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

tracking (survival): 1d20 + 12 ⇒ (6) + 12 = 18
for the original trailing of poor Borrum

He was mostly quiet as he watched Erdwin and Galdamor discuss their companion Borrum. He was pretty sure the dwarf was gone. The way the tracks led.... and the time that had passed he was somethings food. He didnt want to say anything of course, because he was ashamed at the way the fear had taken hold of him.

"it pains me to say this.... but I believe there is no point waiting or searching for your dwarven friend. Whatever lifted him from the spot on the ground i cannot track, and after this much time has passed..."

He let his silence finish his sentence and instead spent it studying the newcomers.


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

After a last look at the tracks, Galdamor sighs heavily.

You're right Casedru. Despite all my hopes I fear that searching for my friend will be a waste of our precious time.
After a short silence he adds Lets find what we came for and then we will need to hurry to get back to Drelin's Ferry.
Casedru, leads the way.


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 takes another look at the drag marks left behind of his companion and follows after Galdamor slowly at first and with purpose.

To Drelin's Ferry


[LE] StoryTeller

July 2nd

After a few hours of walking the parties comes about to

Rising from a low mesa is an intimidating sight. A massive lion of stone crouches, as if ready to pounce on a nearby hill. The cyclopean monolith is composed of a dull tawny stone. It looks to be about 240 ft in lenght and the top of its maned head rises over 80ft from the ground. There seems to be some sort of hollow between the lion's front paws, in the area bordered by its chest. Likewise, hints of a dark cave are apparent in its gaping maw.

Getting closer

Flanked by massive stone paws on both side, this hollow is hidden in the shadow of its great stone head above. A worn stone path leads between the great paws to a low stone ramp which climbs to an impressive archway in the lion's chest.

Two basalt statues of skeletal lions stands facing each other on either side of that arch, as is passing judgment upon those who travel between them.


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

Mattius attempts to detect any magic in sight.


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

As he is about to use magic insight to detect any traces of magic, Matthius suddenly stops. He taps each person, filling them with the rush of endure exposure.

"You will need this protection of mine when we initiate combat. It will protect you from the worst of my fire breathe."


[LE] StoryTeller

No extra magical aura with in 60 ft


Seeing the skeletal lions on either side of the arch,
"what is with the skeletal lions, we entering a temple of doom or something?"


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

Matthius touches himself last, granting him draconic flight & endure exposure.

"No magical aura in sight but this area looks more of an ideal spawning ground for undead. Are we on the trail for more undeads or the ghost lions that you mentioned?"

Spot (Take 20) - 30
Listen (Take 20) - 30

Everyone has endure elements for 24 hours & is protected from the damage & effects of Matthius's breath weapons.


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 shrugs,

The ghosts were a surprise to us. We came here to uncover the roots of a legend told to us by the elves. The legend did mention prowling ghost lions so there could be more but I thought it was just an exaggeration. What we are really looking for is the spawning point for the evil artifact we uncovered at the Sunken city of Rhest.


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

Yes, we hope to find something that could help us against the Red Hand here. But let's be prudent.

Galdamor follows Matthius, weapon ready.


[LE] StoryTeller

Nothing of note as ou get to the bottom of the stairs as you spend the next 4 min


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

He skirted ahead of the group on the way down, keeping his eyes and ears peeled for anything suspicious (traps and the like)

spot: 1d20 + 14 ⇒ (14) + 14 = 28
listen: 1d20 + 14 ⇒ (18) + 14 = 32


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

Matthius floats 5 ft above the ground, not far behind the scout, lends his ears and sight. He also turns on his magical sight (magic insight) to detect any magic.

spot: 1d20 + 10 ⇒ (20) + 10 = 30
listen: 1d20 + 10 ⇒ (19) + 10 = 29


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 follows after with his head on the swivel

Spot: 1d20 + 13 ⇒ (6) + 13 = 19
Listen: 1d20 + 9 ⇒ (16) + 9 = 25


Ayla tries to keep aware of her surroundings

Spot: 1d20 + 1 ⇒ (8) + 1 = 9
Listen: 1d20 + 11 ⇒ (15) + 11 = 26

Barbarian's don't have spot as a class skill....


[LE] StoryTeller

you get to about 10 ft of the bottom of the stairs (see map)

Casedru sees a little more of the inside of the Hollow, the inside in in pitch black darkness

This large chamber has a domed ceiling rising 15ft overhead, the arena sells musty and acrid


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 to investigate the statues.

Are these more lion statues?


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

Lets find what we are looking for.

Says Galdamor, weapon in hands who moves toward the entrance.

Spot: 1d20 + 6 ⇒ (4) + 6 = 10

He stops when Erdwin begins to investigate the statues.


[LE] StoryTeller

they are the ones from my descriptions


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

Matthius used detect magic earlier. So no magic?


[LE] StoryTeller

nothing in the 60ft cone radius facing you from where you are


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 guess the lion ghosts put me on edge, I think we should proceed up the stairs.


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

Matthius nods.

"I sense no magic so it should be safe to proceed."


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

Let's go then.

Galdamor continues to move, weapon ready.


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

What about the east and west sides? No magic? Actually, I am going to have my character every time I have him inspect a room with detect magic.


[LE] StoryTeller

Maththius makes a 180 (3 rd) and still no magic while everybody else moves about on the stairs weapons ready...

i need a marching order on the stairs, and place yourself on them

Matthius:
Remeber that it takes your at least 2 rd to check East side and west side + move.. when you get to 60 ft from the end of the hollow you can detect that the darkness is magical


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

Matthius will be guarding the rear.

"Beware. The darkness ahead is supernatural."


"We can't stare at statues all day so let's go."


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 gestures for Ayla to go first

Ok Ayla lead on

Erdwin will follow and remain in the middle of the group.


[LE] StoryTeller

please place yourself on the map (no further then 5 feet from the end of the stairs)


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

I'm sure I can only view the map.


Matthius Erigan wrote:
I'm sure I can only view the map.

Same here


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

point works for me :)


[LE] StoryTeller

there it is fixed


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 can position my character now


[LE] StoryTeller

All heroes can give me an other round of actions


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

Are we fighting?


Ayla is ready with her greatsword.


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

Galdamor follows, weapon's ready.


[LE] StoryTeller

No you are not but there are stuff happening elsewhere so i round per round actions until further notice


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

Seeing the group paused at the bottom of the stairs Erdwin suggests.

Onward and upward but Ayla, you go first... being strong and all...


Ayla continues forward, but also quips
"You a man or a mouse?
Having a lady go first, but I'm more used to front line combat so it is understandable."


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

He rolled his eyes at the two,

"Either of you trained in spotting or disarming traps? Are you both so sure some eerie evil place like this has none laying about? Are you sure you dont want me in the lead?"

He asked with a slight frown.
spot: 1d20 + 14 ⇒ (5) + 14 = 19
listen: 1d20 + 14 ⇒ (14) + 14 = 28


"I'll admit spotting things is not my strong suit, but my hearing is top notch."


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

"Oh good, at least if there is a trap you will have a second or two extra to react."

He began slowly slowying his pace and making sure there was a good eight to ten feet between them.


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

"I can detect magic all day. So I can see if there are any magical traps for you to disarm. And as I said before, the darkness that we are going to pass through is magical in nature."

Matthius concentrates to see the aura strength of the magical darkness.


[LE] StoryTeller

just to be sure for this round no one moved besides ayala ?


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

Galdamor follows Ayla 10ft. behind.


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

Unless something that causes him to move out of position, Matthius guards the rear regardless the group is moving or not. Matthius is currently trying to gauge the aura strength of the hollow. Any results?

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