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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Mummy's Mask Campaign slides | Storyteller extraordinaire

It takes all of Jervaise's strenght and skill at arms to strike the man, but he manages to bring his heavy blade around the shield and through the toughened green skin and wooden armor to deal a resounding blow that leaves the druid reeling and shaken.

Tae is up


Shocked at the sudden change of events, Tae nonetheless reacts quickly, trusting in his allies' decision to attack. He readies his whip and begins a bardic performance to inspire courage.

Armor Class 21, Hit Points 52/52, Bardic Performance 23 rounds remaining. Inspire Courage.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Sorry about the delay, guys. My new job is taking much of my focus, and my laptop is still making it hard for me to update the map.

The druid reels from the blow Jervaise struck him, and stumbles backwards. He mutters an arcane phrase and gestures to the path leading up o the hill. At once, grass and other plants seem to come alive, wrapping around your legs.

reflex saves all around, please. Will update later.


Male Halfling Inquisitor 8

Shouldn't that be a divine phrase? ;) Ref: 1d20 + 10 ⇒ (7) + 10 = 17


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

Well, he *could* be an Arcane Heirophant ;-)


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

Reflex: 1d20 + 9 ⇒ (16) + 9 = 25

I'll also try to identify the spell he was casting:
Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21


Reflex save 1d20 + 9 ⇒ (17) + 9 = 26


Mummy's Mask Campaign slides | Storyteller extraordinaire

Just a quick post to let you know that you are not forgotten. My laptop is fighting a losing battle to stay out of the scrapyard, and while I can post from other computers, i have a lot of stuff I need for this game on that machine. Hopefully, the issue will resolve itself soon.


Mummy's Mask Campaign slides | Storyteller extraordinaire

All right - I've commandeered* my wife's laptop until my own gets fixed. Back to the action. *By "commandeered" I naturally mean "begged permission to use"

Reflex saves for Jervaise and Goodluck:
Jervaise: 1d20 + 6 ⇒ (4) + 6 = 10 - fail
Goodluck: 1d20 + 4 ⇒ (15) + 4 = 19 - pass

All except Jervaise react quickly enough not to be ensnared by the plants.

Jervaise, you gain the entangled condition. You can attempt to break free as a move action by making Strength or Escape Artist check vs. DC 12.

Caelin and anyone else who pass a DC 16 spellcraft check:

Yup - it's entangle

The druid satisfied sneer as Jervaise is trapped by the plants last only a moment. Then Goodluck's magic hits him, stripping him of the bark-like green layer protecting his skin.

Goodluck, you have a move action if you wish before we move on to round two.

Updated Map


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

Round 2:

54/54 hp, AC 21/11/20, CMD 23.

Grunting in annoyance, Jervaise struggles to free himself from the plants...

Strength check: 1d20 + 6 ⇒ (20) + 6 = 26.

He then 5' steps forward, and takes a swing at Devarre!

+1 Merciful Cold Iron Greatsword: 1d20 + 14 ⇒ (6) + 14 = 20, for 2d6 + 16 + 1d6 ⇒ (2, 3) + 16 + (6) = 27 Non-lethal damage.

Free Intimidate check (to demoralize): 1d20 + 18 ⇒ (20) + 18 = 38 Vs DC 10 + target's HD + Wisdom modifier. If successful, the target is Shaken for a number of rounds equal to 1 + the damage dealt to it.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Entangle makes the ground difficult terrain, Jervaise. No 5-ft step.


Goodluck holds up his hands. "Calm, fadder! I hadda know if you were actin' on yer own mind or if you was taken over by some sorta magic. I am sorry, but I hadta know! We mean no harm, fadda!"

Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18


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

I'm so confused! :-)

Caelin let his sword tip lower as he thought to himself. "It is perhaps time for Jervaise's tender mercies. I can't tell if our foe is evil or simply deranged!"

Deciding to get out of the way of the others, he did his best to struggle through the undergrowth, up the hill, swerving past Devarre and onto the clear ground behind him.

Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9 Looks like I'll take an AOO! So, double move to somewhere in the clear behind Devarre.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The old man just glares at Goodluck with angry eyes. Caelin pushes past him, taking position among the three magic stones on the hilltop.

The druid has not drawn a weapon, so no AoO Caelin. Meycho is up for round 2


Male Halfling Inquisitor 8

Nimbly, Meycho makes his way out of the entangled grass.

Double move to G15 (I think)


Mummy's Mask Campaign slides | Storyteller extraordinaire

Past time for a status update, I think. My laptop is still not fixed, in case you are wondering about the infrequent updates.

Showdown at Devarre's hut

The Champions of Bellis surround the old man they presume to be the druid Devarre. Only Jervaise have taken actual hostile action at this point, striking the druid with his merciful greatsword. Devarre has attempted to ensnare the heroes with entangle, and Goodluck dispelled the druid's protective barkskin spell. All attempts to calm the old man after Goodluck cast his spell have failed.

Round 2

Initiative:
Meycho: 21 (acted - double moved)
Caelin/Aumgwe: 20 (acted - moved past Devarre onto the hill)
Jervaise: 17++ (acted - broke free of entangle and stepped forwards, but could not attack)
Tae: 17+
"Devarre": 17
Goodluck: 6

Map:
- The light green area is affected by entangle. See the link for details. Any who remain in the area at end of Devarre's turn must make a DC 12 reflex save again to avoid being entangled.
- The slopes leading up the hill (the brown edges) is difficult terrain.
- The three standing stones are at least 10 ft tall and block line of sight.

Notes:
- The grid on the map in the module is impossible to line up properly with Maptools, sorry about that. In case of doubt, refer to the coordinates.

- Caelin and Meycho, don't forget your birds - if you do not specify an action for them, I will default them to following you around.

UPDATED MAP

Taecuss, your turn


Tae continues his performance and tries to help a peaceful end to this. I know it is a long shot, but he’ll cast Hideous Laughter on the druid, DC 15 will save to negate.


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

"Surrender, fool, and explain yourself!" Caelin shouted at Devarre.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:

1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17

7d6 ⇒ (5, 1, 5, 4, 4, 3, 6) = 28

Jervaise: 1d20 + 6 ⇒ (20) + 6 = 26 vs DC 16 - pass
Goodluck: 1d20 + 4 ⇒ (8) + 4 = 12 vs DC 16 - fail

The druid does not appear to find Taecuss magic amusing. Although still shaken by Jervaise's brutal attack, he is not affected by the elven bards attempt to make him laugh.

Ignoring both Goodluck and Caelin's shouts for reason, he then steps back points in the direction of Jervaise and Goodluck and utters a single word none of you understand. Lightning arcs out from the outstretched hand.

Jervaise's battle-honed reflexes allow him to hurl himself out of the way, leaving him unscathed. Bet you like that evasion right now, don't you?

Goodluck is not so lucky. The bolt strikes him squarely in the chest, leaving a gruesome blackened burn upon his dark flesh. 28 points of electricity damage.

The old man's face twists into a grotesque mask of malice as he inspects the injury he has caused. Then he slides his scimitar out of it's scabbards and holds it up in a mocking salute. A thin layer of frost makes the blade glitter in the light of the setting sun.

"Come on, then...I will destroy you one by one, you meddlesome fools." he snarls.

Spellcraft DC 18:

Whatever Devarre just did, it certainly wasn't druidic magic, but rather some sort of spell-like ability similar to the lightning bolt spell.

Devarre stepped 5 ft straight north. Goodluck is up.


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

Round 3:

54/54 hp, AC 21/11/20, CMD 23.

Jervaise sighs, and shakes his head.

"You are deluding yourself, if you believe that..."

He then purposefully moves forward, and takes another swing...

+1 Merciful Cold Iron Greatsword: 1d20 + 14 ⇒ (19) + 14 = 33...
Crit Confirmation: 1d20 + 14 ⇒ (18) + 14 = 32, for 4d6 + 32 + 1d6 ⇒ (5, 3, 3, 4) + 32 + (6) = 53 non-lethal magical cold iron damage.

Reflex save to avoid Entanglement: 1d20 + 6 ⇒ (19) + 6 = 25.


Goodluck bows his head, gritting his teeth against the pain. "I apologize for my actions, but I have debts to discharge and I cannot allow you to kill me, old man!"

Casting Hold Person Will Save DC 17


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:

1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23

Showdown at Devarre's hut - Round 3

Once again, the old man resists a magical attempt to incapacitate him. He ignores Goodluck's apology and focuses on Jervaise and Caelin, who are close enough to strike him.

Initiative:
Meycho: 21
Caelin/Aumgwe: 20
Jervaise: 17++
Tae: 17+
"Devarre": 17
Goodluck: 6

Map:
- The light green area is affected by entangle. See the link for details. Any who remain in the area at end of Devarre's turn must make a DC 12 reflex save again to avoid being entangled.
- The slopes leading up the hill (the brown edges) is difficult terrain.
- The three standing stones are at least 10 ft tall and block line of sight.

Notes:
- The grid on the map in the module is impossible to line up properly with Maptools, sorry about that. In case of doubt, refer to the coordinates.

- Caelin and Meycho, don't forget your birds - if you do not specify an action for them, I will default them to following you around.

Active effects:
- entangle (see above)
- Inspire Courage

Jervaise, could you please spoiler your action if you post it before your initiative count?


Male Halfling Inquisitor 8

Meycho puts an arrow to his bow and waits for the "druid" to use his magic again, while urging Falling Star to harass him.

Meycho Readies, Falling Star flies to the rear of the druid, attacking once.

Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


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 ⇒ (17) + 6 = 23
53/53hp

"This is no druid, I am certain! Aumgwe! At this, Caelin gave a screech, asking his hawk to stay behind him.

Caelin stepped up behind "Devarre" and brought his greatsword around in a mighty swing.

rolls:
5-ft step to H10 +1 Cold Iron Greatsword, Power Attack: 1d20 + 9 ⇒ (6) + 9 = 15 (+13 - 4 cover +2 flanking -2 Power Attack)
Damage if hit: 2d6 + 13 ⇒ (6, 3) + 13 = 22
Second swing, which I won't take if Devarre falls unconscious: 1d20 + 4 ⇒ (19) + 4 = 23
Confirm Crit: 1d20 + 4 ⇒ (12) + 4 = 16 (probably not)
Second damage: 2d6 + 13 ⇒ (6, 1) + 13 = 20

Finally, does it appear that Jervaise's non-lethal damage is having an effect on "Devarre"?


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:

1d20 + 13 ⇒ (6) + 13 = 19
5d6 ⇒ (6, 6, 4, 5, 3) = 24

Almost as one, Caelin, Falling Star and Jervaise fall upon the old man from all sides. First, Falling Star rakes him with sharp talons, drawing red stripes across his face. Then Caelin steps up and cuts a deep gash into the man's side.

Finally, Jervaise smashes the man right on the head with a mighty overhand chop that would surely have killed him outright if not for the merciful enchantment on the blade. As it is, the sound of breaking bone can clearly be heard by all as Devarre collapses in a heap.

For a few moments, a deadly calm settles over the hill.
.
.
.
.
.
Then Devarre convulses and exhales....a tiny ball of bright light with arcs of electricity playing across it's surface shoots out of his mouth, flying straight at Jervaise with tremendous speed. The thing erupts in a shower of sparks and tendrils of electrical discharge as it strikes him, disappearing in an instant leaving only the whiff of ozone…

Jervaise, you take 24 points of electrical damage. Please give me a will save.

Knowledge (planes) DC 16:

The thing is most likely a Spark. When a great storm rips across a world in the Material Plane, it sometimes tears rifts between the planes and lets loose base creatures composed entirely of elemental energy, yet embodied with a sentience resembling the denizens of its new home world. A spark does not intend to understand other creatures; it only wishes to use them as a conduit for their unbridled energy.

Knowledge (planes) DC 21:

Sparks are able to discharge their inherent electrical energy in a manner of ways, both by touch and as bolts. They share the traits of other elementals, such as immunity to bleed, paralysis, poison, sleep effects, stunning, critical hits and precision damage such as sneak attacks.

Knowledge (planes) DC 26:

A spark can attempt to infuse itself within a mortal host. Fueled by frenetic thought patterns and erratic actions, a spark jolts through its new world in search of a physical body, drawn by an urge to know form. Some accomplished spellcasters seek sparks for symbiosis. Sorcerers with elemental bloodlines or clerics devoted to deities with elemental domains reach an agreement with these strange creatures and allow them to ride within their bodies. Such a relationship carries a great risk of the host suffering from harmful effects over time.


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

"Gozreh's great green...what WAS that!?


Knowledge Planes 1d20 + 12 ⇒ (11) + 12 = 23

It's a Spark, I think. An elemental creature made entirely of energy, yet, aware, alive like us. I know they can lash out with energy in bolts or by touching others, but I'm not sure where it disappeared to.


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

Will save: 1d20 + 2 ⇒ (4) + 2 = 6.

*+2 racial bonus on all saving throws against Enchantment spells and effects.

*+2 trait bonus on all saving throws against charm and compulsion effects.

*+4 morale bonus to saving throws against charm and compulsion effects and attempts to possess his body or mind.

All of these bonuses stack, if relevant.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Jervaise ONLY!:

All those bonuses are highly relevant, but alas, not enough. I'll be in control of Jervaise until further notice.

Through the pain of the electric burn, you feel a precense in your mind. You realize that your limbs no longer respond to your directions - it is as if something is overriding your nerveous system, controlling you like a puppet. Not only your movement, but also your speech and senses.

Please make a post expressing confusion about the sudden disappearance of the thing that just hit you.


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

Jervaise winces, massaging his electricity burns.

"What the devil was that, and where the heck did it go?"


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

Caelin turns his attention to Devarre. "Goodluck. I could use your help."

Heal check: 1d20 + 6 ⇒ (20) + 6 = 26


Mummy's Mask Campaign slides | Storyteller extraordinaire

Lets stay in initiative for now, but you are free to act in any order you want.


Tae will stop his performance and slowly circle in place, looking intently for any sign of the Spark, or any other allies of the druid.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM Rolls:

Taecuss: 1d20 + 11 ⇒ (16) + 11 = 27

Caelin:

Devarre is alive and stable, but will be unconcious for hours without magical healing. He has taken all of his hp total as non-lethal dmg and about half his hp total as lethal dmg.

Taecuss scouts around the area, but sees no sight of the Spark.

The entangle is still in effect, so Goodluck and Taecuss need to make a reflex save to avoid being entangled. Goodluck is left act before we move into round 3.


Male Halfling Inquisitor 8

Knowledge (Planes): 1d20 + 6 ⇒ (8) + 6 = 14

Meycho keeps an eye out for visible threats, calling to Jervaise, You ok pal? You look worse than after that party at the Hopping Hobgoblin in Absalom a few years back.

DM ONLY!:
Meycho is suspicious. The Hopping Hobgoblin is some name he's just invented, never having been to Absalom with Jervaise. Sense Motive, in case it is necessary: 1d20 + 9 ⇒ (10) + 9 = 19


Goodluck shakes his head, still confused by the man's sudden exhalation of energy.
Casting Cure Serious Wounds on self: 3d8 + 7 ⇒ (8, 5, 3) + 7 = 23

Reflex: 1d20 + 4 ⇒ (13) + 4 = 17


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM Rolls:

1d20 + 9 ⇒ (13) + 9 = 22

Both Goodluck and Tae avoid being entangled. There is still no sign of the spark.

Jervaise only:

Please post that you move to the middle of the hill, appear to look for the Spark and answer Meycho "Nothing to worry about, buddy. Just got a bit zapped, is all."


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

Picking his way carefully across to the center of the hill-top, Jervaise looks around for the Spark, before giving a sigh of frustration.

"Where did it go?"

When Meycho poses his question, Jervaise smiles, and answers:

"Nothing to worry about, buddy. Just got a bit zapped, is all."


Well, let's make our way out of this spell area. I guess we can search the cabin to see if there is anything there that will help us along our way.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Meycho only!:

Now that you are paying careful attention, both Jervaise's movements and speech seem a bit...rushed. It may just be the excitement and after-effects of the electrical attack, but his tone has an unfamiliar ring to it.


Male Halfling Inquisitor 8

Looking at Jervaise with worry in his eyes, he says Elyin, are you sure you are ok?


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

"This 'Devarre' still lives, though he will be unconscious for a long while. Perhaps we should take him back to the cabin, restrain him, and ask questions when he is revived."

Looking from Meycho to Jervaise, he adds, "Should we rest ourselves?"


"I could do wit' some rest, myself. The old man was quite spry."


Caelin has a great idea. As long as no one is in danger of passing out due to blood loss, let's make our way back to the house. Can someone pick up Devarre? Once we render him helpless we can see if he's more cooperative now that we've shown our ability to deal with him. We can rest there for the night unless someone has a better location in mind.

Assuming no one offers a different idea, Taecuss will slowly forge his way over to the cabin.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Showdown at Devarre's hut - Round 4

The Campions of Bellis move about the hill with the three magic fey-stones. There is no sign of the elemental creature that flew out of Devarre. The druid lies unconscious, but stable where Jervaise dropped him.

Initiative:
Meycho: 21
Caelin/Aumgwe: 20
Jervaise: 17++
Tae: 17+
Goodluck: 6

Spark - ?

Map:
- The light green area is affected by entangle. See the link for details. Any who remain in the area at end of Devarre's turn must make a DC 12 reflex save again to avoid being entangled.
- The slopes leading up the hill (the brown edges) is difficult terrain.
- The three standing stones are at least 10 ft tall and block line of sight.

Notes:
- The grid on the map in the module is impossible to line up properly with Maptools, sorry about that. In case of doubt, refer to the coordinates.

- Caelin and Meycho, don't forget your birds - if you do not specify an action for them, I will default them to following you around.

Active effects:
- entangle (see above)

Updated map coming soon. Feel free to play loose with the initiative order, it's mainly there to track spell effects.


Mummy's Mask Campaign slides | Storyteller extraordinaire

poke, poke...If you need the map to decide your next actions, let me know. Otherwise, what do you do?


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

Caelin picks up Devarre and begins to carry him down the side of the mound, avoiding the area of grasping plants. "The house it is."


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM Rolls:

5d6 ⇒ (1, 3, 3, 5, 4) = 16

Jervaise moves over to Caelin, as he struggles with Devarre's limp body.

"Here, let me give you a hand with that," he says, and lays a hand on Caelin's arm.

Perception DC 15+ range modifiers to the square where Devarre dropped. Autosucces for Jervaise and Caelin:

Tendrils of electricity arc from Jervaise's palm, leaving a nasty burn on Caelin's arm.

Caelin only!:

You feel the sharp pain of an electrical burn when Jervaise touches you. You take 16 electrical dmg.


Male Halfling Inquisitor 8

Perception: 1d20 + 12 ⇒ (15) + 12 = 27

THE CREATURE HAS POSSESSED JERVAISE!

Meycho quickly drops his bow and draws his two daggers, worry on his face, from the dread that he'll have to hurt his friend.


Goodluck freezes, staring at Meycho and then at Jervaise. "Are you sure?"

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