JaceDK's Realm of the Fellnight Queen (Inactive)

Game Master Jacob Trier

"That fell creature sought to twist our minds, remove our souls, and make us forget what we are, rendering us into nought but crude beasts."
- Jervaise Toppington, Steel Falcon of Andoran


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Is there any chance we could convince you to go with us, to help ward off this threat to this beautiful region? We could truly use one with your insight and might to aid us.

Diplomacy 1d20 + 13 ⇒ (11) + 13 = 24


"Yeh been fightin' those brambly spriggans? Runty little burrs! A blight on the land, they be! Their presence means the Fellnight fey broke free o’ the faengard barrin’ ’em from other planes. I can'nae leave my poor few remaining trees undefended while they chop and burn their way through the forest.”

Vinroot shakes a gnarled fist at the mist in defiance and booms: "YA HEAR ME, YEH NASTY LITTLE MISCREANTS...BEST RUN BACK INSIDE YOUR SHADOWY PRISON, LEST YEH WANNAE RIGHT ROUGH LESSON. OL' VINROOT AIN'T GONNA LET YAH TOUCH ANOTHER ONE OF HIS TREES, NOT ONE!"


Male Halfling Inquisitor 8

Of course, you must defend the trees, but could you tell us more about these Fellnight Fey and that "prison"?


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

At the mention of "other planes" Caelin felt a shiver of fear. Otherworldly creatures had always held a special dread for him. He set his jaw, forcing his lips into a snarl and went back to scanning the perimeter as the others spoke.


“A prison - aye, that's what the faengard is. The First World fey laid stones ta lock away one o’ their own — an evil queen and sorceress named Rhoswen, and those that served her. If ’n the faengard be broken, only one o’ the elder fey would know how ta mend it. Devarre might know more, though - that ol' druid takes a keen interest in the affairs of the First World for a human.”


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

"Well then, it sounds like it is even more urgent that we find this Devarre, as soon as we can. I shudder to think what would happen if this 'Rhoswen' managed to free herself... I wish you luck with your continued defense of the forest. Is there any further advice, or assistance, that you can offer us?"


“Keep an eye out fer ambushes. These Fellnight bastards are sneaky, and the use the mist to their advantage. I don’t know what’s causin’ this infernal mist, but I know it flows outta the north river ravine, past where Devarre has his retreat. Yer kind refer ta the falls there as Dead Man’s Drop. Take care out there, and if ye find ta druid, tell 'im Ol' Vinroot is wardin' his trees. I recon' the good fey are fixin' to do somethin' 'bout this mess, and I'll see what I can do to help them.”


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Jervaise nods.

"Well then, best of luck to you."


Thank you kindly. I hope we get to see you when we return this way, victorious.

I think we're ready to move on in our effort to find the druid.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin nodded grimly along with Jervaise. He looked to the others to see if they were ready to press on to Devarre's.

If everyone's ready, Caelin will lead as best he can towards the druid's abode.


Goodluck nods, ready to visit this druid.


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Ready to go :-)


Mummy's Mask Campaign slides | Storyteller extraordinaire

Night has almost fallen as you bid farewell to Vinroot. Since it is soon going to be too dark to travel, the treant directs you to a nearby stream where you can make camp. Once you are settled, he lumbers off into the trees in the direction of the dryad grove.

Night passes without indecent, and come dawn you see the rays of the rising sun attempt to pierce the strange mist. Pushing on westwards, Caelin and Goodluck lead the group towards the river and the fey-mounds the dryad told you about.

Around noon, you reach a spot matching the description. Sunlight filters into the clearing, burning away the mist to illuminate a perfectly round hill dotted with fairy-cap mushrooms. Nearby, a small creek slowly trickles through a pond buffered by outcroppings of large black rock. The air hangs still, and even the sounds of forest animals seem absent. There is no sight of any dwellings or the druid himself.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

"Before we use the dryad's gift, let me take a quick look around. I fear I no longer trust the gentle beauty of this forest."

He gave a sardonic grin to the others and quickly searched the hill, around the pond and among the rocks.

Perception: 1d20 + 13 ⇒ (17) + 13 = 30


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:

Will saves:
Taecuss: 1d20 + 6 ⇒ (15) + 6 = 21
Caelin: 1d20 + 5 ⇒ (1) + 5 = 6
Jervaise: 1d20 + 2 ⇒ (3) + 2 = 5
Goodluck: 1d20 + 5 ⇒ (10) + 5 = 15
Meycho: 1d20 + 7 ⇒ (2) + 7 = 9

Caelin's search reveals nothing, and despite being aware that the area may be manipulated by some kind of illusion, none of you are able to detect anything unusual.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Bump, bump, brave adventurers...


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

"Well, it appears that we'll need the dryad's flower. The magics guarding Devarre's home are powerful indeed!"

Caelin looked at Taecuss, remembering how the bard delicately accepted the magical bloom.

Turning to Meycho, Jervaise and Goodluck Caelin added "All else in the forest has been attacked, corrupted or killed. Perhaps we should prepare ourselves for the worst, despite Devarre's skills at concealment."


When everyone appears ready for the worst, Tae produces the small flower. With a delicate shake, he produces the dust of appearance into his hand. With guidance from the more experienced woodsmen, Tae will toss the dust in the most likely area for the druid's home to be concealed.


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Jervaise nods, and tightens his grip on his sword, waiting for the Way to be revealed...


Mummy's Mask Campaign slides | Storyteller extraordinaire

The Champions of Bellis gather atop the top of the circular hill, watching in apprehension as Tae tosses a handful of enchanted flower dust into the air, allowing the wind to scatter it across the area.

You don't have to wait long. Three massive monoliths of eldritch stone, etched in ancient runes glittering with powerful magic, suddenly appear on the hilltop around you. The runes spark violently where the dust touches them, apparently suppressing their magic.

Below you, east of the hill, a small log cabin also appears, surrounded by a small garden of herbs and other signs of habitation. A thin trail of smoke rises from the chimney.

Map coming soon.


Mummy's Mask Campaign slides | Storyteller extraordinaire

All right, here is the map. I had hoped to be able to make a custom one in Maptools, but that didn't work out, so you will have to use the one from the module for now (it's pretty neat too).

MAP

You are all standing on top of the hill, between the stones.


Tae glances at the others around him, then calls out Hello to the house there! We come with peaceful intentions to the goodly folk of these woods, and in their defense!

Diplomacy 1d20 + 13 ⇒ (7) + 13 = 20

Then with a casual sweep on an arm, suggests we head down toward the house.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Tae's call echoes across the area. Nothing happens.


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Jervaise frowns.

"That does not bode well..."

He then moves forward to investigate...


Mummy's Mask Campaign slides | Storyteller extraordinaire

Can I get a sound-off from the rest of you before I move on. I'd like to know what everyone are doing and how you proceed.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin offers to lead the way down towards the house, as long as everyone is ready.


Goodluck will come down last, confused as to why land folk would go to such measures to hide their homes...


Male Halfling Inquisitor 8

I don't like this one bit. What are the chances, this fellnight queen got to the druid and attacked him?

Meycho draws his small bow and fits a cold iron arrow, before moving slowly towards the cabin, keeping an eye on the water at all times.

Damned nixies and their viles.


Tae will fall in next to last, comforted by having Goodluck behind him. He remains silent, fearful that this homestead may be the domain for the prowess his companions are well armed with.


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Jervaise moves up alongside Caelin.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM Rolls:

Perception:
Taecuss: 1d20 + 11 ⇒ (20) + 11 = 31
Caelin: 1d20 + 14 ⇒ (17) + 14 = 31
Jervaise: 1d20 + 13 ⇒ (19) + 13 = 32
Goodluck: 1d20 + 10 ⇒ (5) + 10 = 15
Meycho: 1d20 + 12 ⇒ (7) + 12 = 19

With Caelin and Jervaise in the lead, you move carefully down the hill towards the cabin.

As you get closer to the cabin, Taecusse, Caelin and Jervaise all notice a layer of pine boughs woven through a wooden frame covers a deep hole in the ground on the other side of a tall tree that stands outside the cabin (Area D2).


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Drawing his sword, Caelin moved cautiously towards the hole. An animal trap? Certainly not a cellar, Caelin mused as he approached.

I'll investigate D2 carefully.


Mummy's Mask Campaign slides | Storyteller extraordinaire

A foul stench and a swarm of flies greet Caelin as he carefully approaches the pit. Lifting the coverings, he peers down into a dark 30 ft deep pit. In the shadows at the bottom, his sharp elven eyes is able to discern the shape of a wolf, obviously dead.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin pursed his lips and sternly surveyed the scene, looking for any clues as to the cause of the wolf's demise.

Lowering the pit cover, he turned back to the others.

"A wolf. Dead." Nodding his head towards the house, he added, "Let's see if there is anything in there."

With that, he quietly approached the front door.

Approach, search and enter


Male Halfling Inquisitor 8

Wait a minute, Meycho says, closing his eyes and focusing on the hut for a brief moment.

Detect Evil, then Detect Chaos


"Dis situation seems to be a bit... strange, don't it? As if dere's been a bit more planning involved den we know, eh?"


In a hushed tone, Tae replies Good point, Goodluck. If this was an impromptu invasion borne of random opportunity, I don't know that the good druid would have been easily found and dealt with. Getting the better of an experienced druid in their own homestead is not a task to be taken lightly, even by the fey folks. They may be better organized and prepared than I had thought.

Upon reflecting, Tae adds Perhaps our insane beekeeper friend did us a favor, unknowingly. He may have tipped their hand with his jealousy giving us this chance to react when they may have otherwise overwhelmed us.

Not that they still couldn't do that, he adds silently.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Meycho:

After a few moments of concentration, you detect a faint aura of evil from within the cabin. It feels shifty somehow, and hard to pin down. You can't tell if it comes from an object, a creature or a spell.

Caelin, please be a bit more specific about what you do before entering. Do you circle the cabin, look for tracks, knock etc?


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Hearing the wisdom in Tae's words, Caelin decided to be a bit more cautious. "Well, let us see if there are any signs beyond the wolf that might tell us if the perverted fey have been here."

He searches around the front of the cabin for tracks or signs of struggle.

Perception: 1d20 + 14 ⇒ (1) + 14 = 15

"Meycho, did you sense anything?"


Mummy's Mask Campaign slides | Storyteller extraordinaire

Caelin finds a few human-sized footprints, along with various animal tracks, including wolf paw-prints. He is unable to tell anything about when they may have been made or find any signs of a struggle.


Male Halfling Inquisitor 8

There's something fell inside the hut, but I can't tell what it is exactly. Do be careful! Meycho says, obvious worry in his voice.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

"Well, should we go in now? Or would you rather circle around, and see if more clues and information is hidden to the rear? For myself, I prefer the direct approach. So, perhaps we should get ready for whatever you detect, Meycho."

OOC:

Basically asking if anyone has a better idea or wants to buff before I barge into this like an idiot. Caelin activates his Iron Will adaptation for 10 minutes.


If Mecho says there is something fell inside, we should be ready. I will open the door, and as I do that I will start a song with arcane power in it. The rest of you, be ready to act if something hostile shows itself.

When everyone indicates they are ready, Tae will move to the door, start a bardic performance and open the door.


Mummy's Mask Campaign slides | Storyteller extraordinaire

I have Caelin and Tae taking the lead on entering the cabin, Tae singing and Caelin with Iron Will active. If anyone else have anything they want to do before entering, speak up quickly.

Taecuss breaks out into a rousing song about a group of elven rangers defending a river ford against advancing orcs, and stands behind Caelin as he opens the door to the small cabin.

A large bearskin rug covers the cabin’s floor before a stone fireplace along the far wall. On the left side of the door, a stout wooden bedframe with a goose down mattress covered in heavy furs stands against the north wall.

On the right, a handcrafted table sits in the southwest corner next to a cabinet cluttered with empty cookware. In a chair by the table, an elderly human man sits, seemingly engrossed in the study of a collection of scrolls and various trinkets. He is clad in armor constructed from overlapping scales of black wood, and a heavy wooden shield leans against the wall next to his chair.

As the door opens and the sound of Tae's song fills the room, the man looks up and frowns, as if disturbed from an important task by uninvited guests. His skin is oddly mottled and has a green-brown tone.

"Huh...what...singing elves? What's all this now?" he mutters in a perplexed voice.

Spellcraft DC 16:

The man looks like he is under the effect of a barkskin spell.

Meycho (if you maintain concentration of your detect spells and enter the hut):
The faint trace of evil is coming from the man. But you are not sure he is the source. It may be some effect or spell he is under, or an item he is carrying.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Spellcraft: 1d20 + 6 ⇒ (2) + 6 = 8

Caelin tenses somewhat at sight of the old man, hopeful but fearing trickery.


"Good day, sir. We heard you might be able to help us out regarding the current situation. Are you available, sir?"


Male Half-Elf Fighter 1 / Rogue (Scout/Thug) 4 / Steel Falcon 2 / Chevalier 1

Jervaise stays silent, but moves in through the door behind Caelin and Taecuss, keeping a wary on proceedings...


Spellcraft 1d20 + 7 ⇒ (15) + 7 = 22

Following on Goodluck's greeting, Tae will add Yes, indeed. Are you aware of the changes that have been going on in these lands? The danger that is mounted for all who live here?


Male Halfling Inquisitor 8

Meycho enters and maintain concentration on his spell. After a short while, he mutters in halfling, hoping some of his comrades speak that tongue.

In halfling:
I think there's an evil spell on him.

Spellcraft: 1d20 + 4 ⇒ (20) + 4 = 24


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin listened to Tae aprovingly, but he was taken aback by Meycho's language. "Is that...gnomish?" he thought to himself.

Unable to understand the words, he tried to guess at their meaning.

Sense Motive: 1d20 + 5 ⇒ (3) + 5 = 8

"He seems relieved, which I suppose is good", Caelin thought and he relaxed a bit.

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