening that leads down into the gloomy dark. In his loudest, booming voice, he calls down in the gibbering tongue of Goblin. "Morsels! I hear you cower before us. You are weak and pitiful nothings! Worms beneath my boots. To face my wrath is more deadly than a hobgoblin's whiplashing.... Bow down now and tremble, cower before my approach. If you lay your weapons down, perhaps you will be spared. The rest among you shall be fed to the crows desperate enough to feast upon your rotted flesh."
He's also going to try to intimidate the goblins obviously waiting in ambush below into laying down their weapons for fear of the unknown. Hoping that Kisha and perhaps the others could Aid Another to boost my result as well - with bloodthirsty shouts or other displays... anything to send the shivers down their spines.
Intimidation (1d20+7=22)
(Intimidate - d20+1=8 Looks like my coop bonus amounts to nothing.)
Jack:
If you would like to proceed to combat, just give me the usual ready.
(EDIT: To add initiative roll, add init bonus)
Combat Leader: You and your allies within 10 squares get a +2 to initiative
End Initiative for Jack: 22+2=24
Map:
M1-3 are the minions; the GP is the priest of Maglubiyet. You're coming from the open door at the bottom (starting in square 9K.) Yellow squares are boxes or piles of stuff (difficult terrain 2), while gray circles are the columns (difficult 3.) The red square is the boulder sling, and it will likely come down upon anyone foolish enough to step in front of it.
Status and Initiative:
Jack: 22
Yanthil: 22
Rhogar: 14
Kisha: 14
Beltenebros: 13
Goblins: 9
Lethe: 9
Goblin Minion 1: 1/1 hp
Goblin Minion 2: 1/1 hp
Goblin Minion 3: 1/1 hp
Acolyte Of Maglubiyet: 29/29 hp
Jack's turn.
The cunning warlord moves up to the left flank, using the pillar as cover from the others, he singles out one of the minions and brings down his longsword...
Standard to Furious Smash (Vs. Fort) (1d20+7=18)M1
Furious Smash does damage = to Str Mod (4). If it hits there'd usually be a bonus, but its a minion so its moot.
No Minor Action. Done.
Yanthil is Next.
"Oh we're fighting already! I didn't even know there were enemies here."
She turns to her right and whispers,"Next time you see something tell me," seemingly to no one.
PSN: ChemENGR
Minor Action: Aegis of Assualt, Mark GP(-2 to attack rolls for people other than me, if that hits teleport and standard action.)
Standard Action: Sword Burst, Close Burst 1: Sword Burst Against M3, M4 (1d20+7=8, 1d20+7=23, 1d8+4=6)
Rhogar is UP
Minor: Dragon breath vs KM3, GP: 1d20 6=21, 1d20 6=25 - hit! KM3 dies, GP takes 1d6 1=3 damage.
Standard: Twin strike against GP: Twin strike on GP (1d20 7, 1d10=[23], [1], 1d20 7, 1d10=[16], [5])- 1 hit for 1 damage or 2 hits for 6 damage.
Acolyte Of Maglubiyet: 11/29 hp | AC 15, Fort 12, Ref 12, Will 14
Map update on the next goblin action.
Beltenebros' turn.
Charges 5 to F9
Charges GP (at E9)
Charge! (Powerful Charge +2 damage) against GP; 1d20+7+1: Charge! (1d20+8=23)
Damage! (1d8+4+2=8)
Goblins
Results:
Beltenebros takes 9 force damage, Yanthil 7 from the force of the push.
The sharpshooters pop out of cover and gain CA; attacking Beltenebros: 23, 15, 24 against AC 20 is 2 hits.
The first bolt deals 12 damage, the second 7. (Beltenebros is now dying, technically at -1)
The boulder hits both of them (19, 17). Beltenebros takes 2 damage and is now prone (just overkill), Yanthil takes 5 damage and is prone (stand up in an unoccupied space.)
Tactical Map:
Gray squares are difficult 3 (boulder or column), yellow squares are difficult 2 (boxes or sling). Yellow squares could likely be jumped over with Acrobatics. Disregard S2.
Status:
Jack: 22
Yanthil: 22 (16/28 and prone)
Rhogar: 14
Kisha: 14
Beltenebros: 13 (-3/27 and dying)
Goblins: 9
Lethe: 9
Acolyte Of Maglubiyet: 4/29 hp | AC 15, Fort 12, Ref 12, Will 14
Sharpshooter 1: 31/31 hp | AC 16, Fort 12, Ref 14, Will 11
Sharpshooter 3: 31/31 hp | AC 16, Fort 12, Ref 14, Will 11
Lethe's turn
Two bolts slam through his breastplate despite its sheen and embed themselves in his chest. Beltenebros falls to his knees. "Bahamut, sustain me!"
Then he is crushed by a boulder, falling backwards, unconscious. A small pool of blood starts to form beneath him that threatens to stain his armor.
If I die, how will Lethe survive in this callous world?