DM Fang Dragon’s Ruins of Adventure (Inactive)

Game Master FangDragon

The Adventures of the Watchers of Dawn. Year of the Lion, 1340 DR.

Regional Map 1 | Regional map 2 | Map of Phlan | Dramatis personae | Loot Log


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Looking rather uncomfortable, Braccio made a sign of Tymora before telling you, "I don't know if you've ever attempted a divination, the answers are often as clear as mud. To my surprise this once it was crystal clear. If von Urslinghen and I go out today we'll be hard pressed against the undead and then somebody hidden in the shadows would murder us with some more of those Orcish arrows. I did check what would happen if you went, the assassin isn't interested in you. No this matter is something the council is going to have to deal with, and we are not without resources... In the mean time the source of the undead needs to be dealt with or the watch will get overwhelmed and civilized Phlan invaded."


A bit gruffly Eberhard tells you, "We're rather hoping you can help us out again. To make it worth your while I'm prepared to tell you something that needs to remain strictly secret... Are you interested?"


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

The gold elf Paladin repeats his previous response...


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

In response to Eberhard's question, Azarra looks around at her companions and says

Well, I suppose that depends on why it needs to remain secret, but if it is an honorable reason, then we agree.


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Ishta takes the lead. "Well, I can't really speak in the name of all my comrades, because we all keep our free will despite being bound together as the Watchers of Dawn" she starts, "but you can count on me, personally, for the job. I have my own agenda here in Phlan, but it doesn't include the devastation of the city, nor the assassination of about one third of the Counsel."


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Zane snorted and rolled his eyes. "You're talking about hundreds perishing in the face of an undead army if nothing is done. Of course we'll help!" The priest gripped his holy symbol more tightly, hoping his close bond to Lathander would assist them in the task of clearing out the hordes of undead the councilmen spoke of.

The undead were abominations against the cycle of life and rebirth, so Zane would gladly work to destroy them for the sheer satisfaction of wiping away such filth from Faerun. However, he couldn't help but admit to himself that his interest was piqued by the information Eberhard seemed ready to impart.


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Kardas' visage remains troubled. Whether this is because of the words spoken by the councilors or simply his terrible mood, is something not even he knows. Pfah! More undead! Fine, there will be glory to be found in saving Phlan, and that might compensate for having to fight these honorless foes.

He remains standing behind Zane in what is a silent agreement to Eberhard's request for secrecy.


Councillor Eberhard glances at Azarra then nods to Ishta and Zane. Firmly he replies, "OK then we have a deal. About four hundred and sixty years ago there was a private bank on the mainland just north of the canal called Vallingen and Co. Quite why it was built outside of the town walls is a mystery lost to history but it was and the inevitable orc horde happened. Actually it was the second one that cracked it open, a powerful shaman called Grqkka summoned a monstrously large earth elemental which brought down the walls. The place was thoroughly pillaged and burned with the still living bankers trapped inside some of the magically protected vaults the orcs couldn't crack open. There's little left now and the ruin serves as the town graveyard. This is all public record although I dare say mostly forgotten public record. Anyway there are two vaults left unopened and we have the combination for both of them. Vault #3 shall remain unopened it is the last resting place of a good number of innocent citizens and it our wish that their rest be forever peaceful. Vault #5 however as far as we're aware doesn't have any unburied citizens in it although there may be the remains some orcs who where trapped in there... According to records it contains a large shipment of silver trade bars and semi-precious stones. If you slay the necromancer you may open it with our blessing. Here is the combination."

He passes you a note with a eight numbers on it. Apparently its a combination lock.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Azarra takes the note, smiling, and pockets it after reading it and committing it to memory.

Where should we head to take care of the threat?


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

After all the buildup, the secret Eberhard imparted seemed almost a letdown. The gesture was appreciated by the priest, though. It made tactical sense from this arm of the council, as well, as the more coin the group brought in, the better equipped they would become to face the foes preventing the full reclamation of Phlan.

After Azarra's question, Zane looked back to the councilors to see where they suggested the group start investigating. Hopefully they'd have a bit of time to re-equip for this particular task.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Since, we have been chartered to cleanse the Evil from Phlan; this mission is sanctioned. Helm appreciates the donations.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Ishta is about to ask when Azarra, almost reading her mind, puts the subject on the table. The group needs to know where to start the search, and immediately she adds another ingredient to the beverage.

"Also, since we're talking about a decent amount of undead and a necromancer who's able to replace the casualties, well... Let's say every bit of help would be appreciated."


Councillor von Urslingen brings over a map.

"We're here near the council chambers." he remarks pointing to the middle of the Civilized Phlan, "If you go west along Podol street, past the watch barricade and through the Plaza, you can take the bridge here which leads to the Valhingen Graveyard. Inside is quite wild I'm afraid, it's not been safe for the gardeners since the war. Anyway the largest structure looks like a mausoleum but there's a trap door leading down to where the vaults and catacombs are. There's also a long tunnel which the bit with the vaults branch off that leads a good way north before ending in a rockfall. Apparently this once lead to a large chamber which we presume is buried under thousands of tonnes of rubble. We suspect the Necromancer is lurking within the catacombs, last couple of times we found fresh booted footprints and the remnants of cooked food."


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"Proper mystery 'meat' that." remarked Braccio, "I don't know what it was but the chopped up bits had peculiar musculature."


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Ser Armithia looks at his friends.
Are we properly equipped for this endeavor?


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Good question, Ser. What kind of money do we have Zane? Can we afford to buy some anti-undead stuff, and is there anything that will help you? I understand that Clerics are excellent at fighting undead. I already have blunt arrows in case we run into skeletons.


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Zane's expression turned to one of disgust as the councilors discussed what the necromancer had likely been eating in the catacombs of Valhingen Graveyard. Glad to have his mind re-focused with the talk of equipment, the priest went over the finances for the party as he understood them.

"With us going up against a necromancer and possibly powerful undead, I'd like to hold onto the scrolls of Remove Disease and Restoration. With my claiming of the Mithral Chain, that leaves a shade over 5,500 pieces of gold each for everyone if we can move things quickly. That's after the town takes its cut, of course."

Zane's brow furrowed as he thought some more about proper equipment to take on the undead. "A wand that would remove paralysis might be a good investment, though I can also prepare that spell should we linger in the graveyard. I believe that some spellcasters can place potent magics on weapons that make them especially effective against the undead, as well. Anyone else have any suggestions?"


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Kardas bites the tip of his tongue to help him think. After a couple of seconds the swordmage starts listing the things he came up with. "Magical conjurations of sunlight, a stake because you never know, basic illusion spells to fool the mindless undead, alchemist's fire to burn what needs to be burned ..."


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

The Paladin readies to leave.
I suggest that we quickly equip ourselves for this mission. What time do we start for the Yard?

5500gp each? Thanks, Zane.


"Sounds like sensible precautions. Might I suggest something to deal with wights? We've seen a few and those can be rather nasty..." remarked Von Urslingen.

Let me know when you've made your preparations. I've got the next map almost ready.


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

When hearing the Councillor mention the wights, Ishta instinctively turns to Zane, awaiting some light on the subject. She's not that well versed in undead to know the specific characteristics of those and, thus, prepare accordingly.

"Well, I was hoping the Counsel might provide some of these helpful things, having experienced the situation already." She puts her trust in her Burst of Radiance spell, though, for she expects little answer to her petition.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Would holy water help? Perhaps you have some of that here?


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Zane shrugged, "Lathander's holy aura will damage all of the undead fairly well, I imagine. I don't know of anything special to fight wights. There are some enchantments that will destroy them, but they are far beyond my capability at the moment. Their touch can sap your very life essence, but the Restoration scrolls should be useful in dealing with that. Alchemist's Fire will burn most of them, but the mighty blades of Kardas of Rashemi and Ser Armithia of Helm will likely be more effective. Holy water will damage the abominations, as well, though our magically enhanced weapons will have more effect on the undead with a physical body."

With that, Zane started thinking furiously over what he himself could purchase to help with this particular situation. Setting aside a goodly portion of his share of the loot for the temple to the Morninglord he hoped to construct within the city soon, the priest thought of his companions' generosity with the excellent armor he now wore, and decided to purchase the wand he had mentioned that would remove paralysis should any of his friends' bodies be overwhelmed with the foul taint of the undead.

Purchasing Wand of Remove Paralysis for 4,500 gp


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Well done, Ser Cleric!

Ser Armithia returns ready for the Quest; wearing a new white with gold trim cloak. The Fist of Helm stylized in gold thread prominently on the back.
4000gp Cloak of Resistance +2


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

1400 gold for two scrolls of Death Ward, which are then donated to Zane. I'll have to think on the other 4100 gold - will post later today what Kardas does with that. I've gotten super rusty with items and what to get past level 3 :'D

"While I do not like the idea of having to hide, we should consider investing in potions of hide from undead and invisibility. Many of the undead are mindless ... " If only his pride would allow him, Kardas would bother to study some spells of the school of illusion.


Bishop Braccio nodded and said, "That's not a bad idea Kardas. I'd be happy to pen you a scroll if you can obtain the inks and vellum..."

Just RP. The scroll costs the normal amount but it is available.


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Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Zane gave Ser Armithia an approving smile on the new cloak. While Helm was a bit too unyielding for the priest's tastes, the gold elf had proven a steadfast and faithful ally and the cleric wouldn't insult him with trying to convert the paladin. There was plenty of room on Faerun for all the faiths.

After purchasing the Wand he had been searching for, the cleric returned to the others, ready as he would be for the task at hand. Zane regretted that he hadn't had time to speak with anyone about a vacant property or construction of a new one, but had faith that Lathander would see this mission through to completion and then allow Zane time to get the process started.

How much for Bishop Braccio to pen Hide From Undead? If he's at least 6th level we'd only need one scroll. It would last an hour, which should be plenty for our successful mission or plenty for our corpses. LOL


Palace of Birdsong| War for the crown maps

150g for a CL6 hide from undead scroll.


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Alright, I'll purchase the Hide from Undead scroll, then. With that, I'm ready when everyone else is.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Rock'n'Roll!


Palace of Birdsong| War for the crown maps

Are you ready to battle the hordes of undead?


Palace of Birdsong| War for the crown maps

Map for when you're ready.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

The Paladin prepares to lead.


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

When the group arrived at what was determined to be the 'beginning' of Valhingen Graveyard, Zane pulled out the scroll the Bishop had penned for them, intoning the words carefully until the parchment disintegrated in his hand and a brief yet noticeable energy traced around all of the group before fading. "We shall be invisible to those undead without a will of their own for about an hour...let's make use of it."


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

With a grim look on his face the swordmage eyes the graveyard. He knows the current sensation of serenity is but a facade. "Good. Let's do this with thought and skill, as if we are out and about stealing cattle from another tribe, and not act like we're riding in on our wild horses."


Palace of Birdsong| War for the crown maps

With the help of a large contingent of guards you are escorted thorough the dubious shanty town in Podol Plaza. Once wealthy the area has fallen on hard times. In front of once grand homes, are numerous shifty street hawkers, dealers, vendors pimps and and so on make way for your group. From the shadows and slinking in trash filled alleys you catch glimpses of half orcs and other less savoury folks. The central brick pathed courtyard is about the only thing that seems intact.

Still you manage to cross without incident and the guards leave you once you reach the graveyard. A large decrepit fence sounds the Vanhingen Greveyard and there's a sign on the rusty gate saying "Keep out at your own peril!"

Inside all the vegitation is withered and hundreds of gravestones have been turned over and the ground churned up. Here and there you see fragments of bleached bone gleaming in the wan sunlight. Several large weathered stone statues can be seen. The moment you open the rusty gate and step inside, the sun disappears behind a cloud and the sky becomes dark with thick menacing clouds. Far to the north you see lightning among the snow capped peaks followed by the distant rumble of thunder.

Perception DC 25:
It's faint but you spot booted footprints. Survival DC 20 check to follow - they lead deeper in, I'll tell you where if you make the check.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Perception: 1d20 + 15 ⇒ (12) + 15 = 27

Azarra notices booted footprints.

Survival: 1d20 + 1 ⇒ (2) + 1 = 3

She points them out to the others, hoping someone will know how to track.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Finding or following tracks is not really Ishta's strong point, though she has a look anyway, if only out of pure curiosity.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Ser Armithia takes his helm off his head. His long blond hair spills out over his shoulders, as he is seen cleaning the visor.


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Survival (untrained): 1d20 + 4 ⇒ (17) + 4 = 21

After casting the divine spell that would shroud the group against scrutiny from the mindless undead, Zane looked with interest at the tracks Azarra pointed out, trying to determine if he could make out where the faint marks led in the Graveyard.


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Familiar aid another Zane using scent (if applicable): 1d20 + 5 ⇒ (11) + 5 = 16

Kardas' snow-white familiar darts towards Zane's side and sniffs at the bootprints. It shakes its furry nose at the priest, trying to guide him along the tracks.


Palace of Birdsong| War for the crown maps

Had a super busy weekend, I'll update the map later.
Zane surprises himself by finding he has a knack for following tracks. Every few yards he finds part of a booted footprint and it leads to a grave where the ground has been churned up.

Perception DC18:
You spot a few fragments of what appear to be bone in the soil.

The footprints then lead to another disturbed grave and another...

DC 20:
The footprints lead towards a ruined mausoleum.

Perception DC 18 (separate check):
You notice movement out of the corner of your eye. You turn to see a large number of undead! Skeletons and Zombies for the most part. They are utterly silent and seem to be ignoring you.

Actions?


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Perception: 1d20 + 15 ⇒ (20) + 15 = 35

Azarra spots fragments of bone in the soil, and can tell that the tracks lead to a ruined mausoleum.

Perception: 1d20 + 15 ⇒ (9) + 15 = 24

Azarra turns around and says in a low voice

Uh, guys? Do you see that big group of skeletons and zombies? Looks like they are ignoring us though... should we go on to the mausoleum and leave them for later, or...?


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

In order to avoid being detected, Ishta mutters some words and casts Message on all of her companions. Then, as if trying the spell, she replies to Azarra's inquiry. "I think we'd better avoid being detected. Fighting would cause too much noise."


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Well done, Ishta.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

It wouldn't do to waste the protection that Zane provided.

perception: 1d20 + 8 ⇒ (14) + 8 = 22


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

On to the mausoleum then Azarra whispers, using the message spell that Ishta provided. She moves in that direction.


Palace of Birdsong| War for the crown maps

Map updated.

Up closer to the mausoleum you can all clearly see heavy booted footprints heading within. The mausoleum itself is a ruin, the ceiling has mostly collapsed and there's old scorch marks here and there. Curiously there are no plants living anywhere near the building.

If you go inside the ruins:
You feel a strange pressure build and then vanish suddenly. The milling undead outside seem to start moving shambolic-ally towards the ruins, but they don't seem interested in you - it's as if they're heeding a call you can't hear...

Perception DC 20:
Within the detritus of the ruins you think you notice an iron ring pull of what must be a trap door heading down.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Ser Armithia raises his heavy steel shield, as the Paladin steps inside.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Ser Armithia points out the trap door. He then takes position at the entrance.

Fantastic map!


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Azarra checks the trap door for... uh, traps.

Perception: 1d20 + 15 ⇒ (7) + 15 = 22

If she doesn't detect any, then she encourages everyone to stay back a ways just in case, and then casts Open on the trap door.


Human Male Cleric 8 | HP 72/72 | AC 24 T 12 FF 23 | F +9 R +7 W +13 (+15 vs emotion effects) | CMB +8 CMD 20 | Init +1 | Perc +15
Skills:
Diplomacy +13, Heal +16, Perception +15, Sense Motive +18, Kn History +11, Perform (Sing) +10

Zane's eyes narrowed as Azarra pointed out the small horde of mindless undead, but kept himself focused. Once they purged the source of the restless dead, then they could finish off the mindless remnants at their leisure. Satisfied in his actions or lack thereof, he continued with the others.

The cleric looked askance at the undead as they started to make their way towards the ruins, wondering if they had triggered a sort of trap. "The mindless undead are headed this way for some reason. Should we let them pile up and then let the Morninglord's holy light scour them from Faerun? If not, I suggest we proceed with all due haste..."

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