Founder's Reach

Founder's Reach Discussion Thread
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From Gate to Founder's reach

Put everything that your character did here, and when they did it, during the adventure.

Example:
Lyr -
Spoke to everyone at the bar (Start of the scene)
Spoke with Tom’s character, and was weirded out by the “this is my ferrite” line. (First scene)
Spoke to Ranger/caravan leader about being hired on. Agreed to help guard him for a merchant connection within Founder’s Reach market area. (First scene)

Traveled with the group, but did not sleep near them for fear of not knowing them. (On the road first night out of Gate)

Fought and struck a Juvenile pack lizard with spiked gauntlet. Did 2 Dmg, and was the first to do damage in the campaign. (Second day, on the bridge)
Buffed and healed party members (Second day, on the bridge)

Buffed Ranger/caravan leader with Aid (Second day, just outside of Founder’s reach)
Helped convince the Goblin Bard, David bowie, to come to Founder’s Reach and start a new life. (Second day, just outside of Founder’s reach)

Stayed on cart, and ran from goblin hoard (Second day, Just outside Tent city in Founder’s reach)
Convinced guards to let the Goblin David bowie into city with a Diplomacy check (Gates of Founder’s reach)

Met with merchant contact that the Ranger agreed to introduce me to (Market area of FR)
Reported to the Church of Irori, and told the group where I would be staying there. (To be determined where the church is located)

This is just a quick “what happened” to my character. If you guys tell me what happened to your characters, I can maybe put it into story form. See you guys next week.

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Starting out in Founder's Reach, an entry by Shira Blackhand

-Shira Blackhand

One week after arrival. Now a citizen and Licenced Adventurer of Founder’s Reach. Back home week didn’t need paper work to in order to be able to prove one’s self. New place, new rules I guess.

Joined the this place’s coven, but it feel weird being there. Just doesn’t feel right for some reason. On the other hand, joined the Prefects. Figured it was a good way to learn about what will become my new home, one day maybe, hopefully.

Fredrick Burke invited me and some of my previous companions to celebrate the approval of our new licences. It was an opportunity to get out of the barracks and see some more of the city.

Unfortunately, the celebration was put on hold due to the sudden appearance of some Imps and 2 Dretch that decided to attack the store owner of the Fruit of the Mill, Karin Koeffel. Some strange blonde haired human by the name of Starent felt the need to standing the corner and cower instead of act.

We quickly dispatched these nuances, however some thing that is troubling is that they were attempting to summon more of their brethren. This is not possible if they were summoned, which means that they were brought to this plane through non-traditional means. They also appeared to have been wearing cloaks with some kind of black flame symbol on the inside

Karin thanked us by cooking us terrific dinner. We felt she could be in danger due to the fact that her boyfriend is Yr, a well known adventurer, who has had dealing with a cult that feels the need to worship demons.

The next morning I was waken early, and ordered to the Prefect HQ in the Low Markets. Karin is now missing. Starent is suspect in having knowledge of her disappearance.

Upon investigating Karin’s apartment, we discovered her diary. She and Yr were at the gardens, near the High market and one of the nicer looking housing areas, known as The Hills. Yr felt that they were being watched.

We headed to the same place. One of Fennec’s associates had been watching that area for some time and told us that they were being watched and that this elusive person had returned to and abandoned Mansion in The Hills.

We tracked down the location of this mansion and risked sneaking in through the roof. I believe we may have been discovered. I believe I heard “What was that?” in Abyssal, which cannot be a good thing.

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Scenes from an Alehall: Adventurer's log part 3

Well lads, I seem to have a knack for getting into trouble—and so does Karin Koeffel, apparently.

Got ordered to the prefect office this morning. For once, it wasn’t me they were after. Seems Karin got herself kidnapped. Prefects thought it was a guy named Starent—I wasn’t so sure. We’d seen him protecting Karin during the attack on her shop the other day. He seemed more like a lovesick puppy to me.

With a little help, we managed to track her to an abandoned mansion in the Hills. I went ahead with Briar to check it out. Norshar had me take this “rock spider” thing of his with me, said he could hear through it. Must be some kind of familiar, though none I’ve ever heard of. That ladder he conjured didn’t seem like normal magic either—weird guy.

Anyway, we go in through the roof, and find ourselves in a small attic with a trap door. That leads down to another small room on the second level with two more doors, no locks or traps on any of them—no wonder the place was abandoned.

Now usually the door with the trap is the one you want. Without that to go on I wasn’t sure what to do next, but the rock spider seemed to sense something. It clambered over to one of the doors, and acted like it wanted in.

Just as I go to open the door for it, I hear a noise outside on the roof—somebody really needs to teach those guys how to move quietly. I guess it broke my concentration, because next thing I know I’ve managed to find the squeakiest board in the whole attic and step on it.

What happens next? Well, someone in the next room shouts “Who’s there?”, and when I open the door it’s Starent, standing there with a strange look on his face. Norshar conjured up some kind of ghost-like thing while I tried to talk the guy down on the chance he was trying to rescue Karin too.

That conversation was weird—it almost felt like he was stalling or something—and when I got to the part about us being there to rescue Karin he called us intruders and said something about being supposed to stop us.

The group was ready to kill him, but something seemed off—like he didn’t really want to be fighting us. Didn’t stop him from giving us hell though—that guy was good. Of course I’m not at my best in tight spaces. Give me and Briar room to charge and we’d have mopped the floor with him.

Anyway, we fought for a good while. Wasn’t sure we were going to win that one, even with the pointy hats throwing magic at him the whole fight. Finally I got in a lucky hit with my rapier. I was afraid I’d killed him right there—when all I wanted was to give him a few scars for the trouble he’d caused—but he stayed up long enough for me to knock him out with my sap.

The half-giant met us at the top of the stairs just in time to see Starent go down. Apparently he’d charged the front door and taken out the guards down there in the time it took us to deal with Karin’s “admirer”.

We figured everybody knew we were there by now, so we charged into the next room, hoping to find Karin before her kidnappers decided to cut their losses—and her throat with it.

What followed…

…was like a slapstick comedy from hell’s own theater. Y’know the kind of play I mean, with all the pratfalls and pies being thrown? Well imagine the pies are being thrown by demons and there’s a gloating wizard popping up like a mad gopher and you’ll have a feel for it.

The sorcerer holding Karin wasn’t that tough, just obnoxious. He kept teleporting around the room throwing magical obstacles in our way, while these two imps did all the actual fighting. Have you ever tried making your way through a web spell and a grease spell while invisible demons claw at your face? Ever had to clean vomit and spiderwebs out of a panicked wolf’s fur?

It’s not fun, my friend—especially when one of your crew starts shooting fire out of her hands and the only one she manages to burn is you. At least it cleared some of the webs away. In the end, we managed to kill the wizard and his beasties just in time to drag Karin and Starent out of there before the whole place burned down around our ears.

And that’s the story. Still don’t know what the wizard was after. Though I think one of the crew took a look at his cloak before we left. In the end, I’m just glad I got to have some fun, show a little bravery, and help a couple’a folks find their freedom. Now, if you’ll excuse me, I’ve got a cup that needs refillin’…

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A murder in Heartland
It's so original.

Fennec has connected.
Thomas has connected.
Poit has connected.
Lyr (Mitch):
Lyr heads back to the Church of Irori and finds out if there is any letters/packages that needs to go Heartland.
Lyr (Mitch):
Lyr heads over to the church phrasma and speaks with the head prestess about her sister, and any letters/packages she would like to send to her.
Lyr (Mitch):
Spoke to a priestess about her sister Rohrn. She has no packages for her.
Lyr (Mitch):
Lyr heads over to the church stable and picks out a sutable riding pony for the trip. He thanks the stable-hand and packs his gear the next morning.
Lyr (Mitch):
Lyr meets the group at the front gate in the morning… After hooking up for a night of “fun” with a local preistess.
Lyr (Mitch):
The group travels for the day, avoiding the raiding parties of Tira’sh Mok.
Poit:
Turrosh Mak
Lyr (Mitch):
The night passes without issue. The stars are out, with just the slightest sliver of the moon showing.
Lyr (Mitch):
The group comes over a hill, and spots the sprawling town below (Heartland). All seems peaceful.
Lyr (Mitch):
Thier employer heads over to the silo, with Louie and Norshar in tow.
Fennec:
Also Fennec.
Lyr (Mitch):
A strange buzz can be heard, but no one takes it seriously.
Lyr (Mitch):
Lyr has several rooms ready for the group when the party arrives from the silo.
Lyr (Mitch):
Daramose (the employer) and the hound head off for the night, so that they can do secret things together.
Poit:
Darimos Enol is your employer’s name
J.C. has connected.
Poit:
Georgot Satinne is the innkeeper & mayor
Fennec:
And the mayor’s daughter, is she hot?
Poit:
Myrroi is his daughter
Lyr (Mitch):
Lry chats up some of the locals, trying to build a good repore with them.

  • Lyr (Mitch) rolls: d20+10 Diplomacy for the townsfolk. => 16 + 10 = 26
    Lyr (Mitch):
    They seems to like Lyr, and they have a great time that night.
    Lyr (Mitch):
    While distracted by talking with the townsfolk, Louie begins hitting on the mayor’s daughter.
    Lyr (Mitch):
    The mayor’s daughter tells Louie where her room is, and he heads that way later that night.
    Lyr (Mitch):
    The group, other than louie, goes to bed alone. Louie, heads up to the Mayor’s daughter’s room, and plows the fields all night… or at least a few minutes.
    Lyr (Mitch):
    In the morning, Louie makes a hasty escape from the Mayor’s house.
    Lyr (Mitch):
    … Actually, he hides under the bed… Naked and shivering.
    Lyr (Mitch):
    The Mayor walks into the room, sniffing the air wondering what that smell is. “I seem to recall that smell, but I can’t quite remember…” He scratches his chin. “I know it had something to do with your mother, and something we used to do together…”
    Lyr (Mitch):
    The mayor leaves, wondering what that wet, sticky smell was.
    Lyr (Mitch):
    Lyr slowly gets up and dresses, but there is no one at the door when he gets there.
    Lyr (Mitch):
    Darimos Enol is found impaled upon a broom handle at the silo.
    Lyr (Mitch):
    It’s a nice broom handel.
    Lyr (Mitch):
    The broom handel was thrust in by a mighty force
    Lyr (Mitch):
    The broom handel has nothing else to tell us, but we decide to investigate for 10 extra minutes because we love fucking broom handels.
    dan has connected.
    Lyr (Mitch):
    The Mayor feels that there is a murderer in town, further proof of this is the message on the silo. The message reads, “No more scratching.”
    Poit:
    Aslad Avap
    Lyr (Mitch):
    Aslad was found dead at his homestead just outside of town.
  • Lyr (Mitch) rolls: d8+3 => 3 + 3 = 6
    J.C.:
    « 1d8+1 = 8 + 1 = 9 »
    J.C.:
    29

Lyr the Cleric:
The group encounters two Half-feind bees in the silo. Combat music can be heard, though no one has any idea from where.

  • Poit rolls: 1d20+6 => 13 + 6 = 19
  • Poit rolls: 1d20+6 => 3 + 6 = 9
    Fennec:
    17 init
  • Lyr (Mitch) rolls: d20+1 => 13 + 1 = 14
  • Thomas rolls: 1d20+5 => 1 + 5 = 6
    J.C.:
    19

Lyr the Cleric:
Shiera opens her spell tome, and speaks a word of power. Her voice bounces off the walls, shaking them to the foundation with an ear-piercing scream.

  • Poit rolls: 1d20+8 => 19 + 8 = 27

Lyr the Cleric:
The fiendish bee seems unphased by the spell, and continues its assault.

  • Poit rolls: 1d20+6 => 8 + 6 = 14

Lyr the Cleric:
The bee attempts to sting Kenshiro, but misses as Ken falls to one knee and bounds back up for a counter attack.

  • Poit rolls: 1d20+8 => 19 + 8 = 27

Lyr the Cleric:
Fennec fires a smoking shot at a bee.

Lyr the Cleric:
The shot hits true, but the bee seems to shrug off the effects.

  • Poit rolls: 1d20+7 => 5 + 7 = 12

Lyr the Cleric:
Lyr prays to Irori for a blessed fight. The group feels the blessings of Irori upon them.

  • Poit rolls: 1d20+8 => 17 + 8 = 25

Lyr the Cleric:
The bee attacks Fen, but he is so short, that he easily avoids the stinger.

  • Poit rolls: 1d20+6 => 14 + 6 = 20

Lyr the Cleric:
Kenshiro attacks with all his might, his phy-blade stiking true and causing massive damage. Buzzing angerly, it continues his assualt.

Lyr the Cleric:
Shira closes her tome, and backs up.

  • Poit rolls: 1d20+6 => 19 + 6 = 25
  • Poit rolls: 1d20+6 => 8 + 6 = 14
  • Poit rolls: 1d20+6 => 15 + 6 = 21
  • Poit rolls: 1d20+6 => 9 + 6 = 15
  • Poit rolls: 1d4+6 => 4 + 6 = 10
  • Poit rolls: 1d6+6 => 5 + 6 = 11
  • Poit rolls: 1d2 => 1

Lyr the Cleric:
A bee attacks Ken and finds a weak spot in his armor. The stinger pierces his skin, the poison working its way into Ken.

Lyr the Cleric:
Fennec begins to panic. He attacks the bee quickly, and then hurls himself away from the bee, tumbling on the ground.

  • Poit rolls: 1d20+7 => 7 + 7 = 14
  • Lyr (Mitch) rolls: 2d8+2 => 7 + 2 = 9

Lyr the Cleric:
Lyr reacher over and presses his hand to Ken’s arm. The healing power of Irori flows into him, restoring his vigor, but the poison still flows in his veins.

  • Poit rolls: 1d20+7 => 6 + 7 = 13

Lyr the Cleric:
A bee attacks Fennic, but misses as Fen rolls under the stinger.

Lyr the Cleric:
Kenshiro finds an opening, and slams his psy-blad into the bee’s torso. It falls to the floor, wriggling on the ground.

  • Poit rolls: 1d20+6 => 6 + 6 = 12
  • Poit rolls: 1d20+7 => 9 + 7 = 16
  • Poit rolls: 1d20+7 => 5 + 7 = 12
  • Poit rolls: 1d20+7 => 14 + 7 = 21
  • Poit rolls: 1d20+7 => 5 + 7 = 12
  • Poit rolls: 1d20+7 => 1 + 7 = 8
  • Poit rolls: 1d20+7 => 8 + 7 = 15
  • Poit rolls: 1d20+7 => 5 + 7 = 12
  • Poit rolls: 1d20+7 => 17 + 7 = 24

Lyr the Cleric:
Shira calls forth ill omens and a dark miasma wraps around a bee. This seems to push each attack in the wrong direction.

Lyr the Cleric:
Fennec seems to give up on tumbling, and instead attempts to stab the bee. The rapeir seems to bounce off the bee’s armor.
Unknown command: “doll d20+3”. Try /help for a list of commands.

  • Lyr (Mitch) rolls: d20+3 => 2 + 3 = 5
  • Poit rolls: 1d20+7 => 7 + 7 = 14

Lyr the Cleric:
Lyr moves up and gives Kenshiro guidance in his movements and attacks.

  • Poit rolls: 1d20+7 => 19 + 7 = 26
  • Poit rolls: 1d20+7 => 9 + 7 = 16
  • Poit rolls: 1d20+7 => 18 + 7 = 25
  • Poit rolls: 1d20+7 => 12 + 7 = 19
  • Poit rolls: 1d4+6 => 3 + 6 = 9
  • Poit rolls: 1d4+6 => 3 + 6 = 9
  • Poit rolls: 1d6+6 => 5 + 6 = 11

Lyr the Cleric:
Norshar hurls a crystaline shard deep into a fiendish bee. The torso explodes, the dark icorous blood spilling upon the ground. It struggles to crawl towards Fen, but dies before it can get to the halfling.

  • Poit rolls: 1d20+7 => 6 + 7 = 13

Lyr the Cleric:
His construct does not fair as well, and misses the remaining bee.

Lyr the Cleric:
Ken moves into a flank, as louie distracts its attention, Ken sinks a blade deep into the bee. It dies, as it thrashes on the ground.

Lyr the Cleric:
Fennec and Ken are healed by Lyr and Nor.

  • Lyr (Mitch) rolls: 2d6+3 => 6 + 3 = 9
  • Lyr (Mitch) rolls: d6+3 => 6 + 3 = 9
  • Lyr (Mitch) rolls: d8+3 => 6 + 3 = 9
  • Lyr (Mitch) rolls: d20+2 => 11 + 2 = 13
    Fennec:
    13

Lyr the Cleric:
The group figures that the sweeping of dead guy is what set off the killer.

Lyr the Cleric:
Kenshiro finds tracks leading to the wilderness. The party heads south-east to find the murderer.

Lyr the Cleric:
The party loses the tracks at the crossroads.
Poit:
the road connects Founder’s Reach and the town center of Heartland

Lyr the Cleric:
Briar rejoins the party, and begins tracking the murderer.

Lyr the Cleric:
The group heads to the farm, having lost the trail.

Lyr the Cleric:
The group finds a blood-stained stick and a messge that reads “I made it stop.”

Lyr the Cleric:
They also find a 6-point lanturn. The unique lantern is not magical, but may lead to the killer.

Lyr the Cleric:
Louie finds a set of tracks, and the group attempts to follow.

Lyr the Cleric:
They soon lose the trail as it heads into the wilderness in the east.

Lyr the Cleric:
The group returns to the inn, and shares thier findings with the mayor

  • Lyr (Mitch) rolls: d20+10 => 4 + 10 = 14

Lyr the Cleric:
Lyr face-palms as the rest of the group tells the townsfolk that they are being hunted by a monster.

Lyr the Cleric:
The town nearly turns into a mob, only being calmed by the mayor.
dan is disconnected.
dan has connected.
dan:
could you reconnect me?

  • Poit rolls: 1d20+10 => 3 + 10 = 13
  • Poit rolls: 1d20+10 => 9 + 10 = 19
  • Lyr (Mitch) rolls: d20+3 => 16 + 3 = 19
  • Poit rolls: 1d20+13 => 13 + 13 = 26

Lyr the Cleric:
The party approaches the old, burnt-out stables. They use stealth as they come near the entrance.
Fennec:
25

Lyr the Cleric:
They search the ruins, moving slowly and carefully through the rubble.

  • Thomas rolls: 1d20+14 => 4 + 14 = 18
  • Poit rolls: 1d20+5 => 17 + 5 = 22
  • Poit rolls: 1d20+6 => 17 + 6 = 23
  • Thomas rolls: 1d20+5 => 13 + 5 = 18
  • Lyr (Mitch) rolls: d20+1 => 4 + 1 = 5

Lyr the Cleric:
The group comes upon a travling gnome. He attemts to flee.
J.C.:
10

  • Poit rolls: 2d4 => 4
  • Poit rolls: 1d4 => 2

Lyr the Cleric:
Shira falls to the ground blind, def and dumb. Louie dodges the effects, but the gnome is more dangerous than they had expected.

  • Thomas rolls: 1d20+10 => 17 + 10 = 27
  • Poit rolls: 1d20+6 => 5 + 6 = 11
  • Poit rolls: 1d20+3 => 12 + 3 = 15
  • Poit rolls: 1d20+10 => 19 + 10 = 29
  • Poit rolls: 2d4 => 4
  • Poit rolls: 1d4 => 4
  • Poit rolls: 1d20+3 => 5 + 3 = 8
  • Lyr (Mitch) rolls: d20+8 => 4 + 8 = 12

Lyr the Cleric:
After interviewing the Drifter, the party continues on to the corpes of trees

Lyr the Cleric:
The party enters the corpes of trees, moving carefully. Watching for the inhabitants
Poit:
Koboldus, Orctavius, Goblimina

Lyr the Cleric:
The inhabitants are the mutated magical offspring of Sewarnt, king to the North. They knew nothing of the murders.

Lyr the Cleric:
They were able to tell the group about a possible lead. A red-haired stranger was seen by the mutated folks.

Lyr the Cleric:
As the group approaches the town, they hear screams. The group races towards the screams.

Lyr the Cleric:
The woman had been attacked by Gozen, a man that lives in town.

Lyr the Cleric:
The party races towards town to show down with Gozen. Hopefully to end his reign of terror.

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