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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M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

Erdwin sees the expression on Borrum's face.

I take it you didn't think that was the right call locking it away?


[LE] StoryTeller

i am going to jump to the feast. if there is anything you wanted to do before let me know

The feat is plenty full with songs and dance.. there is even a song composed by the high singer about your fights in old Rhest

after the feast you are gathered to a large table as everyone leave for the night.

The Speaker comes to sit, her large crocodile in tow lies down quietly near by

as you pull up chairs and help your self to more drinks the high singer and the cleric join you all.

the High Singer I hope you enjoyed the evening. she says as the same guards comes around and drops the small chest in the center of the table

the Speaker's face doesn't move at all but you can imagine that she is containing some emotions

The high singer Ilian and i have been doing research since our last meeting she pause and looks at him while he nods

We could detect the overwhelming evil aura and each time its strenght broke our concentration she pause again

after a few divination and research we think that is is a magical receptacle for some sort of life energy she pause again

and it is pure evil.

she takes a death breath
the lion's marking made me think about an old legend:
These tales speak of a once-proud dr uid who dwelt in the verdant
plains south of Rhest and led several tribes of nomads. These
nomads were said to have buit a massive lion of stone in
honor of this great druid, who taught them the ways of the
lion and how to live at peace with these proud creatures. Yet
when dark times fell on Rhest, their shadow also fell upon
the lions' plains.

It began when nobles visiting from Rhest arrived in the
region. The nomads befriended but these noble nomades were betrayed
by their visitors when they hunted down and killed a lion
monarch for his pelt and claws. The nomads reacted with
violence, slaying the visiting nobles to a man. Rhest answered
in kind, and its army marched against the southern plains.
The disorganized nomads stood little chance against Rhest's
military might, and the tribes were slaughtered despite the
fact that the lions rose to defend them. The warriors of Rhesr
confronted and slew the druid between the paws of his own
massive stone shrine.

But the night after the warrior's returned to their city,doom
came to Rhesr. Ghost lion's prowled the streets, stalking and
killing anyone they came across. When the dawn came. the
entirety of Rhest's cavalry, including families , servants, and
squires, lay dead. Rhesr never recovered from this night of
terror, which marked the beginning of the decline of that
once-proud city. In the years since, the once-verdant hills
to the south have grown horrid and tangled. The Thornwaste
is all that remains.

she concluded

We believe that this item is connected to that story


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

Before the feast

Erdwin tells Casedru about the green dragon and our misadventures playing hide and seek. And the very accurate goblin rider.
I didn't know goblin's could be so at ease with dragons

During the feast
Erdwin questions the speaker.
Can this item help us on our quest or should it be destroyed... better yet is there a market for suck an item?


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 seems interested in the story, but a look of confusion still is expressed on his face.

"Dat was ah nice story, but wut dat got ta do wit da Red Hand? Do ya no wut da necklace does? Is it cursed? Can weez have it back? Weez been carryin' it around ah couple ah days an' none ah us are passin' out or havin' no bad effects."


[LE] StoryTeller

truth be told reply the high singer as i told you we also did the magical detection and we couldn't keep the spell up become of the overwhelming aura she lowers her voice The Speaker has a very strong connection to the land and its natural energies. and this thing is all the opposite, tough i do not see a magical curse of any kind all i can tell you is that this item is intensely evil by itself and probably very old. Now why do the Red hand have it that if indeed THE question. As i told you inside there is some one 's life energy. she pause

you should probably take it with you and go seek answers in the Thornwast as these lion's marking are pretty much the same ones as those on that giant statue i spoke off


Male Wood Elf Scout 3 / Ranger 4 - AC 20, touch 14, flat-footed 15 (armor+5 ,+ 1 Shield ,Dex +4) hp 14/45

He spent most of the time before the feast with the adventurer's listening to their stories quite jealously. He had often wondered what it would be like not being around the tribe being out there on his own. But he had so many responsibilities here, so many people to watch over. He smiled at a few of the maiden gatherers as the feast was starting.

Afterwards he swallowed and frowned. Investigating those dead and probably plagued lands.

"Will they need a guide? I can take them, I've scouted the lands before no one living knows it better than I though i do not recall a lion statue anywhere."

He offered hoping against hope he might be chosen for the task. If not.. he knew what he was doing.. hunting goblins allied with dragons.


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

It's quite an interesting story about this object.
Evil is a tool, I don't mind to use if it could help us fight the Red Hand. Thanks for sharing this story with us High Singer.
I agree that's a good idea to explore more about it and Thornwast seems a good place to start to have answers.

Galdamor turns to Miha

What do you think dear ?


[LE] StoryTeller

having escaped narrow death i think that i might just have enough adventure for the moment she replied smiling

Casedru:
you have heard of rumor of that giant statue before. but the thornwaste is big and full of dangers. Since you have explored a good portion of it you (but never really looked for that statue) you are confident you can help narrow the search zone by a lot considering the old stories that you have just been told


[LE] StoryTeller

so what now heroes ?


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

Well we could go attempt to live the legend. Find the lion or the truth of the lore that object we have came from.

I hope there's something of value there. So far, I've seen no treasure. Why do I bother with the danger? ....


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

In this case my dear Miha, we can let you stay with the elves for a time while we try to find something there.
I hope you will still be with us to fight against the Red Hand. Your help is much appreciated as well as your presence with us.

Says Galdamor before turning to the elves.

You are right Erdwin, it's time to live the legend. Let's find the Lion and hope to find a tool or an ally against the Red Hand Army.

But before, lets buy some tools to let us survive the inevitable fights waithing for us.

Galdamor begins to gather his ressources to buy some help from the elves.

I suggest to buy together the healing ressources.


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

Agree on the healing resources


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

I'm good with healing, to long life for us all.


Male Wood Elf Scout 3 / Ranger 4 - AC 20, touch 14, flat-footed 15 (armor+5 ,+ 1 Shield ,Dex +4) hp 14/45

Its y'alls shindig so far, im just here for the punch.. for now :)


[LE] StoryTeller

June 27th

The party is ready to depart in the early morning.
Casedru tell them that it is a 150 miles journey to get to the area in the Thornwaste that should be searched.

while marching the party could achieve 20 miles a day (more by horse)

the Thornwaste is home to all manner of nefarious and dangerous creatures, from packs of lions and dire lions to more fantastic creatures such
as chimeras and bulettes.

The terrain of the Thornwaste is dangerous as well.A maze of broken hills,briar-choked ravines, and thistle-clogged fissures, this is a treacherous landscape.

Creatures forced to slog through the Thcmwaste on foot find the prospect grueling at best. overland movement rates are reduced by half, as if traversing trackless forest (PH 164) even on horseback. Worse, the countless thistles and thorns have a way of working themselves inro armor and clothing. Once an houra creature or mount that spends any amount of time moving through the waste on foot must make a DC 15 Reflex save to avoid taking 1 point of damage from these thorns. Those who take damage
from the thorn's have their movement speeds reduced by half as if they had been damaged by caltrops (PH 116). Creatures with a narura larmor bonus ofarleasr +3, Ihe woodland stride ability, or at least 5 ranks in Survival can move through the Thornwaste without fear of taking damage from the nettles and thorns.


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

Reflex Save: 1d20 + 9 ⇒ (1) + 9 = 10

:( it sucks to fail


[LE] StoryTeller

you could take horses up tp the thornwast and then once inside leave them and continue on foot


Male Wood Elf Scout 3 / Ranger 4 - AC 20, touch 14, flat-footed 15 (armor+5 ,+ 1 Shield ,Dex +4) hp 14/45

Survival: 1d20 + 11 ⇒ (13) + 11 = 24

Would that check be high enough to help someone avoid the damage simular to hunting for food for others? Or at least give them a bonus to their checks?


[LE] StoryTeller

No unfortunatly not, you either have the required skill / abilities and can avoid the thorns or you don't. But with that high of a check you can help them avoid taking 1pts of damage per hour but won't prevent the caltrops effect. there are simply way too much thorns and thistles


[LE] StoryTeller

July 1st

The party has been the last two days in the thornewaste and progression is now very difficult...

it has been about 1h since the dusk has settled and that the party made camp for the night

when

Perception + init plz


Male Wood Elf Scout 3 / Ranger 4 - AC 20, touch 14, flat-footed 15 (armor+5 ,+ 1 Shield ,Dex +4) hp 14/45

perception(spot+listen same bonus): 1d20 + 13 ⇒ (7) + 13 = 20
Initiative: 1d20 + 5 ⇒ (16) + 5 = 21


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

Spot: 1d20 + 11 ⇒ (18) + 11 = 29
Listen: 1d20 + 7 ⇒ (20) + 7 = 27
Initiative: 1d20 + 3 ⇒ (16) + 3 = 19


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

Spot: 1d20 + 5 ⇒ (11) + 5 = 16
Listen: 1d20 + 3 ⇒ (17) + 3 = 20
Init: 1d20 + 0 ⇒ (1) + 0 = 1


Male Wood Elf Scout 3 / Ranger 4 - AC 20, touch 14, flat-footed 15 (armor+5 ,+ 1 Shield ,Dex +4) hp 14/45

Sorry forgot for a moment 3.x not pathfinder *lawls*
listen check: 1d20 + 13 ⇒ (14) + 13 = 27


[LE] StoryTeller

hide: 1d20 + 19 ⇒ (20) + 19 = 39
init: 1d20 + 3 ⇒ (14) + 3 = 17

Everyone is surprise as 3 large ghostly undead lion show in your line of vision and the light of the hidden camp fire

Surprise round

All three Creature howl in anger and rage

make 3 Will DC 15 or be frighten for 2d4 rd

Round 1

Erwen, Cassedru go !!


Male Wood Elf Scout 3 / Ranger 4 - AC 20, touch 14, flat-footed 15 (armor+5 ,+ 1 Shield ,Dex +4) hp 14/45

will 1: 1d20 + 4 ⇒ (10) + 4 = 14frightened: 2d4 ⇒ (2, 4) = 6
will 2: 1d20 + 4 ⇒ (18) + 4 = 22
will 3: 1d20 + 4 ⇒ (1) + 4 = 5panicked: 2d4 ⇒ (2, 1) = 3
random direction: 1d12 ⇒ 2

For a split second he saw the bounding ghost lions and he lost it. He had not been prepared for ghosts... though in hindsight he shoudl have been. He fled as fast as his feet would carry him to the right of the camp,

Well that was eventful. uh moving 160 feet to their right.


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

I missed the fact it was my move

will: 1d20 + 5 ⇒ (8) + 5 = 13 frightened: 2d4 ⇒ (1, 3) = 4
will: 1d20 + 5 ⇒ (14) + 5 = 19
will: 1d20 + 5 ⇒ (11) + 5 = 16

Erdwin sees the ghosts and just can't stop shaking.


[LE] StoryTeller

it was a rather long weekend :)

Round 1

All three ghost lion rush forth

Melee Touch attack: 1d20 + 5 ⇒ (20) + 5 = 251d6 ⇒ 4 vs Erdwin
Crit conf Melee Touch attack: 1d20 + 5 ⇒ (2) + 5 = 71d6 ⇒ 1 vs Erdwin
Melee Touch attack: 1d20 + 5 ⇒ (6) + 5 = 111d6 ⇒ 2 vs Casedru
Melee Touch attack: 1d20 + 5 ⇒ (14) + 5 = 191d6 ⇒ 6 vs Galdamor

All Heroes go !!

can someone play borrum ?


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

Will DC15: 1d20 + 10 ⇒ (20) + 10 = 30
Will DC15: 1d20 + 10 ⇒ (16) + 10 = 26
Will DC15: 1d20 + 10 ⇒ (10) + 10 = 20

Galdamor resisted to the howl of the creatures but his heavy armor is nothing against the ghostly touch of it.

Death is nothing for Hextor ! OBEY ME creatures of undeath !

Rebuke Undeath: 1d20 + 5 ⇒ (17) + 5 = 22
DV: 2d6 + 8 ⇒ (1, 6) + 8 = 15

As a mighty wave of negative energy is channeled through Galdamor several lion begin to shake.


Playing Borrum

Will DC15: 1d20 + 1 ⇒ (2) + 1 = 3 frightened: 2d4 ⇒ (2, 4) = 6
Will DC15: 1d20 + 1 ⇒ (20) + 1 = 21
Will DC15: 1d20 + 1 ⇒ (7) + 1 = 8 frightened: 2d4 ⇒ (3, 3) = 6

Borrum's spirit is quite shaken by the howl of the ghost and like most of his elven comrades he begins to flee !


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

Erdwin moves away from the ghost that attacked him unable to stop his racing heart and thinking about the ghost's cold touch invading is flesh.

Erdwin double moves away from the ghosts.


[LE] StoryTeller

I had in memoery PF rule set.. Tks galdamore, Looking at the table you are turning your cleric level +4 so a total of 8HD Max Affected for a total of 15 HD of undead..

The ghostly lions as they were going to further pounce of the remaining Heroes stop dead in their Tracks as the Divine Power flowing from the holy symbol wash over them

The strength and the enormousness power is enough to make all 3 ghost turn tail and run

combat is over unless you want to pursue


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

There is no will save see here


[LE] StoryTeller

July 3rd Morning

As the sun is about to rise the 3 Lion ghost return to attack the party and once gain they have to flee under the Divine power that Galdamor is able to channel

Welcome to level 7 ! We will break here until next Wednesday... take that time to level up


Dotting as GM requested


[LE] StoryTeller

As the dust settle from the combat it seems after a few minutes that borrum after feeling in terror does not return

after a few minutes Galdamore and Erwin go look for him as Erdwin pack up the camp

the tracks are easy to follow and then after a minut of running the stop..

Erdwin looks at the tracks mark and they all point out to the following fact: Borrum was KO and then lifted upon "something" and then there are no other tracks

Erdwin packs all of borrum's magical equipment since he was asleep when the ghost lion attacked and return them..

As the party leave camp two stranger approch...

upon visual inspection Galamdor recognize someone that he fought alongside in a past life


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

Heroneus Cowardice ! They've took Borrum !

Says frustrated and pained Galdamor.

But his mood straighten when he sees a familiar face from the two silhouette coming toward him.

May Kord favor you and Hextor's blessing guide your hand Ayla. Pleasure to see you again.
Who's your comrade ?

He says welcoming the woman.


One of the two strangers is Ayla a woman of 6 foot 6, and has a bit of an intimidating presence.

And she recognizes Galamdor.
"Ah, Galamdor, I've not seen you in a long while.
Oh this guy, he is Matthius."


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

Erdwin sees the approaching figures and noticing Galdamor's familiarity says to the strangers.
Hi I'm Erdwin. Am I correct in assuming you are not here by coincidence? Or did you just happen upon an old friend?


"It is no coincidence, as Myself and Matthius were tasked in helping you."


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

Tasked by whom?


I believe you know her, Captain Sorana.


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

I don't know them but if Galdamor does I suppose your story will check out.


[LE] StoryTeller

FYI: Captain sorana is a woman.. @Erdwin: you know of her. She is the captain of the Drelin's Ferry Militia (tough she is a commissioned Lieutenant in the March of Setrich army) The March has a small standing Professional army, some individual or small groupes are detached in every province. Brimdol for example has a unit that belongs to the army: The lions Guard. Dennovar who is the "capital" of the Elsir vale district doesn't have a unit of the Army. it employ +merc force called the Dennovar blade + its own militia


HP: 57/57, AC: 17:12:15 Saves: 9:5:6

Matthius nods as Ayla introduces him to the group.

"You seemed distressed. Can you tell us what made you so?"


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

@DM oops my mistake.

Well for starters, we were attacked by ghost lions yesterday and this morning our friend looks like he's be dragged off. I'd say being on edge is appropriate.


"That sounds like a rough day and morning."


HP: 57/57, AC: 17:12:15 Saves: 9:5:6

"Are we going to chase after the one whoever took your friend?"


M Half-Elf Rogue/3 Wizard/4 HP 50/50 AC 20:T 14:Fl 17 Init +3 Sav[f:+5,R:+9,W:+5] Speed 30 Spot +11 List +7 Condition: Normal, Spell Failure 10%
More:
+1 Shortsword +8 1d6+1 Rapier +6 1d6, Dagger +6 1d4, Shortbow +6 1d6

I think the we need to weigh out whether we think ghosts would bother to keep someone alive... before we decide to go after poor Borrum.


"Though given the captain's words we are running out of time with the Red Hand."

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