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

Ball is in your court, guys. So, wake Devarre up with healing or what?


Once back at the cabin, Tae will cast Cure Light Wounds.

Once for Caelin 1d8 + 5 ⇒ (8) + 5 = 13
Once for Goodluck 1d8 + 5 ⇒ (5) + 5 = 10
If I recall correctly, Jervaise was shocked pretty good during the fight...
Once for Jervaise 1d8 + 5 ⇒ (8) + 5 = 13

If no one objects, Tae will gather everyone around, make sure they have their attention ready for any treachery or attack, and then cast Cure Light Wounds, once for Devarre 1d8 + 5 ⇒ (1) + 5 = 6.

If that fails to rouse him, Tae will cast again on Devarre. If it does bring him around, this roll with go to Caelin instead.

1d8 + 5 ⇒ (5) + 5 = 10


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

Caelin placed a hand on Taecuss's shoulder as way of thanks. He then gathered around to help guard against an problem with the revived Devarre.

50/53hp


Goodluck shakes himself free of his stupor, thanks Taecuss for the healing and offers a few Cures of his own:

Several for whoever needs them!

CLW: 1d8 + 5 ⇒ (5) + 5 = 10
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
CLW: 1d8 + 5 ⇒ (6) + 5 = 11
CLW: 1d8 + 5 ⇒ (6) + 5 = 11


As Taecuss' healing magic brings him back to conciousness, Devarre gasps and struggles for a moment to rise. Realizing that he is back in his cabin, he slumps back down on the furs and exhales sharply.

His eyes closed, he rubs his temples as if trying to clear his mind of a bad dream.

"The spark...what happened....did you destroy it?" he mutters.


I believe it has been destroyed, sir. The immediate danger has passed as far as we can discern. all before you are friends and allies. Can you tell us what you remember, what happened to you?


Devarre sits up in bed, then frowns as if trying to collect his thoughts.

"Being under the control of the spark for so long has drained me of my wits. Excuse me for a moment, while I try to clear the cobwebs from my mind."

He mutters incantations for half a minute, then sighs as his magic repairs some of the damage. Most of you with spellcraft easily recognize lesser restoration.

"Ah, that helped a bit, but I think I need to break out the reserves. Could one of you young fellows bring me the small earthware jug with the red wax seal from the cabinet over there?"

Devarre waits for one of you to bring him the potion, then breaks the seal and downs the content.

"There. Right as rain. Now, tell me...what do you know of Rhoswen, the Fellnight Queen?"


Vinroot only told us a little. That she is a ruler in the Fellnight, but we know little beyond that. We believe she is started an assault against these lands; we have already encountered some of her minions attacking as far as Bellis, and as boldly as the dryad's grove. What more can you tell us? We are looking for a way to put a stop to her predations, and we were hoping you might have some guidance for us.


All right, lean back and grab a cold one. It's time for The Crayons of Time.

"You've met Vinroot, eh? That old' log is almost as ancient as these woods. And they attacked the dryads too? I feared they would. The creatures of the Fellnight Realm bear a deep grudge against other fey, of the First World or this.

Well, as you have already guessed, I've not quite been myself in the past few...days?...I've lost track of time, I'm afraid. I remember going out onto the hill around noon some time ago...a couple of days past, most like....I sensed a disquiet, as if the natural order of the area had been disturbed. To my alarm, I spied the unnatural mist rolling in from the north, and I at once knew that something sinister was at work.

I was about to go back to my cabin to pack some things to go and investigate, when suddenly this creature, the spark, came rushing out of the mist and caught me unprepared. It managed to dominate my mind and assume complete control of my actions. Normally, a spark is a fickle creature which exists on the material plane only for a brief period of time before it is consumed by its own erratic energy. But this one was different. I suspect it has languished in the Fellnight Realm for aeons, and that it has been changed somehow by the magic of that realm.

I thank you for your help in freeing me, and for not cutting me down once the spark forced me to attack you. I hope I did not injure any of you too badly while I was under the control of that wicked creature."

With a grunt, Devarre hauls himself upright and moves to stand by one of the windows facing the hill. He gazes out at the enchanted stones as he continues to speak.

"Now, let me tell you what I know of the Fellnight Realm and it's ruler.

In an age long before the rise of man, a young fey-queen named Rhoswen sought to expand her power by blending shadow magic with fey sorcery, her efforts leading her to a gloom-shrouded valley with trees as tall as mountains. Rhoswen named this the Fellnight Realm and made it her lair, twisting every living creature with her shadow-sorcery. In disgust, other beings of the First World severed her lands from their own, trapping her in her own demiplane where she has languished ever since, seething at the insult.

As you have already discovered, a powerful mirage arcana protects this part of the forest, emanating from three rune-inscribed monoliths erected upon the hill outside.

The stones erected upon this ancient fey-mound serve as a collective anchoring point used by the First World fey to separate Rhoswen’s Fellnight Realm into its own demiplane. Each stone corresponds to one of the three planes involved in the process - the Material Plane, the First World, and the Shadow Plane. A sister site also exists in the First World and, together, they project the Fellnight Realm into closer proximity with the Shadow Plane.

To hide this important site, the fey wove a powerful illusion into the stones to maintain the appearance of an undisturbed hillside. I discovered the stones while traveling the Verduran between Andoran and Taldor many years ago. I lingered here to study them and in time made this place my home. In time, I learned how to manipulate and extend the glamer enough to hide himself and my cabin from prying eyes.

The return of Fellnight fey into this world can mean only one thing. The barrier that seals off the Fellnight Realm has been breached somehow. I am certain that the mist is somehow connected to this. I might be able to tap into the wild for some answers, but I will need a bit of time to prepare the ritual. Now, do ye have anythin' else ye want to know before I begin?"


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

Caelin was careful not to interrupt Devarre, but his heart sank slightly as the story progressed. Any fey with a grudge is bad news, but this....


This ritual to learn abou the mist... How long do you think it will take to complete? Is there anything we can do to help?


"It is a fairly simple spell, and one I already have prepared. Now that the confusing effects of the domination have worn off, I need only to go outside and meditate for about 10 minutes, to meld my senses with the wilderness."

Devarre rises and moves to the cabinet where he collects a few things needed for the ritual. He then motions for you all to follow him outside.

As he steps out the door, he lingers for a moment to cast a sorrowful glance towards the pit with the dead wolf. Then he moves up the path to the hilltop.

Seating himself cross-legged on the top of the hill, Devarre sprinkles a ring of brightly colored powder around him, then spends a few minutes drawing strange symbols into the earth. Once he is done, he mutters a prayer to the spirits of the wilderness, then plunges both hands into the ground, connecting himself with the surroundings.

He remains in this position for about ten minutes, eyes closed. Then he rises and wipes away dirt from his hands before speaking.

"The mists cover much of the land. They are undoubtedly connected to the Fellnight Realm somehow. They seem to be spreading from a waterfall about 15 miles upriver from here, a place called Dead Man's Drop. I am certain that if you find the source of the mist, you will learn more about how the Fellnight fey have escaped their prison."

He points to the north.

"If you travel directly west until you reach the river, then follow it north, you will find Dead Man's Drop. I will remain here, to guard this site in case further Fellinght fey come here - and to mourn my beloved companion Aspen. The first thing the spark forced me do was to cast him down into the pit to die from thirst and starvation."

It is currently about an hour after noon. If you depart within the hour, you should be able to reach the waterfall before sunset. The trip will take about five hours.


Male Halfling Inquisitor 8

Are there any advice you could give us, in the fight against the dangers we may face? Meycho asks, looking worried to the north.


"Only this: be wary! Even more than the fey that inhabits this world, the Fellnight fey favor deception and deciept. Keep you wits about you at all times and never let down your guard."


We are sorry for your loss, Master Snowgaard. I'm glad we were able to vanquish the creature behind it.

To the others, Tae says We should leave immediately. Undoubtably the dark queen's forces continue their march.


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

Caelin began visualizing the travel directions given by Devarre and putting the details into the context of his own knowledge of the larger landscape.

"Is there anything we could provide that might aid you in your defense of this site?"


"I thank you for your offer, you will most likely need everything you got. I have ressources and allies of my own to draw upon, and should the Fellnight Queen send more minions against me, they will not find me unprepared this time."


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

Jervaise nods.

"Very well then. Good luck in your defense of this location."

He then turns to the others.

"Well lads, let's hit the road!"


Male Human Writer 2/Dreamer 7

Uhm guys....I might be a bit distracted from the game for a while...*points to new forum tag*

(oh, and vote for me!)


Get thee to work, man!


Mummy's Mask Campaign slides | Storyteller extraordinaire

While I work franticly on my round 2 entry to RPG Superstar, feel free to do some last minute chatting/planning, and then move out. I'll update again once my entry is turned in.


Mummy's Mask Campaign slides | Storyteller extraordinaire

After a hasty equipment check, the Champions of Bellis bid farewell to Devarre and set off towards Dead Man’s Drop. True to form, Taecuss is able to educate the rest of the group that the locals have named the waterfalls after a bandit captain who leapt to his death trying to escape Andoren rangers some 30 years ago.

Traveling hard and using the river to navigate, you make good time. Just as the sun begins to dip towards the western hills, you notice that the river grows wider and faster the farther upstream you go. Eventually, the banks level off into a small pool filled with sharp boulders at the base of a fifty-foot waterfall. An old overgrown game trail rises along the steep eastern banks, choked with boulders and water-carved rocks from the runoff of previous flash floods. It seems to lead to a second pool and waterfall higher up. Thick puffs of mist flow out over the drop of the waterfalls, suggesting that the source of the mist is located up by the higher pool.

Birds eye view of the area

You are currently standing on the eastern bank of the lower pool. You estimate that you have about an hour worth of daylight left. What do you do?


Male Halfling Inquisitor 8

Taking a look at the vista, Meycho lets out a low whistle. The place looks lively, especially in this light. But is it just me, or does the name Dead Man's Drop scream 'this place is haunted'? We'd better be careful, when we proceed.

Just in case, Detect Evil in a 360 arch.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Meycho:

No evil detected.


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

Jervaise nods to Meycho.

"Indeed my friend, we should be cautious. I would advise against tarrying long here. Let's seek the source of the mist..."

He then heads for the path leading to the upper pool...


Mummy's Mask Campaign slides | Storyteller extraordinaire

The rocky hillside requires a steady climb to navigate higher into the ravine. Jervaise quickly discovers that because of the moss-slick boulders, the climb proves more difficult than normal.

Jervaise, climb check, please.


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

Climb: 1d20 + 9 ⇒ (13) + 9 = 22.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Moving carefully, Jervaise makes his way up the the slippery ravine. He almost fall several times, but each time manages to regain his balance or grab on to a protruding rock for stability.

Glancing upward, he is able to estimate that he is about a third of the way up the treacherous section of the trail.

Success. You have progressed 10 ft up the slope. If you wish, you can use some of the gear you are carrying to attempt to make the climb easier for your companions (or yourself, if you should slip and be forced to repeat the climb). Once you are ready, make another climb check.


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

"Careful lads, it is a mite slippery. I will afix a rope so that it is easier to get up..."

Jervaise pulls out his rope and grappling hook, and looks for a suitable place to throw the rope...

Perception: 1d20 + 13 ⇒ (14) + 13 = 27.

Ranged Touch: 1d20 + 7 ⇒ (10) + 7 = 17.


Goodluck watches the stalwart Jervaise haul back to throw his rope, then suddenly laughs, an uncharacteristic affection, and steps onto the water, walking across it as if it were solid ground.

"P'raps I can be of help here, eh?"

Using Fluid Travel revelation


Mummy's Mask Campaign slides | Storyteller extraordinaire

Goodluck, you are at the bottom of a 50 ft. waterfall. You are able to walk around on the pool below, but you have no way of getting up the waterfall. But don't worry - I promise you will find use for that ability shortly.

With a sure throw, Jervaise sends the grappling hook flying, silk rope trailing behind. The hook lands with a clunk among the rocks higher up the trail, and a sharp tug is sufficient to secure it enough to hold the weight of a fully armored person.

Congratulations. Climbing the ravine just became easier. If you secure the rope with iron spikes, it might lower the DC even further. Of course, hammering metal spikes into stone inside a ravine might be a bit noisy. In any event, give me another climb check as soon as you are ready to move on up.


Tae nods approvingly at Jervaise's throw. Well done, indeed. If no one objects, I'll climb up last.

Tae will stand at the base of the rope watching the other ascend. If any of them fall from a significant distance (more than 10'), Tae will cast feather fall on them. He has two first level spell slots remaining for the day.


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

Nodding in satisfaction, Jervaise continues to climb...

Climb: 1d20 + 9 ⇒ (11) + 9 = 20.
Climb: 1d20 + 9 ⇒ (17) + 9 = 26.


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

"Taecuss, I would feel safer if I brought up the rear, but I'll defer to you. Your knowledge and insight have been a continual boon to the party, and I trust your judgement in all matters."

With that, Caelin took to the rope provided by Jervaise and began the climb up the slippery boulders.

I'll take 10 on climb checks, giving a 21 for each.


I'll attempt to climb:

Climb: 1d20 + 2 ⇒ (11) + 2 = 13
Climb: 1d20 + 2 ⇒ (9) + 2 = 11


Taecuss smiles at Caelin's compliment.

In the worst case, I can tie the rope around my waist and have you pull me up... he says, half joking.


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

Smiling down under his arm, Caelin added, "Or around your ankles. Whichever you feel is best. I trust you judgement in all matters."


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

Jervaise grins at the exchange between Taecuss and Caelin.

"Whatever you decide, I would recommend against placing it around your neck..."


You know, with all those wands I took at the start, you'd think at least one of them would help in a situation like this...

Climb 1d20 + 0 ⇒ (3) + 0 = 3

Ahem.

I'm assuming that will take an application of a feather fall spell. After which, he'll tie the rope around his waist.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM Rolls:

Tae: 1d6 ⇒ 5

Feather fall only works on free-fall, and this is more slipping and sliding down the rock-filled ravine. But since you have a rope to hold on to, the risk of actually falling down are greatly reduced. Unfortunately, Taecuss did manage to roll especially poorly.

Using the rope for support, Caelin makes the climb with little difficulty. He joins Jervaise on the path above the slippery section. Further up the slope, they can just make out the edge of a pool and another cascading waterfall through the mist.

Goodluck attempts to navigate the tricky path, but fails to get more than a few feet up before he slips. Only the support of the rope keeps him from tumbling down onto the jagged rocks. After a second unsuccessful attempt, he signals Jervaise and Caelin, who through combined effort are able to hoist him up without much difficulty.

Taecuss is not so fortunate in his attempts to climb up. Even though the rope is lowered back down for him to hold on to, he also slips, and slams the hand grasping the rope into the cliffside. Knocked free, he tumbles head over foot down to where a particularly hard boulder breaks his fall. Taecuss, 5 dmg.

After his misadventure, the elven bard is more than happy to suffer the slight indignity of being hoisted up the ravine by his companions.

Just Meycho left to get up the ravine. He can try his luck at climbing, or just be hoisted up like the rest.

Oh, and please see the OOC for a Superstar announcement.


While embarrassed, Taecuss is appropriately appreciative of the aid getting up the ravine. Not wanting to admit he hurt himself in the fall, he refrains from casting a healing spell on himself just yet.

Hit points 39 of 52. 18 of 25 rounds of performance remaining. 2 1st, 2 2nd and 2 3rd spell slots remaining.


Male Halfling Inquisitor 8

Meycho secures all his loose items, including his quiver of arrows, rubs his hands and start climbing.

Climb: 1d20 + 5 ⇒ (13) + 5 = 18


Mummy's Mask Campaign slides | Storyteller extraordinaire

Thanks to the rope, Meycho is able to make it up the ravine on his own power.

From where you are gathered, its a short, unproblematic climb up to the upper pool and waterfall. The mist is especially thick here, and seems to regularly pulse and thicken even further. You are certain you are close to the source.

While you gather up the rope, another puff of mist obscures the path above you.

When the mist is thickest, it obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). After a few rounds, it gradually recedes before another puff obscures everything again. Goodluck is of course able to see everything clearly.


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

"Right then, lads, let's see if we can find the source. Goodluck, can you see anything unusual through this damnable mist?"

Jervaise then slowly edges his way forward, getting into a rhythm where he moves forward inbetween mist 'bursts'.


Mummy's Mask Campaign slides | Storyteller extraordinaire

If you are trying to move silently, I'm gonna need some stealth checks to go with that. Why don't you all toss in a perception check, now you're at it. Not for any particular reason, mind. Just feel like seeing some rolls.

Oh, and check out the nifty new forum features. Private messaging, avatar search, your race and class levels listed as tags. Awesome


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

Stealth: 1d20 + 3 ⇒ (11) + 3 = 14.
Perception: 1d20 + 13 ⇒ (16) + 13 = 29.


Male Halfling Inquisitor 8

Stealth: 1d20 + 20 ⇒ (8) + 20 = 28
Perception: 1d20 + 12 ⇒ (16) + 12 = 28


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


Stealth: 1d20 + 13 ⇒ (2) + 13 = 15
Perception: 1d20 + 14 ⇒ (10) + 14 = 24


Stealth 1d20 + 11 ⇒ (20) + 11 = 31
Perception 1d20 + 11 ⇒ (8) + 11 = 19


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:

Goodluck: perception 1d20 + 10 ⇒ (5) + 10 = 15, stealth 1d20 + 2 ⇒ (18) + 2 = 20

A: p: 1d20 + 8 ⇒ (16) + 8 = 24
E1: p: 1d20 + 9 ⇒ (12) + 9 = 21, 1d20 + 5 ⇒ (13) + 5 = 18
E2: p:1d20 + 9 ⇒ (15) + 9 = 241d20 + 5 ⇒ (4) + 5 = 9

You make it the last few yards up the ravine, and peer through the mist.

A large bowl-shaped depression in the middle of the ravine lies half-filled by dual waterfalls descending from sheer cliffs above. The pool seems quite deep, with no bottom discernible from the shoreline, and remains turbulent as water funnels through the rocks to drop deeper into the gorge. Every few seconds a large swell of mist rises from the pool, obscuring all sight before slowly drifting into the forest. See the note about visibility above.

From your current vantage point, all everyone except Goodluck can make out is the water edge and the first waterfall. Goodluck, with his enhanced sight, is able to view the entire pool.

Goodluck:

You see no immediate threats. The only creatures you spot are the occasional fish leaping out of the water before swimming back down to hide in the shade of the rocks.

For Goodluck only: Map

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