JaceDK's Realm of the Fellnight Queen (Inactive)

Game Master Jacob Trier

"That fell creature sought to twist our minds, remove our souls, and make us forget what we are, rendering us into nought but crude beasts."
- Jervaise Toppington, Steel Falcon of Andoran


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Taecuss will let Meycho take Lumi's arm to enter the chapel, as is his right by his winning bid.

Tae tries not to let on how bothered he is by the confrontation with the gnome. He stays toward the main door of the chapel, watching the guests come, greeting them with a smile and a personal comment based on what he may know about them from his earlier mingling.

His eyes, however, keep darting to the direction in which the gnome disappeared, followed by a glance at Lumi to make sure she is still safe.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Rolls and OOC:

Catching up on these rolls to see where I am
Knowledge Local (untrained) DC 10 1d20 + 1 ⇒ (2) + 1 = 3
Perception DC 15 1d20 + 14 ⇒ (1) + 14 = 15
Knowledge Nature DC 10 1d20 + 12 ⇒ (16) + 12 = 28
Finally, I want to see if I notice Taecuss "not letting on" that he’s worried
Sense motive DC 23 (assuming he rolled a 10 on Bluff) 1d20 + 5 ⇒ (12) + 5 = 17

Caelin just barely hears the gnome comment about it "not being safe here" and immediately feels his heart begin to race. Taking a few deep breaths in through his nose, he watches the gnome carefully, noting how he disappears through the hedge without any trouble.

As the others enter the chapel for the ceremony, Caelin decides to take a quick check around the building, looking for signs of trouble or the return of the gnome. "Sorry Elyin, old friend, but I might miss the ceremony", he thinks to himself. "But it was you that taught me not to ignore such signs."
He worried for a moment about whether or not to warn the others. He decides to whisper his concerns softly to Taecuss, and then slip away quietly.

Stealth 1d20 + 13 ⇒ (17) + 13 = 30

ooc:
Caelin will focus only on the "it's not safe here" comment, and ignore the ceremony. He'll be watching out for any sign of danger. Also, was my check enough to determine if the gnome was using magic or a class feature?


Male Halfling Inquisitor 8

Knowledge Local: 1d20 + 0 ⇒ (16) + 0 = 16
Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Knowledge Nature: 1d20 + 4 ⇒ (13) + 4 = 17

Meycho offers Lumi his arm, comforting her. Don't worry, I will not leave your side for the remainder of the feast, so should he return, I will ask him to leave you in peace.

With that, Meycho leads her into the chapel for the actual wedding ceremony.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Caelin:

It is bright day, and there are plenty of people about, so using stealth is going to be virtually impossible, unless you move a good distance away from the festival area.

You were unable to tell if Tenzekil was using magic or a class feature, but you didn't see him cast any spells before storming off.

Major post coming up. I'm going to make some rolls and ad-lib some character actions to speed things up.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The small chapel of Shelyn is only large enough to hold half of the guests, so many choose to linger without, waiting close to the doors or by the gazebo, where the couple are going to receive the traditional blessing.

All of you, save Caelin, make it inside in time to get a seat. Viviana Albercroft, the local priestess of Shelyn, performs the wedding ritual standing in front of the main altar, a life-sized statue of the love goddess with a songbird perched upon her outstretched hand.

After the ceremony, Kailah and Elyin emerge from the chapel of Shelyn with the priestess Viviana by their side. Bridesmaids and musicians follow behind. Guests immediately gather in the amphitheater at the center of the grove. Once the procession reaches the gazebo, Viviana announces a song about unexpected love from Shelyn’s Melodies of Inner Beauty. She nods briefly to the musicians for accompaniment and starts to sing.

Lumi joins Meycho on one of the front row benches, while Jervaise and Goodluck seat themselves on a front row bench on the other side of the aisle. Taecuss finds a seat a bit further back, and Caelin keeps careful watch from under the large tree in the dance area.

All of you suddenly notice low, booming buzz from the treeline north of the gazebo, but before you can react to it, Viviana suddenly stops in mid-song and gasps in pain, swatting a bee on her forearm. As one, thousands more bees rise into the air from behind the trees. The roiling mass of insects heads straight into the gathered crowd, eliciting screams of terror.

COMBAT MAP LINK

I hope you can all recognize your selves and your fellow party members. Lumi is next to Meycho, and Elyin and Kailah are in front of the gazebo. The crowd tokens indicate groups of paniced wedding guests. These squares count as difficult terrain, so you can move through them at half speed. Additionally, any ranged attacks beyond a 20ft range have a -1 attack roll penalty to avoiding hitting the guests scrambling about.
Convincing the crowd to move in a particular direction requires a full round action using Diplomacy (DC 15) or a swift action if relying on Intimidate (DC 20).

GM rolls:

Perception:

Meycho 1d20 + 13 ⇒ (11) + 13 = 24
Goodluck 1d20 + 10 ⇒ (7) + 10 = 17
Tae 1d20 + 11 ⇒ (18) + 11 = 29
Jervaise 1d20 + 13 ⇒ (7) + 13 = 20
Caelin 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27

Initiative:
Meycho 1d20 + 10 ⇒ (10) + 10 = 20
Goodluck 1d20 + 2 ⇒ (11) + 2 = 13
Tae 1d20 + 3 ⇒ (1) + 3 = 4
Jervaise 1d20 + 7 ⇒ (19) + 7 = 26
Caelin 1d20 + 3 ⇒ (4) + 3 = 7
Crowd 1d20 - 4 ⇒ (18) - 4 = 14
Bee swarms: 1d20 + 1 ⇒ (8) + 1 = 9

Wedding combat - round 1

Initiative:
Jervaise: 26
Meycho: 20
Crowd: 14
Goodluck: 13
Bee Swarms: 9
Caelin: 7
Taecuss: 4

Due to good perception rolls from all of you, there is no surprise round. If Meycho and Caelin wish to call their animal companions, they will have to make a Handle Animal check to do so.

Jervaise, take it away!


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Round 1:

Jervaise swallows hard when he spots the wall of bees heading towards the wedding guests...

We need to get these people out of here...

He then shouts:

"Head for cover! If you are closer to the Chapel, follow me there, otherwise, head for the river!"

Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28.

He then leads the closest group of guests in the direction of the Chapel... (Getting to J22 with a single move action.)

Jervaise is next to useless against swarms, so I figure I will do 'crowd control'...


Mummy's Mask Campaign slides | Storyteller extraordinaire

Some of the panicked guests calm a bit, and take courage from the powerful voice of the Eagle Knight. Jervaise can see many of them starting for the safety of the chapel or the stream. He moves towards the chapel, but is only able to take a few steps among the confused people.

Full round action to use diplomacy. You can still 5-ft step if you wish.


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Ah. Somehow, I totally misread that. Jervaise will 5' step closer to the chapel, moving to J19.


Male Halfling Inquisitor 8

Meycho grabs Lumi by the hand and try to get as far away from the bees by using his small size and agility to avoid the confused crowd.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The frightened wedding guests flee to all sides, although most follow the directions given by Jervaise. As Meycho pulls Lumi towards the chapel, Elyin grabs his bride and hauls her into the gazebo. Here, he urges her down underneath one of the benches before covering her with his cloak.

Updated map

Goodluck is up.


"By Gozreh! De bees must be riled up somet'ing fierce to act like dis!" Seeing the swarm moving to two undefended groups of spectators, Goodluck steps to J-22 as his birthmark glows with a faint, stormy blue light.

"In de name of Gozreh who rules de air and seas!" Goodluck casts Sound Burst on the swarm in front of him!

Damage: 1d8 ⇒ 7 sonic and DC 17 Fort to avoid being stunned (not sure if that applies to swarms or not...)


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM only:

Fort Save :1d20 ⇒ 4 + hidden modifiers

An ear-shattering boom reverberates across the amphitheater. The entire swarm of angry insects in front of Goodluck waver, and start to fall to the ground. Hundreds of the insects lie completely still, while the rest mill about in confusion, struggling to take to the air again.

The other swarm responds immediately, rushing towards the Mwangi oracle. Thousands of stingers pierce his skin, delivering painful poison.

2d6 ⇒ (3, 1) = 4 dmg to Goodluck. DC 13 Fort save, please.

Knowledge (nature) DC 14:

Even though the wasp swarm appears to be enraged, it moved past closer targets to attack Goodluck, who just proved himself a threat. This suggests a level of intelligence not normal in wasps.

Updated map

Caelin is up.


Fort: 1d20 + 3 ⇒ (10) + 3 = 13 +4 if this vs disease (yeah, it's a stretch...)

Knowledge Nature: 1d20 + 11 ⇒ (13) + 11 = 24


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin looks around quickly to locate a source of fire, and placing his hand in his pouch, he pulls out a smokestick. "Bring the elements to bear on these swarms, if you can! Fire, ice or acid!" he shouts to his fellow guests.

OOC:
If I can find an open flame, preferably a torch or brazier, I'll make my way there. If not, I'll curse and run to the gazebo. Call it G17. And I suppose I'll try to see if I know anything else about fighting bees.
Knowledge Nature 1d20 + 12 ⇒ (17) + 12 = 29


Tae thrusts a hand into his satchel, pulling out a wand that is conveniently on top. With intense concentration, he tries to invoke it.

UMD 1d20 + 13 ⇒ (6) + 13 = 19

That's a fail to activate the Wand of Wind Wall.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Even though the poison from hundreds of stings burns through his body, Goodluck doses not suffer any further debilitating effects. He is, however, still enveloped in a dense cloud of wasps.

In his search for fire, Caelin spots the cooking area behind the feast tent. Several brasiers have lit coals in them, and a selection of utensils lie besides them, including several iron pokers.

Taecuss attempts to get his wand to function, but fails.

Wedding combat - round 2

Initiative:
Jervaise: 26
Meycho: 20
Crowd: 14
Goodluck: 13
Bee Swarms: 9
Caelin: 7
Taecuss: 4


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Jervaise continues to exhort the wedding guests to hide in the chapel (and remember to block-up the windows and doors so that the bees cannot get in), or to hide in the river...

Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28.


Goodluck holds his breath and steps back out of the swarm, attempting to get out of their stinging embrace. Once out, he once again calls upon Gozreh to lend him his thunder!

Cast Defensively: 1d20 + 12 ⇒ (7) + 12 = 19

Sound Burst: 1d8 ⇒ 1 sonic damage (focused to catch the two swarms and avoid the passerbys) and DC 17 Fort to avoid being stunned


Male Halfling Inquisitor 8

Meycho runs in a wide arch with Lumi in tow towards the pavillion, yelling to Jervaise, Inside the tent...I saw some firepits and some fine spirits...


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin moved quickly towards the fires in and around the tent, looking desperately for something with which to carry an open flame. He thought he might be able to create some smoke to cover the escape of the fleeing guests.

At Meycho's shout regarding "fine spirits", he looked for a bottle that might contain something flammable.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Swarms do not threaten or make AoO's, so no need to cast defensively once you are out. Trying to cast inside a swarm WILL require a concentration check, however.

As Meycho and Caelin rush towards the tent, they are joined by Elyin, who runs from the gazebo. "Good thinking, lads. Let's see what we can do about these bees.

All of the guests heading for the chapel make it inside safely. The doors and windows slam shut as those with enough presence of mind follow Jervaise's advice and barricade them against the angry insects. In the other direction, shrieks of panic mix with the loud splashes of people diving into the shallow stream. It is clear to see that the water is too shallow to offer any real protection for more than a handful of people.

Goodluck steps from the cloud of wasps and once more calls down the sound of Gozreh's thunder upon both swarms.

GM only:

#1 1d20 + 5 ⇒ (2) + 5 = 7
#2 1d20 + 5 ⇒ (18) + 5 = 23

The swarm that has already been hit once is stunned again, and tumbles back down to the grass. The other is momentarily jostled, but not more than a couple of handfuls of wasps drop. The rest, thousands still, fall upon the oracle with a furious buzzing.

2d6 ⇒ (6, 3) = 9 dmg to Goodluck. Fort save DC 13 again, please.

Caelin moves again, reaching the fire pit.

Updated map

Tae is up.


Fort: 1d20 + 3 ⇒ (7) + 3 = 10


Tae will cast Confusion, targeting the center between the two swarms. With a 15' radius, he should be able to get both swarms fully.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The combined poison delivered by hundreds of different stings begins to take it's toll on the barnacle-covered oracle. Goodluck fells his movements becoming impaired by the swelling caused by the many painful stings.

Goodluck only:

You take 1 DEX damage and must make another DC 13 Fort save next round.

DM only:

#1 1d20 + 3 ⇒ (9) + 3 = 12
#2 1d20 + 3 ⇒ (13) + 3 = 16

#1 1d100 ⇒ 11
#2 1d100 ⇒ 79

Confusion 7 rounds left

Taecuss cast his magic upon the two swarms, carefully aiming the spell so it will not hit Goodluck. As the spell envelopes the swarms, the buzzing changes tune, becoming even more erratic.

Any effects will not show up until it is the bees turn to act. For my convenience, please post save DC in the future.

Wedding combat - round 3

Initiative:
Jervaise: 26
Meycho: 20
Crowd: 14
Goodluck: 13
Bee Swarms: 9
Caelin: 7
Taecuss: 4

Jervaise is up


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Realising that there is not much else that he can do for the moment, Jervaise runs in the direction of the fire pit...

Run action to get to V19.


Male Halfling Inquisitor 8
Jervaise Toppington wrote:

Realising that there is not much else that he can do for the moment, Jervaise runs in the direction of the fire pit...

Run action to get to V19.

Meycho runs into the tent, Lumi still in tow, looking for bottles of fine spirits or other flammable liquids.


Elyin follows Meycho into the tent, and starts pulling off tablecloths.

"Here, we can soak these in the alcohol and wrap them around the iron pokers to make torches."


Mummy's Mask Campaign slides | Storyteller extraordinaire

While Elyin and his adventuring friends do their best to fight the angry bees, most of the other wedding guests have made it to safety, either barricaded in the chapel, hiding in stream or having fled beyond the amphitheater.

I mistakenly described the insects as wasps in some of the posts above. They are all bees. Goodluck, your turn.


Goodluck snarls as the poison pumps through his system. Fort Save: 1d20 + 3 ⇒ (13) + 3 = 16

Once more his birthmark blazes, as icy armor appears to cover his skin. He murmurs a prayer to Gozreh and a trident formed of electricity appears in his hand, crackling with power, but not burning the Oracle.

Cast Gozreh's Trident

"Come now, creatures of nature gone wrong! Let us set you right again!"


Mummy's Mask Campaign slides | Storyteller extraordinaire

Goodluck, I still have you inside one of the swarms. If you want to cast, you either have to move or roll me up a Caster Level check (DC 20 + spell level). Remember that the swarm does not threaten, so you can take a normal move without fear of AoO. Also, after re-reading the stat block of the swam, I'm afraid I'm going to need another DC 13 fort save from you before you can take your action.


Definitely getting out of the swarm!

Fort: 1d20 + 3 ⇒ (15) + 3 = 18


Mummy's Mask Campaign slides | Storyteller extraordinaire
Goodluck K'tango wrote:

Definitely getting out of the swarm!

Fort: 1d20+3

No ill effects. Where do you want to move?


K-24, please.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Both bee swarms appear to have been affected by Tae's spell. The first, however, seems to be able to shake the effects for a few seconds. Infuriated by the enchantment of the elven bard, it falls upon Taecuss.

2d6 ⇒ (2, 4) = 6 hp damage to Tae and two separate DC 13 Fort saves, please.

The second swarm buzzes with intense aggression, and falls upon the closest available target. Unfortunately for the already severely stung Goodluck, he is once again enveloped by the mass of angry bees.

2d6 ⇒ (5, 5) = 10 hp damage to Goodluck and two separate DC 13 Fort saves, please.

Updated Map

Caelin's turn.


27/50 hp; -1 Dex

Fort: 1d20 + 3 ⇒ (17) + 3 = 20
Fort: 1d20 + 3 ⇒ (7) + 3 = 10


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin rapidly begins to follow Elyin's advice, pulling a table cloth from a table and wrapping it tightly around a poker. He reaches for a bottle, hoping to soak it in flammable alcohol.

If I have time, I'll also light it on fire


DC 13 fort save 1d20 + 6 ⇒ (19) + 6 = 25
DC 13 fort save 1d20 + 6 ⇒ (3) + 6 = 9

Not sure what that fail means, but if he can, Tae will move O26. From there, he'll cast Glitterdust. Will DC15, centered on the swarm at MN 20-21.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Both Taecuss and Goodluck avoid having their senses overwhelmed by the mass of crawling insects, but feel their muscles tense from the poison of a hundred different stings. 1 point of DEX dmg for each, and a new save next round.

Caelin fabricates a makeshift torch. As he lights it on the brazier, he looks at the swirling mass of bees covering his friends. "It is going to take forever to break up those swarms with this," he realizes. The improvised torches are going to do 1 point of fire dmg to the swarm on a successful hit.

DM Only:

#2 1d20 + 3 ⇒ (5) + 3 = 8

Taecuss moves out of the swarm, mutters words of arcane power, and a second later a shimmer of golden glitter bursts among the bees. Their already erratic behavior rises to new heights as many of them start to collide or bump into the ground or the benches.

This swarm is now both blinded and confused.

Wedding combat - round 4

Initiative:
Jervaise: 26
Meycho: 20
Elyin: 14
Goodluck: 13
Bee Swarms: 9
Caelin: 7
Taecuss: 4

Jervaise is up


Hit points 46/52.
Dex 15 (from 16). AC now 20.

Tae will shout as loudly as he can Goodluck! Run! Run for the river!


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Jervaise strides over to the fire-pits (X17), and tries to create some form of flaming brand that could be used against the swarms...

...as he does so, he eyes the massive tent with a critical eye...

"I think..." he mutters half to himself, "that I might have an idea..."

Perhaps we could lure the swarms into the tent, collapse it on top of them, and then set it on fire?


Male Halfling Inquisitor 8
Jervaise Toppington wrote:

Jervaise strides over to the fire-pits (X17), and tries to create some form of flaming brand that could be used against the swarms...

...as he does so, he eyes the massive tent with a critical eye...

"I think..." he mutters half to himself, "that I might have an idea..."

Perhaps we could lure the swarms into the tent, collapse it on top of them, and then set it on fire?

Seeing Jervaise expression, Meycho says I was thinking something similar, though it's a shame to ruin a beautiful tent like this...


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Jervaise shrugs.

"True, but it is also poor form to let the swarms kill the wedding guests. I am sure that they will understand..."


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin tilted his head in appreciation of Jervaise's logic. "Let's do it."

To DM:

Does my 29 Knowledge Nature give me any idea on how to lure swarms?


Mummy's Mask Campaign slides | Storyteller extraordinaire

Knocking down the tent on top of the bee swarm should be possible by either a STR check or by cutting the tether lines at each corner. As to how to lure the bees into the tent, that is hard to say, seeing as they are all confused and one swarm blinded on top. Remember that they seem intelligent, so Knowledge (nature) does not apply quite as usual. Best way to lure them is probably a decoy - anyone feel like acting as bait? *Evil GM grin*


So, are we at Elyin and Goodluck in the initiative?

And Tae just may be foolhardy enough to serve as bait... Unfortunately I don't think any of his wands will help against these bees.


Goodluck, being swarmed and poisoned by the bees, swings his electric trident at the bees then stumble out of the swarm to Q-23.

Melee Touch Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 3 ⇒ (5) + 3 = 8 electric damage


Mummy's Mask Campaign slides | Storyteller extraordinaire

"Good thinking, Lads. Everyone get to a corner and get ready to cut the ropes. We have to act together to catch them. Taecuss, can you lure them in here?" Elyin calls out as he moves to the north-east corner of the tent, drawing a dagger as he moves.

The poisoned and injured Goodluck swings his trident of lightning at the swarm, but at the last second the insects part, and only a few unlucky bees fall. Miss. Also, remember to make a DC 13 Fort save or take another point of DEX dmg

GM Rolls:

#1:
Confusion 1d100 ⇒ 96
Blindness 1d20 + 3 ⇒ (12) + 3 = 15
Perception 1d20 + 9 ⇒ (18) + 9 = 27

#2:
Confusion 1d100 ⇒ 4

As Goodluck rushes towards the Rose Garden, the glittering swarm that Tae just blinded appears to hear the sound of his footsteps, and rush towards him. Once more, he feels the stings of the angry insects.

Goodluck:
You know the drill by now - 2d6 ⇒ (6, 6) = 12 hp damage and two separate DC 13 Fort saves, please.

The other swarm buzzes with confused aggression and searches for a nearby target - unfortunately for Tae, he is it.

Taecuss:
2d6 ⇒ (6, 4) = 10 hp damage and two separate DC 13 Fort saves, please.

Round 4

Initiative:
Jervaise: 26
Meycho: 20
Elyin: 14
Goodluck: 13
Bee Swarm 1: 9 (confused)
Bee Swarm 2: 9 (confused, blinded)
Caelin: 7
Taecuss: 4

Caelin, your turn

Updated Map


15/50 hp; -2 Dex

Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Fort: 1d20 + 3 ⇒ (3) + 3 = 6


Mummy's Mask Campaign slides | Storyteller extraordinaire
Goodluck K'tango wrote:

15/50 hp; -2 Dex

Fort: 1d20+3
Fort: 1d20+3

That's one more point of Dex dmg, and a new save next round. Please make another Fort save now, to see if you shake the poison from last round.


Fort save 1 1d20 + 6 ⇒ (19) + 6 = 25 Success.
Fort save 2 1d20 + 6 ⇒ (3) + 6 = 9 Fail.

Hit points 36/52.
Dex 14 (from 16). AC now 20.

Is it persistent? Does Tae need a roll vs. the poison fail last round?

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