DM Greg's Red Hand of Doom

Game Master Algar Lysandris

ADD 3.5 Red Hand of Doom set in the March of Sterich - Elsir Vale

Map Elsir Vale
Map Drelin's Ferry
Map The Witchwood

Current Party Loot

Current Combat


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Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

"Jorr, so glad to see ya, man! That fortress was not as... easily investigated as we had imagined. There were manticores, minotaurs, and hobgoblins, and they almost killed us all! We escaped just in time... Hmm, I shall have to write a hearty shanty about it..."

Reill will then agree to staying at the cabin, and suggest everyone else head there as well to lick their wounds.

Along the way, he will begin picking out some chords and softly sing.

"Spikes and swords and lightning bolts, flying 'cross the sky. Great danger in the fortress dwells, that'll surely end yer life. Run run, run run for the fading sun, run run if your life you cherish. run run, run run for the fading sun, or you shall surely perish... Hmm... no that won't do..."


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[LE] StoryTeller

Kinda remind me of the song about Brave, Brave Sir Robbin

Monty Python and the Holy Grail says Jorr

Well as long as you finish them up dead real good it would make for a fine song he concluded pouring you and other mug full of Ale


[LE] StoryTeller

So what is the party going to do next ?


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

We've took a serious setback. We need to be more prepared the next time we want to assault this tower. We need to be able to fight a flying opponent and be prepared against electricity or other elemental spell.
We lost more than our pride here.


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

"Yes... I agree. Should we head back to Denlin's Ferry and regroup? I am at a loss as what to do, but we certainly are not prepared for a battle of that caliber. What do you suggest we do Galdamor? As a Cleric of Hextor, surely you have some ideas on battle strategy?"


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

We could try to be sneaky with invisibility and silence or look for another way in.
The tower is in ruins but it could have a secret entry from earlier days.
We need to be protected from the creature's projectiles too.

This will cost a lot - in money and time - but it's the only way I see. Borrum, Rufa, Silvanius or Jorr any idea ?


[LE] StoryTeller

You might not want to take a lot of time in order to assault this old keep. Other roaming warband might drop in if you take to much time. I don't see how you can protect yourself from the manticore's spikes but if you focus fired on it for a few seconds i am sure that you five could kill it real quick. Once that menace is done you rush for close quarter with the rest and deny them mobility or defensive positions. Jorr says with a smile


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

"Eyes nawt ones in da ways ah magigy waigy goopy gopity, buts Eyes bees recallin's ah finger wiggler protectin' the troops from arrows. Bees that somethin' yous cans doos, Rufa?"

"An's Eyes remembers seein' troops wade through scores ah shocker lizards, as if day was if der bodies bees resistin' the effects."

Patting his throwing axes, "Eyes gots deeze fur dat manicorn next time. Maybees wees can sneak-up on it's nest an's killz it."

"Eyes aggrees though, weez gots da bees takin' dem down ones ah time, buts quickly."


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Silvanius will need 24 hours of uninterrupted prayer to get another animal companion. Just sayin' :D


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Anything we can do to help, Silvanius? Any idea what you are gonna commune with nature for? I am sorry about what happened to Grook'O.

"Maybees weez gots time ta goes ta town an's grabs something'"


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

"I'm sure if we focused our ranged attacks on the manticore for a while we could kill it... but I really think that if I was to take a single string of attacks from that thing it would kill me dead!"


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Thanks Borrum - Grook'O was the chosen one. Not sure what I will be looking for next. I have to mull it over some - think I may go for some Leopard type.

Silvanius seems to ponder for a few moments, as Jorr speaks - "The problem here Jorr, is that only Borrum can actually stand toe to toe in melee with them - that minotaur killed my friend Grook in a heartbeat - if it was me, it would take him only half a swing" - his voice trails off, but then he adds - "And we honestly do not possess sufficient ranged damage to take down that manticore quickly. So I have to agree with Borrum, either we manage to take them separately, or we do not stand a chance"

Looking around at the group, he finishes - "But that takes stealth"


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Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

I think we need a moose. That likes muffins.

"Well, Silvanius my friend, I have been known to be quite stealthy is I need to, and I am not bad with a bow. But I fear I would not stand a chance if any of those creatures happened to see me."


[LE] StoryTeller

Silvanus the following animals are available in the area: Black Bear, Boar, Dire Badger, Dire Bat, Dire Weasel, Snakes, Wolverine, badger, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, or wolf.


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Not really sure what to go for then - any suggestions people?


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

I think an owl would be super cool, but probably much less than useful. A bear would be a decent replacement tank, where I imagine a wolf would be more of a tactical melee... also, there's the option of a horse. I guess a horse would always be helpful. Still think we need a sleepy owl that is always grumpy he's being kept awake.


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

I like the owl idea actually, but we need an addition that will contribute in terms of combat - bear seems like a solid choice, since the horse will not be useful in close quarters I think.


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

The owl could always drop rocks and flasks of acid and alchemist's fire from on high. Druid's companions are intelligent, right?


[LE] StoryTeller

nope Reil they are int 2 and they don't get getter... :) Personally i like the dire badger and wolf (i played quite a few druids from level one to 13/15


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

I would suggest the Dire Bat, Dire Badger or Boar in that order.

Dire Bat: Flight, Large enough for a mount (258lb light load), Blindsense, Excellent AC, Great Damage.
Dire Badger: Rage, Great AC, Decent Damage w/ multiple attacks, scent/track, burrow, high HP gain.
Boar: Ferocity, Great AC, Great Damage

When you start adding the Druid bumps.


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

I didn't realize the dire bat was large... hmm... but does he have comedic effect? Can it make me laugh? Does it look like the bat from Ferngully?


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

While waiting the day away, wondering what enchanted creature the Nature aspect of Hextor, (you know Tornados, Huricanes, Typhons, Earthquakes, Errupting Volcanoes and other means that Nature destroys with renews life with), will send to be subjected by the will and domination of Silvanius, Borrum works at padding his armor with strips of cloth to help make it stealthy.


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Ok guys, just trying to get to a decision here - We need an animal companion more for combat than utility, still the Dire Bat is surprisingly capable, to be honest... And may be the best pick, even though he only has ONE attack per round...


[LE] StoryTeller

Jorr is a rather good host and ask you all about the sights you have seen and the adventures you all had etc...


{HP 26/26 | AC16 T16 FF14 | F/R/W +4/+4/+4 | Spot -1 Listen -1 Inish +6}

"While I know what spell you speak of, Borrum, I'm afraid it's not one I can cast. These are what I can do." Rufa informs the others of what magics she's capable of.

My spellbook:
0th Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Poison, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

1st Mage Armor, Sleep, Magic Missle, Color Spray, Identify, Lesser Sonic Orb, Summon Monster I, Enlarge Person, Burning Hands

2nd Summon Monster II, Web, Scorching Ray, See Invisbility

The bat could actually be decent. Not sure what the Manticore's fly speed is, but the bat might let a melee get close to it while flying.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

For protecting us against the manticore, I could use a spell of obscuring mist, once in the tower.
It's the only spell who came in my mind for this case. I can prepare up to two spell of resist energy but I will be without curating spells of second level.


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

"Oh man, Jorr. I've been all around the lands. Back when I first started traveling and singing songs about the a-changin' times, I found myself along the Wild Coast and came across this band of pirates who paid me a pretty copper to keep them entertained along a several week voyage, and upon this island we came across a whole valley of giants and took all the treasure that the crew had gathered... I think I remember some of those old ship songs... let's see AH YES!"


[LE] StoryTeller

ah yes that is a fine song... says jorr


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Silvanius spends the next day in quiet meditation, bith mourning his deceased, long time friend Grook'O, and also asking for guidance and support from Mother Nature to face what lies ahead of them.

It is not a time of beseeching, nor asking for favours or blessings - he simply sits outside, legs crossed, letting the peaceful environment envelop him and drag him in - every once in a while, birds come and sit on his shoulders, to be scaried off by the presence of a squirrel - they treat Silvanius as if he was no more a threat than a leaf in the wind, or a ray of sunshine, and the man smiles at the comforting feeling.

By the end of the day, as dusk settles in, so does the silence fall all around the area, most animal sounds fading into nothingness, as if holding their breath - moments later, the sound of wings can be heard from the distance, closing in fast - from the copse of trees a massive creature, with a large torso almost the size of an Ox, wings spanning as much as 15 feet, glides silently to set itself down on a branch above the druid, standing upside down, motionless and soundless staring at the man for a long time - Silvanius nodded in silent understanding - his voice had been heard.

Jives is here :D


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Preparing for their next move, Galdamor prepared only healing spells, praying Hextor for guidance and training with Borrum (another type of prayer to Hextor) with flail and shield.

Cure Moderate wounds (1): 2d8 + 3 ⇒ (6, 3) + 3 = 12
Cure Moderate wounds (2): 2d8 + 3 ⇒ (3, 1) + 3 = 7

On the next morning, he prayed Hextor for new spells, more adequate to the challenge ahead.

Will change my spell list


{HP 26/26 | AC16 T16 FF14 | F/R/W +4/+4/+4 | Spot -1 Listen -1 Inish +6}

"Hmm, I worry that their caster may have access to invisibility magics. I believe my current setup will still be the best option. I do have magics to make a person grow. It's only short term, but would anyone care for it when we arrive?"

I have one enlarge person memorized. Would anyone even want it? And if so, I could swap out sleep for another one. Thoughts?


[LE] StoryTeller

A full day of rest, practice and meditation at Jorr's cabin

The part sets out on the next day (June 4th) on the path that leads them to Vraath's Keep


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

DM Greg, can we set off early enough to get to the keep at dawn? When they may be just awaking."

Borrum could use an Enlarging spell.

"Galdamor, yous gots one ah dem Misty spells, right?"

Galdamor, was any of that healing for me?


[LE] StoryTeller

Not really as Galdamor needs to pray for a full hour in the morning in order to recover his spells... spent in the previous day. Also between reil's spell and silvanus's you should be all at full (inless you unlucky on the rolls the party has 10 CLW spell and 2 CMW (if all the spell of both casters are memorized in healing )+ a full night /day in rest (you recover your level in hp). (blame reil for not having any cure spells :)


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

DM Greg: Ok, had to ask.

Just let me know what healing is coming at Borrum the night before. I have 2 potions of CLW left, but would like to save them for in combat situations.


[LE] StoryTeller

you are at full hp keep your potion...


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

I have a wand! Why would I waste a slot for cures when I can grease everything? :)


[LE] StoryTeller

:)


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

"Well, mateys, what say you all, shall we go manticore hunting? I wonder why there is even a manticore there... do you suppose it is roosting or do you suppose it is allied with the goblins?"

Obligatory Bardic Knowledge: 1d20 + 6 ⇒ (6) + 6 = 12

"Jorr, I don't suppose there is any more information about this fort you can tell us? Perhaps have any old books or maps of the area around? Maybe there is something we are missing..."

Gather Information?: 1d20 + 10 ⇒ (14) + 10 = 24


[LE] StoryTeller

Vraath keep was formerly a small fortress help and manned by the powerful Vraath family. They succumbed to a senseless feud with local forest giants. For many years the keep has stood in ruins. It was used to control and pacify the road going North of Drelin's Ferry that leads to the Endless plains a few days after Skull Gorge Bridge says Jorr after a minute gathering his thoughts.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

So are we all ready to try this keep again? Spells all prep'd?

@DM Greg: No other visble opening into the ruined keep other than the front gate house, right?


[LE] StoryTeller

Correct ! / Reil you realise that in fact you don't know much about manticores...


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

I'm ready


{HP 26/26 | AC16 T16 FF14 | F/R/W +4/+4/+4 | Spot -1 Listen -1 Inish +6}

Aside from casting mage armor when we get close, ready.


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

ready


Male Male Human Init +1, AC 18,T 11, FF 17. HP 38/38. Saves F+6, R+2, W+8. (Spot +8, Listen +8, Survival +10)

Good to go


[LE] StoryTeller

The next morning after all the prayers have been said and done the party is after a few hours in sight of vraath keep (100 ft).

For now the trained eyes of silvanus see no signs of trouble.

your turn heroes.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum approaches the ruined keep from side opposite the gate house. His intention is to let the larger tower (SW) and the stables (N) help block him from view of te Manticore's roost in the SE corner.

He has padded his armor with strips of cloth to help muffle the sound of his armor.
He is also moving in a defensive posture as much as possible.

Current AC 24/15/20

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Total Defense (+4 AC, dodge)


Male Half-elf Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |
Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

Reill will move up stealthily to try and get a better view of the keep.

Move Silently: 1d20 + 7 ⇒ (20) + 7 = 27

Listen: 1d20 + 7 ⇒ (16) + 7 = 23

Spot: 1d20 + 5 ⇒ (17) + 5 = 22

Search: 1d20 + 6 ⇒ (2) + 6 = 8


[LE] StoryTeller

You get within 20 ft of the entrance of the keep and you see, hear nothing

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