DM Sully's Kingmaker (Inactive)

Game Master Max Hellspont


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Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Karthas looks over to see what Tyr is trying to point out.


Karthas...:
looks in the direction that Tyr is pointing. Looking down the path to the river, he spies a faintly glowing, vaguely humanoid shape hovering on the far side of the ford. Barely perceptible above the sound of the wind sighing in the trees, the barbarian hears a low moaning sound.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Karthas goes around waking the remaining party members, pointing out the ghostly figure in the distance.

Could that be the Davik Nettles that we heard about back at Olegs?"


Seeing Karthas nod and move off to wake the others, Tyr draws his great sword and moves towards the 'glowing figures' edge of camp to await the party gathering near him.

Tyr shrugs at Kartha's comment, indicating he really has no idea. All the while he tries his best to keep the glowing thing in sight.

He takes up a defensive position, though he fears his plain steel sword may not be up to the task of this fight.

;)I understand Eseldra, one of the draw back of a Wizard's power. *bows*


Male Human Paladin: 2

Hiram wakes suddenly at Karthas' touch, opening his eyes for a second, and then focusing on Karthas. He looks to where he is pointing, nods and gets up.

Hiram quietly grabs his hand axe, his covered everburning torch, and grabs his bow and quiver. He stands in his normal clothes, without his normal chain shirt on.

He stretches quickly and quietly, and moves up next to Tyr.

Stealth check: 1d20 + 1 ⇒ (14) + 1 = 15

When he gets up next to Tyr, he nods, and prepares his longbow.

"Though it seems to be a ghost, perhaps we should get closer to examine it?" He whispers quietly.


Female Human (Varisian) Oracle 2

Cinders opens her eyes wearily and sits up. She gazes over to the strange apparition while pulling her hood up over her face. She stands up and joins the rest of the group. "This is a bad omen," she says. "We should be wary and not provoke it."


Male Human Cleric 2

Jamison stirs, and sits up.

Well, ain't that somethin'. Ah never did before see the like o' such a thing.

He moves forward with Karthas.

Thinkin' we should go figgur out why yonder shade hasn't gone t' Ph'rasma as it ought to have? Ah'm with you, then. Deadeye don't hold with walkin' shades. If'n ye'd rather stay here an' let it pass, though, ah reckon that'd be jus' as well, too.


Thorn River Ford Camp

Tyr, Hiram, and Cinders gather together at the north end of the camp and watch the glowing apparition hovering on the opposite side of the ford. Karthas wakes the others and, along with Jamison, joins the trio at the north end of the camp. Mikmek stands guard outside Eseldra's tent, facing toward the ford, spear in hand and growling low in the back of his throat.

As the companions watch, the faintly glowing humanoid apparition floats up the northern path leading away from the river, disappears in the trees, and then reappears and floats back down to the ford, stopping to hover in the same position as before.


Spoiler:
Loath as I am to make the comment in such a "Timmy = well" style.

"Um, I think it wishes us to follow it?" Tyr suggests.


Male Human (Varisian/Ulfen) Druid 3

"Gods be damned", Euron mutters. "I was having the grandest dream - I was a wolf running through the woo..." the druid stops as he notices the apparition at the edge of the clearing.

Silencing himself, he looks to the others for insight - as to the identity or purpose of the appearance.


"Well, then, I suppose we should be off and following it then."

Eseldra steps forward assuredly and confidently (though Mikmek hears her audible gulp as she passes him) and makes her way to their side of the ford.

"Hello, spirit. Do you wish us to follow you someplace?"


Female Human (Varisian) Oracle 2

Cinders looks at Eseldra in alarm. "We should not make light of the situation," she whispers. "Speak respectfully lest it unleash whatever terrible powers it possesses." She warily turns her eyes back towards the apparition.


DM's Eyes Only:

Ps: 1d20 + 17 ⇒ (3) + 17 = 20
Ts: 1d20 + 16 ⇒ (10) + 16 = 26

Eseldra:
Please give me the following rolls: a Perception check; an unmodified d20 roll; and a Reflex save (DC 14).


DM Max:

Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Unmodified d20: 1d20 ⇒ 1
Reflex: 1d20 + 3 ⇒ (11) + 3 = 14

"I am not making light of the situation. I'm asking it if it wants us to follow it someplace."


Female Human (Varisian) Oracle 2

"I am simply suggesting you not speak so casually to it. Where such spirits walk, great evil follows."

Those who look close enough can see that Cinders is actually quivering in fear.


Thorn River Ford Camp

Eseldra:
As you step near the ford, the spot where you are standing suddenly becomes covered by a layer of slippery grease. Luckily, by flailing your arms madly about you for a moment you manage to maintain your balance and avoid falling into the shallow water of the ford. Just when you feel steady, the glowing apparition bursts into four glowing spheres of light that fly across the ford and whirl around you. Within the faint light of the spheres, you see that an approximately ten-foot square of the path on which you are standing is covered by a greasy film. Unfortunately, to move back toward your companions you will have to cross the greased area. (Squares N-19, O-19, N-20, and O-20 are greased, but you can walk through at half-speed with a DC 10 Acrobatics check. Failure means you can't move that round - and must make another Reflex save DC 14 or fall - while failure of the Acrobatics check by 5 or more means you fall anyway. If you fall from your current position, you will slide into the ford at square O-18 and get soaked, but the water at the ford is too shallow for you to wash downstream.)

The companions watch with trepidation as Eseldra boldly advances toward the ford and calls out to the floating apparition on the other side. As she reaches the water's edge, she suddenly begins flailing her arms madly about as if possessed. After a couple of seconds her flailing stops, and she stands stock still. At that moment, the glowing apparition bursts into four glowing spheres of light that fly across the ford and whirl around Eseldra's head.

Perception DC 26 to read (everyone can attempt this check):

You hear a muffled sound like soft tinkling musical laughter being poorly stifled behind two hands, and then a voice whispers in Sylvan: "Ha-ha-ha! See, Perlivash? The fiend-blood biggins is more nimble than you thought! Tee-hee-hee! You lose this round!"


Female Human (Varisian) Oracle 2

Heh, Cinders can attempt the check, but given her Perception modifier is -1, she will fail not matter what is rolled, so she won't bother. :)

Her hands go to her scimitar as Eseldra begins flailing.


Male Human Paladin: 2

Perception check: 1d20 + 1 ⇒ (7) + 1 = 8 HA! Not a chance in...

Seeing Eseldra go stock still, Hiram rushes forward, putting away his bow as he moves,

"Stand BACK! She may be possessed! I seen this once before...ain't a pretty sight!"

Hiram rushes to get to Eseldra's side, once there he begins to concentrate on her.

DM Max:
Using Detect Evil on Eseldra.


Perception:1d20 + 2 ⇒ (10) + 2 = 12

Tyr frowns, worried for his companion and advances to within striking dictance but still leaves Hiram space to do his work.


Male Human (Varisian/Ulfen) Druid 3

C'mon 18!

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Yeah, no...

Baffled by the apparition and Eseldra's behavior, Euron looks to his animal companion to see how the wolf is responding - knowing nature's servant are the best judge of a threat or innocence.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Perception:1d20 + 5 ⇒ (4) + 5 = 9

Confused by what is going on, Karthat draws his blade and slowly moves toward Eseldra.


Thorn River Ford Camp

Hiram:
As you rush to Eseldra's side, you feel your feet begin slide out from under you. Somehow, the pathway around Eseldra has become coated with a layer of grease! (Please make a Reflex save DC 14 to avoid falling and sliding into the river. Squares N-19, O-19, N-20, and O-20 on the map are greased, but if you make your Reflex save you can walk through at half-speed with a DC 10 Acrobatics check. Failure of the Acrobatics check means you can't move that round - and must make another Reflex save DC 14 or fall - while failure of the Acrobatics check by 5 or more means you fall anyway. If you fall from your current position, you will slide into the ford and get soaked, but the water at the ford is too shallow for you to wash downstream.)

By the way, you detect no emanations of evilness from Eseldra, but she might be thinking evil thoughts toward whoever/whatever put her in this situation!

Tyr:
As you approach Eseldra and step beside Hiram, you feel your feet begin slide out from under you. Somehow, the pathway around Eseldra has become coated with a layer of grease! (Please make a Reflex save DC 14 to avoid falling and sliding into the river. Squares N-19, O-19, N-20, and O-20 on the map are greased, but if you make your Reflex save you can walk through at half-speed with a DC 10 Acrobatics check. Failure of the Acrobatics check means you can't move that round - and must make another Reflex save DC 14 or fall - while failure of the Acrobatics check by 5 or more means you fall anyway. If you fall from your current position, you will slide into the ford and get soaked, but the water at the ford is too shallow for you to wash downstream.)

Euron:
You look down at Niko and see the wolf sitting on his haunches and watching the spectacle, his tongue lolling out of his mouth in what you would swear is an amused grin!

Hiram Salatin wrote:
"Stand BACK! She may be possessed! I seen this once before...ain't a pretty sight!"

Hiram shouts his warning to the others as he and Tyr rush toward Eseldra. Horrified at the thought that the wizard may be possessed by a malevolent force, the watchers in the clearing are even more shocked to see Hiram and Tyr flail around wildly once they reach Eseldra's side. It almost looks like they might fall right into the river! The light globes widen their path to spin madly about the trio.


Male Human Cleric 2

Well, ain't that the bull's horns? , Jamison mutters as he squints at the trio. Any idears, Miss Cinders? Ah'm tempted t' lissen t' Hiram n' stay back, but ah might be able to offer Miss 'Seldra some protection if'n ah could just get to 'er. Shucks, Deadeye don't reward th' timid, the man says, heading directly for Eseldra.

I intend to cast Protection from Evil on Eseldra once I reach her.


Reflex Save 1:1d20 - 1 ⇒ (11) - 1 = 10

And with that.

Reflex Save 2:1d20 - 1 ⇒ (6) - 1 = 5

"Augh!" Is Tyr's exclamation as he slips, falls and begins to slide.


Female Human (Varisian) Oracle 2

"By Sarenrae, this is madness. We are doomed." Cinders quickly casts a spell (resistance on herself) and then moves forward to join the others.


Arms flailing wildly, Tyr falls to the ground and slides into the river. As he enters the water, one of the light globes moves to hover over the fighter.

Tyr:
You slide into the water of the ford, totally drenching yourself. Fortunately, the water is only a little more than a foot deep here, and you should be able to easily rise to your feet - if no one else on the shore slides into you, that is! The light globe hovers over you, thoughtfully providing you with sufficient illumination to see well enough to get out of the river - and providing adequate light so that the people in the clearing can get a good look at your drenched state.

Just as Tyr splashes into the water, Jamison steps into the spot where the warrior had been standing next to Hiram a second before. Suddenly, the priest of Erastil begins to flail around wildly.

Jamison:
As you approach Eseldra and step beside Hiram, you feel your feet begin slide out from under you. Somehow, the pathway around Eseldra has become coated with a layer of grease! (Please make a Reflex save DC 14 to avoid falling and sliding into the river. Squares N-19, O-19, N-20, and O-20 on the map are greased, but if you make your Reflex save you can walk through at half-speed with a DC 10 Acrobatics check. Failure of the Acrobatics check means you can't move that round - and must make another Reflex save DC 14 or fall - while failure of the Acrobatics check by 5 or more means you fall anyway. If you fall from your current position, you will slide into the ford and get soaked, but the water at the ford is too shallow for you to wash downstream.)


Male Human Cleric 2

DM Max:
Reflex: 1d20 + 2 ⇒ (1) + 2 = 3....lol


Female Human (Varisian) Oracle 2

Cinders hesitates momentarily, then mutters a quick prayer to Sarenrae. She grab's Jamison's arm and tries to pull him back away from the lights.


Jamison:
You slide into the water of the ford, totally drenching yourself and knocking poor Tyr over just as he was rising to his knees. Fortunately for both of you, the water is only a little more than a foot deep here, and you should be able to easily rise to your feet - if no one else on the shore slides into you, that is! The light globe hovers over you, thoughtfully providing you with sufficient illumination to see well enough to get out of the river - and providing adequate light so that the people in the clearing can get a good look at your drenched state.

Cinders:
Jamison rolled a '1' on his saving throw before you could grab him. Please give me a Perception check, DC 10.

In nearly the same fashion as Tyr, Jamison falls to the ground and slides into the river before Cinders can grab the priest. Just as Tyr is climbing to his knees, Jamison collides with the fighter, knocking them both prone in the water.


Male Human (Varisian/Ulfen) Druid 3

Seeing Niko's ease as transpiring events, the druid relaxes. Before checking his companion, his weathered hand was reaching for the ranseur that lay near his bedroll.

Instead, the old druid sits back onto his bedroll taking up a position next to the wolf, and watches as events unfold.

"I think the Chartered Six may have angered some forest spirits... best make peace with'em fast!"

After seeing Tyr and Jamison crash into the water, the druid sighs, stands, and walks over to Tunica. Pulling a winter blanket off the elk, he meanders back into camp, having it at the ready when the others decide to dry off.

For Max:

Since Niko is at ease, Euron is ruling out undead (which he knows little of) and assuming this is playful fey at work.

Know(Nature): 1d20 + 6 ⇒ (15) + 6 = 21


Female Human (Varisian) Oracle 2

DM:
Perception: 1d20 - 1 ⇒ (7) - 1 = 6
Cinders is in too panicked a state to notice anything at the moment. :)


Euron:
You, Sir, are correct! However, your Knowledge (nature) check indicates that these antics don't seem malicious enough to indicate that the fey are angered - more like they are just having some good-natured fun with your companions. You also know that trickster fey can often be befriended with bribes - although fey generally think of these as gifts, as 'bribe' is considered to be an ugly word. Gifts of shiny bits of jewelry, alcohol, sugary food, and potions are particularly welcomed, while items that incorporate cold iron are hated and will engender a strongly negative response.

Cinders:
You don't know why Tyr and Jamison fell into the water, or why Hiram is still jerking around. Would you like to move any closer to Eseldra?


Male Human (Varisian/Ulfen) Druid 3

For Max:

Are the balls of light the creature? (i.e. a wisp?) or is that a spell or SLA from another creature?

I'd assume the 21 would be a good shot at identifying a wisp (10+CR6=DC16). I know its +5DC if its an "obscure creature".

If it's a spell or SLA, Euron has no ranks in Spellcraft, so he's oblivious to their mysterious powers.

As long as he perceives no danger, Euron is content to sit on his bedroll - for no doubt he "learned the hard way" about fey as a druid, and thinks it best if the others learn this same way.


Euron:
You are 100% certain that the balls of light are not will-o'-wisps, and strongly suspect that they are a harmless component of the elaborate prank being perpetrated by one or more fey creatures. In fact, the lights seem to be positioned in such a way as to provide illumination to help those that fall in the river find their way out, while also providing adequate light so that those in the clearing can get a good look at their companions' drenched states.


Female Human (Varisian) Oracle 2

As long as Tyr and Jamison don't appear to be drowning, Cinders will approach Eseldra. Otherwise, she will attempt to help Tyr and Jamison.

Grimacing, Cinders moves carefully forward, hoping to avoid whatever caused Tyr and Jamison to topple into the river. She reaches for Eseldra.

I'm guessing I need a Reflex save here, so here goes:
Reflex: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Yay!


Thorn River Ford Camp

Apologies to Hiram, but the poor paladin has been dancing around all day, so...

Hiram:
Reflex save DC 14: 1d20 + 3 ⇒ (10) + 3 = 13

Arms flailing wildly, Hiram falls to the ground and slides into the river, nearly knocking Eseldra down as he passes within inches of her. As he enters the water, one of the light globes moves to hover over the paladin.

Cinders:
As you approach Eseldra, you feel your feet begin slide out from under you. Somehow, the pathway around Eseldra has become coated with a layer of grease! Luckily, by flailing your arms madly about you for a moment you manage to maintain your balance and avoid falling into the shallow water of the ford. (Squares N-19, O-19, N-20, and O-20 on the map are greased, but you can walk through at half-speed with a DC 10 Acrobatics check. Failure of the Acrobatics check means you can't move that round - and must make another Reflex save DC 14 or fall - while failure of the Acrobatics check by 5 or more means you fall anyway. If you fall from your current position, you will slide into the ford, knocking into Jamison and getting soaked, but the water at the ford is too shallow for you to wash downstream.)

Cinders steps next to Eseldra, where Jamison had stepped a moment before. Suddenly the robed and hooded woman begins to flail around wildly as if possessed. After a couple of seconds her flailing stops, and she stands stock still with one of the glowing orbs of light hovering above her head.


Male Human (Varisian/Ulfen) Druid 3

Euron stifles a chuckle and begins to look about the camp for additional blankets to use as towels. Grabbing a couple more, as if to encourage the antics, he hands a blanket to Mikmek and whispers something to the kobold.

For Mikmek:

"Best ye use this to curry favor with Eseldra if she gets wet!" There is a hint of mirthful glee in the druid's one good eye.


DM Max:
Acrobatics check: 1d20 + 3 ⇒ (4) + 3 = 7
Reflex save: 1d20 + 3 ⇒ (17) + 3 = 20

Eseldra calls out, her voice cold with annoyance. "It's not a ghost, it's some sort of light show with a grease spell on these rocks. We need ropes, not spells!"


With a "Glub!" Tyr goes down again when Jamison slides into him.

I assume it is a simpler task to stand in the river at thr ford? =)

Once the pair are 'settled' in the stream, Try takes his time to again try and stand up in the chill waters.


Male Human Paladin: 2

Sputtering, Hiram pokes back out of the ford onto the dry ground. At the mention of ropes, he looks up and grins...taking the lasso off his shoulder, and letting the rope out.

"Attack vs. Eseldra" 1d20 + 4 ⇒ (2) + 4 = 6 Touch attack?

Initiating a grapple if that works.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Hearing that Eseldra, Tyr and Jamison are in no danger from some sort of ghostly figure, Karthas breaks into laughter, and goes back to the campsite to get the rope from his pack. Upon returning, and getting close enough, he throws a line in the direction of Eseldra and the others.

"Here ya go. Now get back up here next to the fire before you freeze to death."


Perception DC 20 to read:
You hear a high-pitched voice gloatingly whisper in Sylvan: "Ha! Not so fast, Tyg! I got three of the biggins to fall in the river with that one! That's better than your conjured water soaking them one at a time! I win this round! Let's see you top that!


Male Human Paladin: 2

Perception check: 1d20 + 1 ⇒ (10) + 1 = 11

Naturally!


Perception:1d20 + 2 ⇒ (1) + 2 = 3

Try wipes the mud from his face...

;)


Female Human (Varisian) Oracle 2

Heh, another Perception check that Cinders cannot possibly succeed on. :)

Hearing Eseldra's words, Cinders lowers her head and pauses. She stands still for a few moments, and then reaches for the rope that Karthas has thrown.

Acrobatics (if needed): 1d20 + 6 ⇒ (8) + 6 = 14

She pulls herself back to stable ground. "Who would make such a joke?" she grumbles.


Male Human (Varisian/Ulfen) Druid 3

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Clearly, Euron cannot hear the voices over his own laughing.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Perception:1d20 + 5 ⇒ (17) + 5 = 22

"What in the Nine Hells is that? Sounds like some sort of high pitched voice, but I'm not sure what the language is."


Male Human Cleric 2

Perception: 1d20 + 3 ⇒ (10) + 3 = 13

Jamison stands up and makes his way back to where Euron sits. He is wet, and pissed off.

Well, Ah'll tell'ee what, Mister Euron, but I should'a known this'd just be some blasted fey playin' their tricks. Happ'ned t' me on more'n a few occasions out 't th' farm. Can't ever see 'em, and can't hear 'em, hafta just let 'em have their fun 'n mebbe they'll get bored.

Jamison looks around for a decent-sized downed tree branch. Once he finds one, he grows in size and proceeds carefully to L-20/19, M-20/19. He holds the branch out to each party member in turn, hoping that they are able to grab it.


Female Human (Varisian) Oracle 2

Once she's off the greased area, Cinders takes a moment to compose herself. "I said this was a bad omen," she mutters. She looks at Karthas. "What voice are you talking about?"


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

In response to Cinder's question.

"Listen closely, you still might be able to hear them. I guess it could be the fey that Jamison was speaking of."

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