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

Caelin struggled mightily against the vines, hoping to break free and move away.

CMB grapple: 1d20 + 12 ⇒ (14) + 12 = 26


Mummy's Mask Campaign slides | Storyteller extraordinaire

Caelin, you break free, but remember you are still prone.


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

Wriggling free, Caelin remained on his back and brought his sword to bear as best he could.

will stay prone rather than provoke.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Taking Meychos action to move things along.

With Caelin in grave danger, Meycho steps back, activates his justice and destruction judgments, raises his bow and fires twice at the deadly plant.

Attack: 1d20 + 14 + 2 + 2 ⇒ (16) + 14 + 2 + 2 = 34
Damage: 1d6 + 3 + 3 + 2 ⇒ (4) + 3 + 3 + 2 = 12

Attack: 1d20 + 9 + 2 + 2 ⇒ (12) + 9 + 2 + 2 = 25
Damage: 1d6 + 3 + 3 + 2 ⇒ (1) + 3 + 3 + 2 = 9

The assassin vine recoils as both arrows fly true, and sags into a pile, releasing Caelin. One vine down, two left.

The rest of the gang is up.


Taecuss continues his wordless song to bolster his allies while launching a single arrow at the closes assassin vine.

To hit 1d20 + 9 ⇒ (5) + 9 = 14
Damage 1d8 + 0 ⇒ (2) + 0 = 2


Mummy's Mask Campaign slides | Storyteller extraordinaire

Tae, don't forget to include yourself in your Inspire Courage - that bumps it up to a hit and 4 dmg.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Goodluck nudge - I'll take his action if he has not posted by tonight.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Goodluck stretches out a hand towards the same plant Taecuss just injured and utters words of magic. From his open palm, a ray of bright light shoots forth and strikes the assassin vine, causing it to twist in agony.

Searing light - ranged touch attack: 1d20 + 8 ⇒ (13) + 8 = 21 hit

Searing light - damage: 4d8 ⇒ (3, 7, 3, 3) = 16 applies

At the same time, Jervaise stands his ground, greatsword raised. Jervaise has a readied action.

I'll take the plants action and update the map once I get home.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Unable to reach any of their intended prey, both surviving vines shamble forwards. The one closest to Jervaise slides down the side of the ledge while the other one takes the position of its fallen companion, threatening the prone Caelin with long tendrils.

Both plants double-move. Caelin is up, then a new round.

MAP


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

prone and in their reach, but they're beyond mine, so I'm going to try to use Acrobatics to avoid the attack of opportunity, standing up to move away. I can't use withdrawal, I don't think. So, I'll try to stand up and move away. If it works, I'll fight defensively but can't attack. If I get grabbed, I'll try to break free.

Caelin tried to put his feet under him and leap deftly out of reach of the grasping vines.

Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21

Doesn't seem like that'll be enough, so just in case

CMB vs Grapple: 1d20 + 12 ⇒ (16) + 12 = 28


Mummy's Mask Campaign slides | Storyteller extraordinaire

I'm afraid that you can't use acrobatics to avoid an AoO from standing up from prone. The acrobatics skills description specifically states that it can be used to move through threatened squares without provoking. Standing up from prone is a separate action. The best advice I can offer you is the old "total defence and stand" trick, which off-sets your -4 to AC for being prone.


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

Ok. But I'll stand up and move anyway. Might get grappled again, but at least I'll be up.


Male Halfling Inquisitor 8

Can we get the turn order reposted...I've trouble seeing when it is my turn.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Assassin vine AoO: 1d20 + 7 ⇒ (10) + 7 = 17 Hit
Assassin vine dmg: 1d8 + 7 ⇒ (8) + 7 = 15 applies
Assassin vine constrict: 1d20 + 13 ⇒ (13) + 13 = 26 vs CMD 25 - hit. Grappled.
Assassin vine dmg: 1d8 + 7 ⇒ (4) + 7 = 11 applies

Ouch - looks like you should have taken that Total Defense after all.

Caelin stumbles to his feet, but before he can even regain his balance, he is treated to yet another deadly embrace.

- Assassins in the weeds -

Round 2

Initiative
Meycho - 25
Goodluck - 22
Taecuss - 21
Jervaise - 11
Assassin vines - 7
Caelin - 4


Male Halfling Inquisitor 8

Meycho quickly changes to the vine grappling his comrade, firing off two arrows in rapid succession.

Attack: 1d20 + 14 + 2 + 2 ⇒ (11) + 14 + 2 + 2 = 29
Damage: 1d6 + 3 + 3 + 2 ⇒ (3) + 3 + 3 + 2 = 11

Attack: 1d20 + 9 + 2 + 2 ⇒ (3) + 9 + 2 + 2 = 16
Damage: 1d6 + 3 + 3 + 2 ⇒ (3) + 3 + 3 + 2 = 11


Mummy's Mask Campaign slides | Storyteller extraordinaire

Meycho, your first arrow drops the vine holding Caelin. I'm assuming you target the other vine with the second shot, which is also a hit. Caelin, could you give me an update on your hp status?

Meycho shoots another vine down and rapidly shifts his aim to the last remaining plant. Caelin, badly injured by now, is back on his feet and able to move freely.


Taecuss continues his song, and launches a single arrow at another vine, not sure what would constitute a vulnerable spot on a plant.

To hit 1d20 + 9 ⇒ (7) + 9 = 16
Damage 1d8 + 0 ⇒ (1) + 0 = 1


Mummy's Mask Campaign slides | Storyteller extraordinaire

Taecuss hits the other plant, but his marksmanship pales beside Meycho's and the plant still stands.

Goodluck, you are up


Goodluck hits the vine with a holy smite!

4d8 ⇒ (2, 5, 3, 7) = 17


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM Rolls:
vine Will save: 1d20 + 2 ⇒ (16) + 2 = 18
Jervaise attack roll: 1d20 + 15 ⇒ (19) + 15 = 34

The remaining vine is pierced by several arrows before Goodluck's holy magic causes it to writhe and whiter. Then Jervaise steps forward and swings his greatsword.

Even with the merciful enhancement on the blade, the swing easily cuts completely through the vine, killing it.

Initiative is over for now.


As his song drops off and the combat noise subsides, Taecuss stands still for a minute listening intently, in case any other guardians were attracted by the noise. He'll keep a watch if anyone else wants to investigate the vines' remains.


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

Caelin kicked off the last clinging bits of vine and gingerly examined his new wounds.

"Stupid shiny objects, laying around and...shining" he mumbled angrily to himself. "This better have been worth it."

The bleeding elf climbed back up the ledge to examine the objects he'd spotted earlier. He also wanted to see if the hole above the ledge led anywhere.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Taecuss hears the sound of an off-screen perception roll made by the GM - nothing else

Still aching from the loving embrace of the vines, Caelin once again searches the ledge.

Among the bones lie 78 gp, 210 sp, 384 cp, a grey bag, a silver figurine of a raven, and a scroll.

Peering up the shaft, he is not able to perceive anything but roots and darkness.


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

Climbing down off the ledge, Caelin spreads the loot out on the floor by his comrades.

"Friends, do any of these things look to be useful in our quest?"


Mummy's Mask Campaign slides | Storyteller extraordinaire

All three objects radiate magic. Give me some rolls to identify.


Spellcraft 1d20 + 9 ⇒ (4) + 9 = 13 for the bag.
Spellcraft 1d20 + 9 ⇒ (7) + 9 = 16 for the raven.
Spellcraft 1d20 + 9 ⇒ (13) + 9 = 22 for the scroll.


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

Spellcraft for bag: 1d20 + 6 ⇒ (2) + 6 = 8
Spellcraft for raven: 1d20 + 6 ⇒ (14) + 6 = 20
Spellcraft for scroll: 1d20 + 6 ⇒ (20) + 6 = 26


Mummy's Mask Campaign slides | Storyteller extraordinaire

Neither Caelin or Taecuss are able to figure out the nature of the bag or the silver raven, but they determine that the scroll contains a fireball spell (CL 7th).


For now, Taecuss will stash the items. As he puts away the scroll, he mumbles "that sure would have been handy when we fought the bees..."

Correct me if I am wrong, but I don't think there is anyone else who can use the scroll, or ID the items.

He looks to Caelin and Meycho to once again lead them toward their adversary, wherever she may be.


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

Gripping once again his illuminated bow, Caelin begins searching for other means of leaving the caverns.

So far, they had found the trap door in the ceiling of the first chamber, and the root-clogged darkness of the shaft above the ledge.

Am I forgetting anything?


Mummy's Mask Campaign slides | Storyteller extraordinaire
Caelin Nyndel wrote:

Gripping once again his illuminated bow, Caelin begins searching for other means of leaving the caverns.

So far, they had found the trap door in the ceiling of the first chamber, and the root-clogged darkness of the shaft above the ledge.

Am I forgetting anything?

Yes, actually. You are forgetting the two sets of double doors to the east and west of your current position. I've linked an updated version of the map below.

MAP


Taecuss will go up to each door and listen carefully for clues of activity beyond them.

Southwest door 1d20 + 12 ⇒ (7) + 12 = 19
Southeast door 1d20 + 12 ⇒ (2) + 12 = 14


Male Halfling Inquisitor 8

Retro-active Spellcraft checks to identify objects.

Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22
Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23

Meycho covers Taecuss with his bow, in case anything should suddenly attack.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Meycho is able to dertermine that the two items are a grey bag of tricks and a figurine of wondrous power, silver raven.

A combination of household duties and a bad back has left me drained of energy the past couple of days. I'll hopefully be able to post more tomorrow. In the mean time, someone may want to give Caelin a bandage or something.


Male Halfling Inquisitor 8

This figurine can turn into a metallic raven that can be sent off to deliver a note or other small item. The raven can only be active for a limited period of time, however, before reverting to its statue-form again.

And this bag allows the wielder to produce animals by reaching into it. Nifty trick, but whether it is effective in combat is another question.

Turning to Caelin, Meycho notices his deep wounds. Forgive me, I had completely forgotten your wounds.

Cure Moderate Wounds: 2d8 + 3 ⇒ (6, 8) + 3 = 17
Cure Moderate Wounds: 2d8 + 3 ⇒ (8, 3) + 3 = 14
Cure Moderate Wounds: 2d8 + 3 ⇒ (2, 8) + 3 = 13

After the third surge of healing, the wand crumbles, its magic spent. Meycho looks a little worried at the dust at his feet and says in a low voice, Let us hope, we won't need much more healing on this quest...


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

Caelin shared Meycho's worry, but it was outweighed by his gratitude. He placed a hand on the halfling's shoulder in thanks.

He turned to watch Taecuss as the bard examined the doors.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Taecuss does not hear anything at either door.


With an exaggerated shrug, Taecuss indicates that he doesn't hear anything. He'll signal the others over to the southeast door and, when they are ready with their weapons, try to open it for them.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The southeast door is locked and barred from the other side.

I hope you will forgive me for laying down a tiny set of railroad tracks in the intrest of getting our new player introduced as quickly as possible.


Again, Taecuss will shrug when the door doesn't open for him, and moves to the soutwest door to try it for the others once they are ready.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The doors are heavy and creak a bit as Taecuss pushes them open, but the swing inward without much effort.

Barbed cells line the walls of the room within, and a smoking pit of hot coals and ash lies in the center.

Most of the cells are occupied by huddled figures. Most of them seem to be human woodsmen, but in the largest enclosure in the southwest corner, a slender female elf lies bound and gagged. Her face is bruised, but she seems otherwise awake and alert.


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

Caelin took a path outside each of the cells in an attempt to discern both the conditions of the captives and to make sure that none was a crafty fey imposter.


Female Elf Fighter 1 (weapon master)

The elf was clad in a form-fitting black leather catsuit, the top of it leaving off to expose an odd-shaped mark on her left breast. It strongly resembled a circle of slightly-raised skin of a slightly darker pigmentation, out of which jutted three lines, dagger-like, in a radial pattern. Shoulder-length ash-blond hair and pale skin made her seem almost washed-out, though it contrasted well with her bodysuit.

As Caelin approaches, her deep blue eyes widen and she squirms, trying to speak through the gag in her mouth. "Mfffth! Mfff!"


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

Caelin eyed the leather-suited elf warily. He half expected the woman to transform into an assassin-vine wielding spriggan.

"Meycho, can you sense any evil in this one?"


"We should free them. All of them. They may not be able to help us, but they should have a chance to get free of this place, should we fail."


Mummy's Mask Campaign slides | Storyteller extraordinaire

The room has a total of twelve cells and a set of double doors in the east wall.

Besides the elf, half of the cells are occupied by frightened-looking humans, six in total.

Upon hearing you talk, one of the woodsmen in the cell next to the tied-up elf stirs from his near catatonic state.

"You come from our world! Please, help us. These creatures attacked our lumber camp and brought us here. They are torturing us, looking for information on the area around Bellis and beyond. If you leave us here, we are all dead for sure..." he begs in a coarse voice.


Male Halfling Inquisitor 8

Meycho focuses for about a minute, scanning the crowd for any strong signs of order, chaos, good or evil, his face a mask of concentration, mixed with fatigue and the grime of adventuring.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM roll:
Meycho knowledge religion: 1d20 + 4 ⇒ (12) + 4 = 16

Meycho:
None of the humans register anything, indicating that their personal power is too weak for your spells to register their convictions.

The elf, however, has a strong aura of both good and chaos, indicating either a very strong personality or a divine spellcaster. At the same time, your elven upbringing easily allows you to recognize the mark on her chest as the symbol of Calistria.


Mummy's Mask Campaign slides | Storyteller extraordinaire

I think we can safely assume that Meycho shares the info in the spoiler, if anyone feels like moving the action along. Nudge, nudge, people.


Taecuss will get to work opening the cells. As he does, he speaks loudly to all of them. "We have traveled here to put an end to the Fellnight Queen's designs! We mean to confront her and put an end to her ability to assault our beloved homes! We do not expect you to take up arms with us, but should we fail, I don't want to leave you here. Listen carefully, and we will explain how to get out of here the secret way that we came in, and then may your way back to the portal home."

As he continues to open cells, Taecuss looks to Caelin to give them directions to get home, having absolutely no sense of direction himself.

When the prisoners are free, he'll pass over his bow, his wooden stake and his dagger to two of them men, mumbling an apology that he doesn't have better to offer without compromising his ability to finish their mission.

He'll give each a cursory glance to see if they have wounds that would keep them from moving on thier own power, he'll use a cure light wounds to try and get them going.

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