Monte Verde

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Bluehorse
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Re: Monte Verde

#221 Post by Bluehorse »

Rexlin

"Silver coated weapons?" Begins thinking of silver scimitars, bayonets, and musketballs.

"Let's head for the cave quick before they know we are here. On the way out we can set fire to this place and a few huts long the way to distract them while we grab the statue on the way out. Aye?"

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Re: Monte Verde

#222 Post by onlyme »

GEoffrey follows the captain.
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Re: Monte Verde

#223 Post by GreyWolfVT »

Pocc follows the captain.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
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"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
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thesniperknight1
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Re: Monte Verde

#224 Post by thesniperknight1 »

Holden stands there lost in thought murmuring, "Silver....Werewolves.....moonlight....a hero....a damsel....she turns....she hungers...he is there"

He snaps out of it, "Yes. A plan! Sounds good, lead the way oh great hagslayer"
Don't ever tell anybody anything. If you do, you start missing everybody.” ― J.D. Salinger, The Catcher in the Rye

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Re: Monte Verde

#225 Post by Hotgoblin »

Iggway follows the others, while getting the 4 magic candles out of her pouch for use. She will let the Captain know about their abilities to ward against undead.

Once, they devise their plan... Iggy will pray to the Snake God before entering the infirmary, hoping he has heard her calls through the devotional meditation.

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Re: Monte Verde

#226 Post by OGRE MAGE »

Since there is no visual information on how this area is laid out, I will post a few options of how we can do this in hopes that one of them might work.
Siggard thinks for a moment on Rexlin's idea about starting fires.

"It might not be a bad idea to begin that diversion now. If we start a few huts on fire at the opposite end of the village, these men will surely rush over there to help extinguish them, no? I cant think of a better way to keep them from seeing what we are doing over here."

While still hidden in the bush, the mage will gauge how far away from the cave the central huts are. If there is enough room to do it without losing the spell, he will give his servant a lit torch to begin the diversion. (If not, someone else might have to offer to do that part. VDP maybe?)

"Give us some time to go inside and have a look around. Once the huts are lit, we wont have much time to find the sister, so we need to act quickly."

He instructs his servant to take the torch past the cave guard on his way towards the huts. Hoping that the man follows along with the floating torch so the rest of us can go inside for a look see.

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Re: Monte Verde

#227 Post by Spearmint »

Native Village:

The four pirates shelter hidden from the warriors at the forge in the tribal communal hut. The club hitting cave guard stands to attention in the entrance alcove in the opposite direction (perhaps 60+'ft away).

Some ad hoc plans are laid and a lit torch is struck. grasping it, VdP sneaks down one of the side ladders and nods to the others. "See you at the Totem gate then? Who knew that stray embers sparking from the forge could do so much mischief and mayhem?" winks 'Gin' Van de Poel, before disappearing into the scattered huts. Almost immediately the cave guard notices the flaming firebrand and steps out of the entrance ready to challenge the cumbersome raider. A bolt from the blue, or black, is fired at him to stop any warning sound. A single bloody choke is all that is made as a quarrel fired from a heavy crossbow finishes any argument. The critical hit actually pins the guard through the throat to a branch of thick creeping vine and his dead body remains upright in silent pose.

Van de Poel [1d20+1] = 20+1 = 21 damage [1d6+1] = 3+1 = 4

Van de Poel goes to the village right and begins to set on fire the closest hut, putting the flaming torch to the dry building frames. It seems a suicidal attempt to draw away the forge warriors and will by nature alert the inhabitants to the pyres. After a frantic minute or two, billowing flames and smoke begin to belch out of a immolated hut. People inside scream, the warriors rush over. In the distraction, Siggard, Holden and Rexlin run up a pebble dashed path cut between arable allotments and to the cave entrance. Ignoring the dead guard and finding no other the trio step inside.(save vs spells each please as you pass beneath the runes inscribed on the lintel stone above your heads).

A rough stone chiselled passageway leads ahead. The passage is about 10'ft wide, narrowing only at the entrance to a single file width. The ceiling is twice a mans height and arched, being partially lit along its length by small clay saucers containing burning wax. The passage is cut straight and must run a hundred feet or more. From the very end, flickering torchlight seems to dance in theatrical shadows along the wall as it opens into a larger cavern auditorium. The tribal drumming emanates in snappy beats from this area. About 30ft along the passage to the left is an opening covered by a large tapestry or curtain. Further along on the right hand is another similar curtain and further past this before the grand cavern is what seems an adjoining passage. The whole length is empty and unlike the Hags' cave on Ambergris the floor remains unlittered of crunching bones or poison pipes traps, (or so you suppose...).

Actions please.

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Re: Monte Verde

#228 Post by Spearmint »

Infirmary raid:

Padre Claude du Lautrere leaves the care of the lycan children in the hands of the mothers at the manse while Sisters Cecilia and Beatrix bring order to the other settlers sheltering in the trading store and the chapel. With some of the pirate rescuers on guard duty watching for another night time assault on the church plaza, the priest joins with Captain Lazarus and a crew of brigands to enter the boarded up Infirmary building. The thick planks have been hastily nailed across all the windows and shutters facing the plaza and also across the entrance double doors, baring exit from outside. Using some crowbars the nails are prised free from the door frames and the double doors opened with a rusty creak from the unoiled hinges.

The Padre warns again to the others that he was brutally touched by an evil presence and some farmers slain inside by 'a grim beast of darkness'. As well as that the place is overrun with venomous snakes, angry, hungry and squabbling. Emboldened by faith and prayer the Padre sets foot inside the building followed by the pirate captain. behind him assemble Geoffrey, Pocc, Iggway and Zhym who looks both dreadful and resplendent in his new bone mail surcoat and skull helm. Elijah brings up the rear, pointy trident in hand ready to spear snakes and unbelievers in equal measure. Immediately the place comes alive with hissing and writhing, multi-coloured serpents with open fanged mouths raise on coiled bodies in poise to strike the offending intruders. They hiss among themselves even snapping out at each other. Some slither down a side corridor others slip through a mouse hole in a closed door on the left. The Padre lifts his Holy Symbol and chants out a spiritual command. Several of the snakes sway ominously, almost hypnotically under the influence of the clerics raised hands. (Snake charm spell cast) "These beasts will afford us a little sanctuary, we should have a few minutes grace with them. A dozen unnerving slit eyes watch the groups entrance into the Infirmary foyer. (actions please)


I will do my best to describe the Infirmary building, sorry am not so good with maps or drawings.

The Infirmary is about 60'ft wide and runs more than 100'ft long. There is only one entrance, through the wooden double doors on the western side. Glazed windows line the two long north and south facing walls, one overlooking the plaza, the other the open ground and forest. A small chimney is near the very eastern end of the building, from a hearth in the 'Vivarium' room. The outside of the building is covered in some cultivated ivy planted in growing troughs along the foot of the walls. The interior of the Infirmary is split into two halves. The eastern end is a 60'ft square room containing the Vivarium. Glass tanks of venomous snakes mounted in wall shelving. Some worktops and desks accumulate the intricate devices used in the anti-venom production. Pocc looking into this room was attacked by a serpent through a gap in the boarding.

The other half of the Infirmary is a health centre for the settlers and natives. Entering through the double doors you come into the entrance foyer, a wide greeting hall with a small corridor running off to the north and a central one leading to the vivarium chambers. Immediately on your left is a closed door to a 20x20'ft room. The corridor splits that room from another similar sized office whose door is at the bottom of the corridor. Four wooden doors stand half ajar on the left, the main corridor continues past these to the closed double doors at the end.

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Re: Monte Verde

#229 Post by thesniperknight1 »

As Holden enters the cave he drags the corpse of the guard with him to lower the chances of being found out in this commotion.

Spell Saving Throw(15): [1d20] = 2

Not sure what will happen to Holden but just in case he can still do an action

Holden will check the curtain to the right very slowly peering half an eye in there
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Re: Monte Verde

#230 Post by Zhym »

Zoggrot, having just rejoined the group, isn't sure what's going on. He keeps his cutlass ready, tries to stay inconspicuous, and takes his cue from the others.

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Re: Monte Verde

#231 Post by OGRE MAGE »

Save vs. Spells (12) [1d20] = 9

If he can.....Sig runs into the tunnel, amazed at its size and distance. He rushes up to the second draped opening (on the left) and has a peek inside. His trusty invisible servant will be at his side and his friend Face will be tucked away nicely in the top of his pack.

The mage touches both of his pistols, just to be sure they are both ready to go if necessary. If there is any commotion noticed from straight ahead, the mage forgoes the opening and runs straight towards the end of the tunnel.

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Re: Monte Verde

#232 Post by Bluehorse »

Rexlin

Save vs Spells (17) [1d20] = 15

Runs into the tunnel with his companions, eyes peeled for danger. He holds Grace at the ready and has her all dressed up for a party (bayonet in place).

While the other two check in the curtains he will stay in the main passage, guarding their actions, looking both ahead and behind for anyone else moving in the tunnel.

Damn! :lol:
Van de Poel [1d20+1] = 20+1 = 21 damage [1d6+1] = 3+1 = 4

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Re: Monte Verde

#233 Post by Hotgoblin »

She enters the room, she'll place the candles within a 10ft square around herself and proceeds to light them all. Iggway explains that candles ward agaist undead creatures and that the candles should remain lit at all cost.
Last edited by Hotgoblin on Sat Jun 10, 2017 11:55 am, edited 1 time in total.

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Re: Monte Verde

#234 Post by GreyWolfVT »

Pocc says a silent prayer and holds where the snake had bit him earlier. "Hmm how on earth can we repel the snakes so that we can get to any of the anti-venom and the notes or logs of how they were made? I have no such spell to do this."
Last edited by GreyWolfVT on Sat Jun 10, 2017 11:52 am, edited 3 times in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

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Dalin Silverhand Dwarf Thief - Barrowmaze
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Re: Monte Verde

#235 Post by Spearmint »

Native Village: Inside Pachucapatls' Cave.

The trio reach the cave entrance energised by the 'commando' search and rescue plan working skilfully so far. The cackle and snap of burning wood and frantic shouts come from parts of the eastern wing of the native village. The night sky coming alive with the bright colour of large flames from burning thatch. Holden decides not to ignore the pinned body of the cave guard, pulling the crossbow bolt free of the mans throat and dragging the limp dead body inside the entrance he guarded in life. Sprinklings of soot fall into the entrance as you all pass by, noticing the carved cinnabar coloured runes on the capstone lintel having a colour mirroring the fiery carnage Van de Poel faithfully causes.

(The first curtain is on the left then another on the right then a right passage then the larger cavern)

Holden peeks behind the first curtain. There is no door, only the thick woven fabric. You see a small domed room, the stonewalls smoothed with fine chisel marks, large thin stone flakes creating a mortared mosaic of tiles on the floor. A smell of fragranced candles and strong distilled wine or 'hooch', shadows play on a wall like a nubile girl dancing enticingly, she giggles as another bare breasted babe pipes from a flute softly. Three well muscled warriors lounge on cane bunks filled with stuffed mattresses, eating bunches of ripened cherries and glugging back from clay frothy jugs placed on a low table. Centre of the room is a large reed urn. Holden pulls the drape shut and mimes to the others what he sees counting the people out with silent gestures of his fingers.

Rexlin whets the blade edge of his bayonet, ready to get 'stuck in' if the order is given. Siggard moves to the next curtain along the tunnel. behind this is a door. It opens inwards, there is no handle on the outside for him to try. The door is not well made though and doesn't snuggly fit the rough arched door frame so between the cracks that allow a little light to seep through you can see some simple interior bolts which secures the door closed. Some candlelight dimly flickers, you hear a man's hog-like snoring just behind the door, though he remains unseen.

(actions please)

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Re: Monte Verde

#236 Post by onlyme »

Geoffrey holds his sword, ready to fillet anything that attacks them.
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Re: Monte Verde

#237 Post by Spearmint »

Infirmary raid:

The hissing swaying snakes unnerve the group as they enter the foyer. With his symbol of divine authority aloft, Padre Claude holds them under his own volition giving time for Iggway to light and stand her waxed candles in position around the foyer.

You are happy as you have discovered the candles when lit and a cleric prays within the borders, release a ward vs undead creatures. Roll 2d6 for the total of HD of creatures affected. The candles are usable by anyone who speaks in a native tongue, a native shaman may add an additional d6 roll. They burn through in four hours.
The shaman begins to place them in four corners to create a 'safe' square between the doors and corridors, chanting a Seminole prayer to the tribal Gods. You can light and place half the candles this round and the other half next.

With his senses enhanced through the bone-mask, Zoggrot notes a deep shadow moving behind the second bottom door on the right. The door is slightly ajar and green rotten fleshy fingers silently grip it, a rotting odour of decay indicating a presence hiding beyond. "Roger, Gaston, come to us if you are there." Padre Claude intones, mentioning the two settlers who died nearby."This office here was a dental surgery, that larger one a health surgery. These are the ante-natal and birthing rooms, toilets and my office."he says pointing at the rooms in turn. (top left, top right, bottom left and bottom right)

Elijah meanwhile begins to scoop up stray serpents around the prongs of his trident, keeping them further away and tossing them out of the double doors behind you. One diamondback slithers off from the plaza and away but the other remains coiled between his trident prongs, hissing at being manhandled in such fashion. Geoffrey, Pocc and Captain Lazarus step forward down the main corridor towards the next double doors. Skittish snakes quickly slither away in their presence but upon reaching the doors, with no where to go they rear up, puffing out hooded membranes of skin from their heads and eject a venomous spittle of fluid towards the trio who are halfway to them. (15ft from doors).

serpents strike [1d20] = 18 [1d20] = 15 [1d20] = 15 [1d20] = 10 serpents target P,G, CL [1d3] = 1[1d3] = 2[1d3] = 2[1d3] = 3 The Captain flashes his blade to swat aside the spout of poison but his comrades are not so dextrous. Pocc and Geoffrey receive burning acidic splashes of fluid on their eyes causing immediate irritation and forcing them to whince and clutch at their faces.

(Roll one poison save please Pocc and two Geoffrey)

next actions please.

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Re: Monte Verde

#238 Post by onlyme »

2 saving throws [1d20] = 12 and [1d20] = 10

GEoffrey feels the effects of the poison. (not sure if he can do anything this round, before the poison gets him)
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Re: Monte Verde

#239 Post by thesniperknight1 »

Holden heads to Siggard's closed door and places his ear in the small space where the light has a place to enter and listens in, hoping to hear something more than the snoring.
Don't ever tell anybody anything. If you do, you start missing everybody.” ― J.D. Salinger, The Catcher in the Rye

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Re: Monte Verde

#240 Post by GreyWolfVT »

Pocc expects to feel the effects of the poison, but is relieved when he doesn't this time. The sea druid begins retreating away from the double doors and the snakes spitting acid like venom.

Save vs Poison 10 [1d20] = 20
Last edited by GreyWolfVT on Mon Jun 12, 2017 5:32 pm, edited 1 time in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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