JZ's Carrion Crown - (Wake of the Watcher) (Inactive)

Game Master JamZilla

Map

LOOT


5,601 to 5,650 of 7,976 << first < prev | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | next > last >>

Vermundr eventually tracks down a cartographer at the university who is able to loan him a decent-sized map of the region.

He returns to the inn with it as the others are preparing for travel and Constantin is recovering from his efforts.

What next?


INACTIVE - GAME DIED

Still feverishly clutching his note, Constantin says, "I cast my mind out to the field of stars, the astral wind, in search of clues in the Akashic Record... Brood is doing something with a village of the dead?"

When Vermundr arrives with the map, he looks over the region and then his finger hovers near Kavapesta. "Maybe..."


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Where is that in relation to the Shudderwood?


INACTIVE - GAME DIED

Kavapesta's too far east and not a village. But, Constantin is not very knowledgeable about geography.

"Some kind of war of beast-men... the werewolves of Shudderwood, I presume..." he mumbles.


Inactive

"Sounds like all leads are pointing to the Shudderwood then," Hazel responds. "We'd better get out there sooner rather than later, before anything else happens or Vrood moves on to some other place."


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr nods in agreement and looks to Vala, curious what form the older woman's grief will take.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kazamir slowly absorbs COnstantin's revelation, perhaps even more absorbed by the method than the content.

"That is...impressive, Constantin. I have heard of this - I even know w bit of the theory, but I have never manged such myself. Thank you, friend."

He ponders the information.

"Does anything in your revelation guide to a different start than the Silent Path (here) that the Count advised? Or should we make for that in the morning?"


There are no roads through the Shudderwood. Trade routes skirt around it and so the Silent Path is likely your best bet.

Before I move it on to Book 3, would anyone like to buy anything? It's probably a good point to review how much money you have etc too


INACTIVE - GAME DIED

"Yes, we need to go through the Shudderwood," says Constantin.

1,200 gp for a divine scroll of remove curse caster level 12!


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

How much coin did we end up getting from the Count and the judge's reward? Can we roll again for availability? Vermundr would still like a ring of protection.


Go ahead and grab one Vermundr, no problem with that


I think Vala was looking into the loot situation?


Inactive

At the very least Hazel wants to trade out her shortbow for a longbow, but I'll wait until we see what the loot split ends up being before I make any other requests :)


1 person marked this as a favorite.

Carrion Crown Book 3 - Broken Moon

Kazamir looks over the invitation to Ascanor Lodge for the hundredth time. It is written in Alpon's cramped and precise writing but the message is clear enough;

I hereby sponsor the carriers of this missive, those named;

Hazel Stokes
Vermundr
Constanin Ionescu
Kazamir Rhuul
Valavastra Cross
Zed Ulmin

as guests of the Ascanor Lodge. They are welcomed at my behest.

Kindest Regards,

Former Count of Vieland, Alpon Caromarc

The ride from Schloss Caromarc and along the ancient hunting trail the Count mentioned has taken the best part of an entire day. The party has stopped for the moment to water the horses in the Troll's Tail River.

Once they cross the ford that breaks this slow moving but wide expanse of water, they leave behind the Dipplemere Swamp and Vieland itself and into the Palatinate of Lozerai.

Vermundr checks his map once again and says;

There's another river in about forty miles, the Buestral. It looks narrow in comparison to this one so shouldn't cause a problem. It's right in the heart of the Shudderwood though. Still, if this map is right, we should get to the Lodge in about three days.

You press on and finally, a dark shadow rises on the horizon, which soon grows into a massive forest of towering conifers.

Standing at the edge of the Shudderwood is almost like staring into another world. Ominous, towering pine trees blot out the sunlight, allowing only occasional splinters of light to pierce through.

Within the dimness, broken branches and occasional shrubs growing up through fallen trees create shadowy illusions both wondrous and haunting. Apart from pallid lichens, colourful fungi, feathermoss and wintergreen, little else grows on the forest floor.

The Shudderwood possesses an eerie stillness only occasionally lifted by the sounds of passing birds and small animals scurrying across the dry pine needles littering the forest floor.


Inactive

Hazel gazes into the mass of trees as far as she can see, which isn't very. There was something about the eerie stillness and the shadows...unsettling, but not oppressive like the Dipplemere Swamp or Harrowstone Prison had been.

"This...this is a definite improvement over the swamp," she muses aloud to no one in particular. "But we'd better make damn sure we can see where we're going in there. It doesn't look like the forest floor gets much light, even during the day!"


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

A nice area. Zed thinks at the sparse vegetation and sparser noise. I may come here to meditate.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr leads the team of adventurers/vengeance-seekers with silent resolve. He is aware, passingly, of the veiled danger possessed by the dark forest but his wolf exults in the setting. It wants nothing more than to run unclothed among the towering pines... to hunt and kill... to gulp down mouthfuls of steaming-hot bloody flesh....

The big man pauses and closes his eyes, willing his pounding heart to slow down. ”We should camp soon. It’s dangerous to travel in woods like these at night.”


2 people marked this as a favorite.
NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Gratuitous Movie Quote:

"I'm not saying I'd like to build a summer home here, but the trees are actually quite lovely."

Kaz follows along quietly, frequently staring up into the dark canopy. His relative discomfort at his distinctly-non-urban surroundings is evident...


retired

"I think you're right, Vermundr. And if we're days away from the Lodge anyway, there's no sense in taking unnecessary risks in the wood." Her voice is still somber and downcast, but as the miles between them and Leipstadt have increased, Vala's grief and sadness has gradually mellowed from boiling over to a low simmer. The nearer the group has come to Ascanor Lodge, the more withdrawn the former historian has grown.


Inactive

"Camping soon sounds like a good idea to me," Hazel nods. "Maybe just inside the forest? That way we can hopefully do most of our traveling through it tomorrow while the sun is up."


Despite what you have heard, the night in the Shudderwood passes peacefully with the only sounds the soft chirping of crickets and the scurrying of small nocturnal creatures.

Some of you are more used to sleeping outdoors than others and so how restful the night is varies considerably.

The next morning, following a swift breakfast over a small fire, you set out deeper into the woods.

For a while you have been riding in single file, hardly ever able to get above walking speed due to the density of the wood and are just thankful not to have to lead your horses.

Eventually the forest around the path thins, and a brisk crosswind scatters concealing drifts of pine needles across the trail. If not for the shallow grooves left behind by the wheels of small wagons and carts, following the path would be nearly impossible.

You suddenly hear a male voice, definitely humanoid, somewhere among the dense trees off the path;

Ahhh, get off! Help! Help me!


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed casts heroism on himself. "Approach cautiously. This could be a trap."


Inactive

Thankful for the magic of her cloak, Hazel sleeps comfortably during the night when she's not on watch, not even needing to remove her armor to do so. The next morning she's eager to rise and get moving again, much happier to finally be doing something than sitting around on their thumbs as they'd been forced to do while they finished up business in Lepidstadt.

When the cry for help pierces the relative silence of their journey she looks around warily, her starknife instantly in her hand. "Maybe but we can't fiddle around long," she responds, thinking back to their first encounter with the Crooked Kin on the road to Lepidstadt all those weeks ago and how they'd arrived too late to help poor Aleece.

Perception (Which Direction?): 1d20 + 6 ⇒ (18) + 6 = 24


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr loosens the binding on his two-handed blade and follows after Hazel.


I will need a map for this, will update later


Dismounting in order to press into the thick undergrowth, the group listens carefully for more noise. The stillness of the morning and the bubbling of a brook nearby is broken by another cry for help coming from the east.

Map


Derp. Sorry, west


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Are we in initiative presently?

Coming to agree with the cautious inquisitor, Vermundr performs a sign with his offhand causing the air to shimmer immediately in front of him briefly. Casting shield.

Hearing a second cry of alarm, he marches westward in search of the victim.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed spaces himself about fifteen feet to the side of Vermundr and starts moving forward with him.


Nope


retired

Vermundr, don't forget that Vala gives you a casting of greater magic weapon at the start of each adventuring day.

Vala edges along with the others, worried for the cries of help. "I don't like this. Nobody passed us on the trail and what are the odds we'd be within hearing range of someone coming the opposite direction?" She shakes her head, "No, this feels like a trap."

She keeps glancing nervously from side to side as the group closes on the source of the cries.
Perception: 1d20 + 11 ⇒ (9) + 11 = 20

Status:

HP: 39/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +6/+3/+11 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/8
Healing Hex targets:
Heaven's Leap targets:
Current Wandering Spirit: Heavens
Stardust used: 0/8
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 16: color spray* [ ], enlarge person [ ], inflict light wounds [ ], magic missile [ ] [ ] [ ] [ ]
Level 2 spells (3+1+1*) | DC 17: enlarge person (extended) [ ], hypnotic pattern* [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 18: daylight* [ ], heroism [ ], lightning bolt [ ] [ ]
Level 4 spells (1+1+1*) | DC 19: legend lore* [ ], greater magic weapon [X], spiritual ally [ ]

Ongoing Effects
greater magic weapon (Vermundr): 7 hrs


INACTIVE - GAME DIED

"I agree," says Constantin. "But we'd best find out, just in case."


Inactive

Hazel peers around nervously as they begin making their way west towards the cries for help. Before they go too much further she decides that a bit of caution is definitely in order and calls forth a magical shield to protect herself.
______

Casting Shield of Faith.


Nothing to see!:

1d20 + 7 ⇒ (20) + 7 = 27

Vermundr: 1d20 + 13 ⇒ (4) + 13 = 17
Vala: 1d20 + 10 ⇒ (9) + 10 = 19
Constantin: 1d20 + 12 ⇒ (18) + 12 = 30
Kazamir: 1d20 + 14 ⇒ (18) + 14 = 32
Hazel: 1d20 + 6 ⇒ (11) + 6 = 17
Zed: 1d20 + 15 ⇒ (2) + 15 = 17

Vermundr: 1d20 + 13 ⇒ (15) + 13 = 28
Zed: 1d20 + 15 ⇒ (4) + 15 = 19

Surprise Round - Enemy

Lurking high up in the trees are four hideous purple creatures They seem to stand upright like a man, but their faces are that of a spider, and their hands are sickle-shaped claws.

They skulk with mandibles chittering, watching hungrily as the group approaches through the underbrush.

Scanning the brush below, Vermundr suddenly calls a halt to the group as he spots a well-hidden and crafty deadfall up ahead. Triggered by a thin vine, it looked set to drop a huge log on anyone unfortunate enough to trigger it.

Distracted by his sudden warning, Zed steps instinctively further to the side but inadvertently sets off another trap. His boot catches a small piece of wood that acts as a spring-loader for a vine covered spear that thrusts out!

Spear trap, Zed: 1d20 + 15 ⇒ (18) + 15 = 33 Hit
Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Meanwhile, it is only Constantn and Kaz that spot the dangers above the trail but it isn't long before the rest are aware too as thick strands of webs coming shooting out of the canopy.

Web, Vermundr: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10 Miss

Web, Zed: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5 Miss

Web, Kazamir: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14 Hit
Reflex: 1d20 + 5 ⇒ (8) + 5 = 13 Fail

Web, Hazel: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 Hit
Reflex: 1d20 + 3 ⇒ (11) + 3 = 14 Fail

Kazamir and Hazel, you are Entangled and glued to the floor

Surprise Round - Constantin and Kazamir only


These things are 20 feet up in the trees. It is Knowledge Dungeoneering to identify them.

Map


Inactive

Oh boy...go get 'em guys!


1 person marked this as a favorite.

Oh boy!


INACTIVE - GAME DIED

Having spotted the strange creatures, Constantin tries to prevent Kaz from being dragged up on a spiderline. He stays in place to avoid running into more traps, and focuses his powerful mind on the creature in the trees above Kaz.

Mind Thrust III damage: 7d8 ⇒ (4, 7, 3, 8, 2, 3, 2) = 29 (Will save DC 16 for half)


Will: 1d20 + 6 ⇒ (4) + 6 = 10 Oop!

Constantin's mind weighs down on that of the Ettercap like a ton of bricks. Blood starts flowing from it's myriad eyes as it burbles in pain and almost falls out of the tree at that very moment.

Felt that - big time. Which one Constantin?


INACTIVE - GAME DIED

The one closest to/above Kaz? Did I not specify above? :/


Ok, got it! Green is looking very worse for wear


Escape artist: 1d20 + 9 ⇒ (6) + 9 = 15 Success

Kazamir just about manages to disentangle himself from the sticky web and stumbles into the underbrush away from the strands.

Round 1 - Heroes


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Assist Knowledge (dungeoneering): 1d20 + 6 ⇒ (6) + 6 = 12

Zed moves over to blue and swings his tetsubo at it!

Attack: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d10 + 11 ⇒ (2) + 11 = 13


1 person marked this as a favorite.
Inactive

"By Desna those things are ugly!" Hazel exclaims as her starknife flashes and she works her way free of the tangled webs. Once free, she lets the weapon drop to the ground as she pulls out her longbow.
______

Swift action to use her Liberation blessing to get free of the webs, a move action to move, a free action to drop her starknife and another move to draw her bow!


retired

Vala slips past some of her allies before conjuring up a bloom of shifting, scintillating ribbons of color in the air around the two nearest spider-like creatures.

Total HD Affected: 2d4 + 7 ⇒ (2, 2) + 7 = 11
Will DC 17 or fascinated for duration

Casting hypnotic patten (purple dotted circle on map); if not enough HD to affect both, it should hit Red 1st

Status:

HP: 39/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +6/+3/+11 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/8
Healing Hex targets:
Heaven's Leap targets:
Current Wandering Spirit: Heavens
Stardust used: 0/8
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 16: color spray* [ ], enlarge person [ ], inflict light wounds [ ], magic missile [ ] [ ] [ ] [ ]
Level 2 spells (3+1+1*) | DC 17: enlarge person (extended) [ ], hypnotic pattern* [X], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 18: daylight* [ ], heroism [ ], lightning bolt [ ] [ ]
Level 4 spells (1+1+1*) | DC 19: legend lore* [ ], greater magic weapon [X], spiritual ally [ ]

Ongoing Effects
greater magic weapon (Vermundr): 7 hrs
hypnotic pattern: concentration + 2 rds


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr moves in front of Vala, prepared to defend the older woman from would-be attackers. "If you were looking for an easy meal you're going to be disappointed."

Readied Attack: 1d20 + 12 ⇒ (7) + 12 = 19
Damage (GMW, arcane strike): 2d6 + 6 + 1 + 2 ⇒ (3, 2) + 6 + 1 + 2 = 14


Zed Ulmin wrote:

[dice=Assist Knowledge (dungeoneering)]1d20+6

Zed moves over to blue and swings his tetsubo at it!

[dice=Attack]1d20+11
[dice=Damage]1d10+11

[ooz]Zed these things are currently up in the trees[/ooc]


Will save: 1d20 + 6 ⇒ (11) + 6 = 17
Will save: 1d20 + 6 ⇒ (14) + 6 = 20

Ouch, bad luck Vala :(

The cornucopia of colour bursts around the trees housing the wretched spider-things. For a moment they look up at those lights and you see them reflected in a hundred black pearls of eyes but they shake the feeling off with the same gesture as a man waving off a buzzing fly and then scowl down at you for the attempt.


Kaz, still travelling?


Let's assume he is and keep moving

Now free from the sticky strands, Kaz looks up into the treeline and spots the one wavering on a limb that Constantin so effectively blasted.

He levels his hand and produces a series of orbs of force conjured from pure will that strike unerringly and send the creature toppling out of it's hide and into the brush below.

Round 1 - Enemy

The three remaining ettercaps begin breaking away. They leap from one tree to the next before climbing as expertly as their spider kin through the boughs.

The ettercaps are withdrawing form combat. They have a climb speed of 30ft and so can reasonably move about 40 this round with a double move.

The underbrush is difficult terrain.

Ahhhhh! Please, God, it hurts! comes the voice again, bouncing around the boughs like an echo in a cave.

Round 2 - Heroes

5,601 to 5,650 of 7,976 << first < prev | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / JZ's Stand Against the Darkness - Carrion Crown All Messageboards

Want to post a reply? Sign in.