GM Jen's A Time of Turmoil: There Be Witches in the Highlands (Inactive)

Game Master Retech

The death of both kings in the British isles by the hand of their own families have left the island fractious. With the nobility rended, adventurers may become nobility themselves, if they survive...


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Nothing that was not immediately apparant earlier. Should I assume that you are casting sift as you walk around the cave?

It seems that the group wants to go into the cave, so onwards!

The group carefully picks its way down a small rocky slope and onto the narrow path snaking along the cove walls. Once in a while, a person seems to lose their footing and a moment of fear creeps into their hearts, but then they are caught or they regain their footing and the group continues onwards.

The cove begins to narrow as the group progresses for nearly half an hour at a snail's pace. Razo detects that ceiling begins to change from rock to dirt as the cove progresses, indicating that it is heading upwards. The water that used to be at full depth now resembles tepid pond water. Near the end, thick mist begins to fill the air (partial concealment) and one can make out the voices of two people, seemingly female and chanting. One is chanting in a strange tongue that none of you can recognize, and the other is speaking in a language only known to Drest (druidic).

Sczarni

Male Aasimar Inquisitor {Witch Hunter archetype from UC) 1

Sift has a 30' range so was just going to check out the area prior to the approach

Razo will turn to his companions behind them and give them the shh sign with a finger over his mouth, and advance quietly1d20 - 4 ⇒ (1) - 4 = -3(damm you armor pen) stealth


Human Fighter 2

Mal follows Razo, trying to be a little more quieter than him...
1d20 ⇒ 2


Razo and Mal try to sneak in, but they do essentially everything wrong while stealthing. They bump against each other and their armor clanks. Their footsteps are easily audible and their over-exaggerated motions while tip-toing make them immediately visible.

Strangely, the chanting does not stop, but it changes tone to a darker and deeper pitch.


Male Elf Rogue (Rake) 2

Alain wades through the water unhappily, and once inside the cave, draws his longsword. His keen eyes hampered by the mist, he nevertheless strains to see or hear anything ahead of them, paying attention to the floor and ceiling.

Perception 1d20 + 6 ⇒ (9) + 6 = 15


Female Aasimar Bear Shaman / 1

Kirsteen follow the others in though worried about being stuck here at high tide since that high water mark is about an inch or so over her head. She sighs a bit at the noise the two men are making and strains to make out anything in the mist surrounding them.

Stealth 1d20 + 2 ⇒ (11) + 2 = 13
Perception 1d20 + 2 ⇒ (11) + 2 = 13
Detect Magic and Spellcraft if needed to see what they are doing 1d20 + 6 ⇒ (8) + 6 = 14


Alain and Kirsteen spot a woman in ragged clothing with various words scrawled over the visible parts of her body. Aside from her wild hair, she looks very much like a peasant, except in worse clothing. Another woman is covered, but the question is, with what? It seems to be some combination of mud and decayed matter, both plant and animal.

In the middle, there is a mud cauldron attached to the ground and filled with a greenish liquid that resembles sewage.

Detect Magic Folks:

They can tell it's clearly a necromantic ritual and gives off a strong necromantic aura. And it seems to be nearing completion.


M Human Druid 1
Jen the GM wrote:

Alain and Kirsteen spot a woman in ragged clothing with various words scrawled over the visible parts of her body. Aside from her wild hair, she looks very much like a peasant, except in worse clothing. Another woman is covered, but the question is, with what? It seems to be some combination of mud and decayed matter, both plant and animal.

In the middle, there is a mud cauldron attached to the ground and filled with a greenish liquid that resembles sewage.

** spoiler omitted **

Drest follow as fast as possible, without trying to be discreet.

"I can hear some one speaking in Druidic. It's a necromantic ritual, we need to interrupt it as soon as possible."

Which one is the druid ? Perception 1d20 + 8 ⇒ (5) + 8 = 13

Sczarni

Male Aasimar Inquisitor {Witch Hunter archetype from UC) 1

Razo after hearing Drest will continue to move forward to find those casting the spell. Once I can see them I will cast true strike on my weapon and engage the caster.


The mud fella. Everyone gets one non attack round to do stuff and then one combat round and then it is their turn, and then you guys will go again. At least, this is if you want to try and interrupt the ritual.

Sczarni

Male Aasimar Inquisitor {Witch Hunter archetype from UC) 1

Non attack round- closing the distance and trying to locate the witches/druids. Attack round- casting truestrike on my weapon then closing into melee.


Human Fighter 2

Mal waits and observes what the witches are doing. If anyone attacks first, he will strike on them charging with his sword.
1d20 + 7 ⇒ (2) + 7 = 92d6 + 9 ⇒ (4, 5) + 9 = 18


Male Elf Rogue (Rake) 2

Alain ducks out of sight in the mist and dimness at the entrance to the chamber, nocking an arrow to the string of his Longbow.

Non-combat; hiding and readying my Longbow. Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Combat; firing from concealment to get sneak attack. Shooting the woman with the peasant clothing. 1d20 + 3 ⇒ (13) + 3 = 16 vs Flat-footed if successful in hiding from her.
Longbow 1d8 ⇒ 2 Sneak Attack1d6 ⇒ 6


M Human Druid 1

First Round: As Drest catches sight of the two women, he comes forward and starts casting summon nature allies.
Second Round: A mastiff dog, similar to the one that stopped the assassin in the King's castle materialize within striking distance of the two woman and moves forwards to attack the mud covered one.

Dog attack : 1d20 + 5 ⇒ (20) + 5 = 25, damage 1d8 + 5 ⇒ (2) + 5 = 7
Crit confirmation: 1d20 + 5 ⇒ (16) + 5 = 21, critical damage 1d8 + 5 ⇒ (3) + 5 = 8

Trip attack if the first attack hits: 1d20 + 5 ⇒ (1) + 5 = 6

While the dog is attacking the mud covered druid, Drest calls for the winds to hinder their ennemies: Storm Burst attack (ranged touch attack versus the peasant) 1d20 + 2 ⇒ (13) + 2 = 15, damage 1d6 + 2 ⇒ (6) + 2 = 8, non lethal.


Female Aasimar Bear Shaman / 1

Kirsteen will attempt too shoot at the one in peasant clothes with the crossbow.

attack 1d20 + 2 ⇒ (17) + 2 = 19
damage 1d8 ⇒ 3


The woman in the peasant's clothing is hit by Alain in the back and then is finished off by Drest. As she falls backwards, her robes part way and reveal a body covered with various scars and deformaties, in a very clear pattern. She is currently unconscious.

Mal and Razo close in to the druid, as well as Drest's hound. The two warriors miss, but Drest's hound strikes true and the enemy druid falls as well, but instead of falling to the ground like a corpse, her entire body dissolves into a pile of ashes.

The cauldron begins to boil over and its steaming contents begin to spill over the sides of the cauldron.

Congrats, everyone has leveled to level 2. I know that leveling sometimes takes a while, but it is unlikely that another encounter will happen before the weekend, giving you some time to do that.


Human Fighter 2

Sweet. I'm taking Two Handed fighter archetype from now on, hope you are ok with that.

Mal starts inspecting their bodies, his sword still in hand just in case they are not dead yet. Have any idea of what was goin' to happen here? Drest? Kirsteen?


M Human Druid 1
Malhasturian the Red wrote:

Sweet. I'm taking Two Handed fighter archetype from now on, hope you are ok with that.

Mal starts inspecting their bodies, his sword still in hand just in case they are not dead yet. Have any idea of what was goin' to happen here? Drest? Kirsteen?

"This sounded like a ritual. And the magic they were using was necromancy. More than that I don't know yet. But we will soon. Can someone Put this cauldron out of the fire while I bind this woman's wounds. She is only unconscious and we can interrogate her later."

Drest takes the time to cast Light to illuminate the scene and busy himself with dressing the woman's wounds.
Heal check 1d20 + 8 ⇒ (3) + 8 = 11+ casting stabilize if necessary.

He then searches her, looks for rope to tie her hands and a bit of cloth to gag her.

"Here, that should prevent her from casting anything. Now let's see if we can find something around"

Perception check 1d20 + 8 ⇒ (14) + 8 = 22 to look for items or clues about the druid/other woman activities.


Yeah, I'm good with that archetype.

The witch is expertly stabilized, bound, and gagged by Drest.

Drest:

The cave is essentially barren, except for a pack of herbs stashed in the corner. Drest identifies one as a rare herb known by many names, found growing in only areas of great violence, evil, death, or conflict.

Basically any combination of a word related to death and such, and another word like weed or shade or such will make you understood by another person.

Double, double toil and trouble; Fire burn and cauldron bubble


Male French (Elf) Fighter (Free Hand) 1

Guy does his best to pull the cauldron from the fire, shaking his burning hands about after he is done. "I think they could have been somewhat nicer about this whole thing, but then again they are servants of the devil."

Sczarni

Male Aasimar Inquisitor {Witch Hunter archetype from UC) 1

Now seeing the cauldron Razo will reasses the situation1d20 + 5 ⇒ (19) + 5 = 24 Knowledge Arcane Worry not Guy, we simply purified their souls. Razo says as he fits his silver"brass" knuckles over his hand after hearing that necromancy may be at work.


What are you trying to learn, Razo?

Guy lifts the cauldron up from the fire, but its contents spilling over the edge run over Guy's hands and attacks them with unnatural ferocity. He drops the cauldron in pain and it tips over, the necromantic concoction rolling down the cove into the water. It continues to burn as long as it's on his skin.

The sound of a raging wind, crashing waves, and thunder kicks up nearby. The very end of the cove that the party finds itself is pretty small, only 10 feet wide. The shallow water lapping up nearby is about 10 feet away and a trickle of water begins to come down the side of the cove opposite from the water, though it is immediately drained away into the ocean.


Male Elf Rogue (Rake) 2

Alain looks over the corpse of the slain woman and then the body of the captured one, trying to discern if they had any clues as to their connections to any larger conspiracy. He then checks the cavern for anything else hidden.

Perception to investigate the women. 1d20 + 8 ⇒ (1) + 8 = 9
Perception to search the cave. 1d20 + 8 ⇒ (6) + 8 = 14

Heh. Guess not.


Male French (Elf) Fighter (Free Hand) 1

Guy shouts in pain, quickly attempting to wipe his hands on the nearest grass or fur. "This is unnatural! What water burns like fire to the touch?"

Sczarni

Male Aasimar Inquisitor {Witch Hunter archetype from UC) 1

More specifics on what ritual they were performing, what was used, how long it might last, was it a hex that sort of thing.

I am trying to remember Guy, but for now please refrain from touching anything else. Witches can casts curses and hexes, and sometimes cast such things on their equipment to prevent others from handling them.


Female Aasimar Bear Shaman / 1

"Perhaps we should take the injured witch with and leave this cave before the tide comes in?"


Razo:

It seems that with Razo's knowledge as a studied outsider, he knows that the witches were creating some sort of "hellbroth", a catch-all term for a potion ritual involving a special plant that only grows in places of great suffering, conflict, evil, taint, or death.

It is known by widely different names in many places, but generally they are all known by combining a word like "evil" or "death" with a word that indicates it is a plant.

The ritual does not always have evil intentions, but it involves violating natural and arcane laws to accomplish a usually very powerful effect and is used by dispersing its contents over the area that needs to be affected. By spilling it, Guy has probably inadvertantly activated the potion in a very concentrated way around the cove.

Also, it sometimes involves (and gains power) by adding various sacrifices or things of importance related to the ritual. (For example, if they wanted to affect the king's ability to produce an heir, they might include a crown jewel or a baby) The broths are known to be very unpredictable though and each has its own unique effects.

Guy wipes off the mysterious substance and the pain subsides for the moment.

Sczarni

Male Aasimar Inquisitor {Witch Hunter archetype from UC) 1

Razo suddenly looks very grim and says Yes we need to get out of here now. This is a hellbroth, Guy has just activated it. I will cast a spell to take the edge off, but let us leave this unhallowed place.Close your eyes, its about to get bright. Razo will use his Daylight ability for the day Vis Legis Diem! This line of thinking is because Daylight will remove darkness and potentially some of this fog, and these may be required elements for the hellbroth.


Human Fighter 2

Agreed, let us go away from 'ere. Mal puts his sword away and grabs the prisoner, carrying her on his shoulder and heading back to the castle.


The bright light doesn't have any noticeable effect on the weather outside, but it does reveal more of the hole at the back of the cove. It is clear to the people that looked down the boar hole that this is the same one as before. Water is heading down like a stream, but one might be able to climb up with a climb check and holding breath.

It doesn't seem that high tide has even been reached yet, but the ocean is slowly lapping closer and closer. The path that the party took into the cove is still accessable, but the waves are causing the ocean to splash onto them and making them slippery, requiring an acrobatics check to keep balance.

What object are you casting the daylight spell on? Something on your person?

Sczarni

Male Aasimar Inquisitor {Witch Hunter archetype from UC) 1

I will cast it on my Silver Brass Knuckles
Maybe we can gey Guy or someone with lighter Armor on to the top with a rope for the rest of us by hoisting him up?


Male Elf Rogue (Rake) 2

"Ah, allow me." Alain says as he moves to the front of the group. "Does anyone have a rope?" he asks.

Assuming someone does, Acrobatics roll: 1d20 + 8 ⇒ (2) + 8 = 10


Are you going up the hole or back out of the cove and to the hole from the outside? If it's up the hole, that's a climb check


Male Elf Rogue (Rake) 2

Ah, confused. Meant back up the path outside. Did Razo mean the Boar hole?

Sczarni

Male Aasimar Inquisitor {Witch Hunter archetype from UC) 1

I have rope, I was thinking you could climb up, If you think we can run out we might as well all do that.


The difference is basically between an acrobatics check to run out of the cove towards the ocean the way that you came, or a climb check to come out of the boar hole at the back of the cove, which would be faster.

It does not make a huge different which one you choose, so probably just use your better skill to exit.[/ooc]


Male French (Elf) Fighter (Free Hand) 1

Looking at the boar hole and then out the cove, Guy says "I don't know about any of you friends, but I think I'll trust my balance in the slick rocks more than I'd like to test climbing out a boar hole. See you outside!" With that, Guy begins making his way from the cove.

Acrobatics:1d20 + 6 ⇒ (15) + 6 = 21


Female Aasimar Bear Shaman / 1

Kirsteen moves to follow Guy out. "I'm not much at climbing and I'd hate to find out if that boar had a mate to share that hole with."

acrobatics 1d20 + 2 ⇒ (15) + 2 = 17


Human Fighter 2

Can't climb up with a lady on my back, 'm 'fraid says Mal, still carrying the tied witch on his shoulder. Specially when the lady in question is a treacherous viper. Guess I'll be goin' to test my feet near the sea.
Acrobatics: 1d20 - 1 ⇒ (1) - 1 = 0
OH GOD


Female Aasimar Bear Shaman / 1

Hearing the splash behind her, Kirsteen turns and goes back to try to assist Mal. "The waves are making the footing quite treacherous. Are you alright sir?"


1d20 ⇒ 9

As soon as Mal steps foot on the slippery rocks, he loses his footing and plummets towards the water, but manages to barely cling to one of the rocks long enough for Kisteen to help him back up. The witch slung on his shoulder slips off in the jostling and into the water, which is now bubbling from the hellbroth. The body disappears from sight.

Okay, without carrying anything back, it is actually now impossible to fail if someone is assisting, so I will move it along a bit.

The group emerges from the cove mostly unscathed physically but shaken by the recent events. The storm seems to be picking up in intensity and the waters of the storm are slamming into the coastline, tossing sprays of water. The winds make it somewhat difficult to move and the terrible mist is everywhere.

And then, everything suddenly stops and a picture of calm returns to the scene, though it is clear that the storm is still raging far away.


Male French (Elf) Fighter (Free Hand) 1

"What is this? More treacherous witchery? Or has the drowning of the hag lifted this mist?"

Sczarni

Male Aasimar Inquisitor {Witch Hunter archetype from UC) 1

Unlikley, I suspect this is only one of many covens in the area and we have only stopped a small portion of this ritual, or simply delayed it for now. Mal and Drest, you know the area the best do you not? Is there any other settlement near here that we might continue to investigate?


Human Fighter 2

Aye, aye, I'll be alright... Mal thanks Kirsteen for the assistance and gets up. I am so sorry 'bout that. We could have the woman interrogated, and I let her slip away.
Survival check for near settlement or other places where witches can hide 1d20 + 5 ⇒ (8) + 5 = 13 Lemme think about it, Razo...


Male Elf Rogue (Rake) 2

Uneasy, but trying to be positive, the sudden change in weather prompts Alain to be more chipper. "Yes, a tour of the countryside, searching for witches sounds just delightful." he says. "And even the weather is more to my liking."

Knowledge: Local to see if he knows or has heard of any information about rumored witches. 1d20 + 6 ⇒ (20) + 6 = 26


Sorry, standardized testing. Well, at least that's over, so onwards

"For reference, this is what your characters would know as common knowledge. Arbroath is the largest town in the county, located on the coast. It's famous for its fishing and trade. Next is Brechin, located north of Arbroath but still on the coast, holds a large cathedral. Finally, Forfar, the town nearest to the castle, southwards."

Currently the party is between Arbroath and Brechin, with Brechin being about half an hour closer. Forfar is farther than either of them by thirty minutes to an hour.

Mal:

Witches generally stay in places of creepy significance, like the site of famous battles and caves where someone important died.

Alain:

Although the purported sightings of witchcraft has perhaps tripled recently compared to the past, but none have actually been confirmed. Whether this is due to government crackdown, the witches being more secretive, or just paranoia, is unclear.

Covens tend not to work together as well, since they are usually more competitors than allied on the same team. There is only so much of certain ingredients for potions and hellbroths and sometimes fighting breaks out between them for control of resources. Of course, none of this can be confirmed, but it is the rumor 'round these parts.


Human Fighter 2

Caileachs are a creepy lot. If we are going to found them, they'll be in cursed places where death took its toll.
Knowledge check to know more about Arbroath, Brechin and Forfar, so we can determine our next destination. 1d20 + 1 ⇒ (6) + 1 = 7


Male Elf Rogue (Rake) 2

"Witches are a secretive lot, it seems, and they don't work together. From what I've heard they tend to compete over the best ingredients for their... recipes." he says with some distaste. "It is terrifying to think that they might cooperate on something. If the plague of Witchcraft continues after we have rooted out these two..." Alain pauses. Purses his lips and glances at the others looking for someone to add something. "Well. Maybe it's just paranoia, but from talking to the locals, they think the reports of Witchcraft are increasing. Nothing is confirmed, however. Just rumours."


Human Fighter 2

'right, we need to be going now. No sense in standin' in this cave. I think we should press to Arbroath, it's the closest, we can be there before nightfall.
Bigger town means more people, and more chances for them to know something useful. Maybe I'll find someone who knows about the Stone there... Mal packs his stuff and he's ready to leave.


Male French (Elf) Fighter (Free Hand) 1

Guy nods with Malhasturian's statement. "Aye, and the sooner we find a town, the sooner I can find a good drink to help wash this feeling of filth from my soul. God protect me and my drink."

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