Legends in the Making: Slayers of Renown

Game Master BloodWolven

Current Fight being updated.

$$$

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board


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Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"Not only vile undead, but the land itself is full of threats. Protect one another."

She too dismounts and heads toward the creature with Koldur.


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

Knowledge nature : 1d20 + 8 ⇒ (17) + 8 = 25

Seeing the others dismount, Helferick also clambers down from his horse, then casts Enlarge Person on himself as he prepares to face the threat.


Everyone please make sure your speed is in your vital information and other essentials I have asked for and add a spot for skills either spoiled or not.

Surprise Round:

init: 1d20 + 3 ⇒ (3) + 3 = 6 Johanna 40 feet away
init: 1d20 + 3 ⇒ (12) + 3 = 15 Catrina 40 feet away
init: 1d20 + 5 ⇒ (7) + 5 = 12 Jevar 40 feet away
init: 1d20 + 8 ⇒ (16) + 8 = 24 Koldur 20 feet away
init: 1d20 + 1 ⇒ (8) + 1 = 9 Helferick Darkhelm 60 feet away
init: 1d20 + 4 ⇒ (18) + 4 = 22 Ernost 60 feet away
init: 1d20 + 2 ⇒ (14) + 2 = 16 Halseen Surtova 60 feet away

init: 1d20 ⇒ 19 shambling mound
init: 1d20 ⇒ 17 zombies

zombie slam: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d6 + 4 ⇒ (5) + 4 = 9
zombie slam: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d6 + 4 ⇒ (5) + 4 = 9
zombie slam: 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d6 + 4 ⇒ (6) + 4 = 10

dice=zombie slam]1d20+4[/dice] dice=damage]1d6+4[/dice]
65/67

Make sure to tell us what your spells do! DCs, bonuses, advantages, where you cast it, etc.! Halseen I am sure you did not mean to cast grease on Johanna's weapon and daze.


Almost in spite of the words Johanna says, you can see corpses among the vines, animating corpses!

Koldur 'charges' towards the vines, now 20 feet away from him and 40 feet from half of the group, 60 for the other half.

Round 1
Waiting on Koldur, though he likely charges it. Johanna please be a bit more specific about your movement, including weapon placement. Uncina moves up to the threat and gets a mouth full of vines tearing clean off.
Helferick dismounts and enlarges himself. Halseen casts spells...

Koldur gets to the shambling mound and begins hacking. Ernost peppers it with a few arrows. It first backs up from Uncina and Koldur 5 feet and then reforms quickly upon two large trunk-like legs, reeking of rot and freshly turned earth a mass of tangled vines and dripping slime rises from the pile. The smell of rotting vegetation quickly permeates the area. The pile is about 8 feet wide and stand between 6 and 9 feet tall. Three zombies come out of its torso flailing their arms at Koldur luckily to no avail. The shambling mound forms two massive vine like limbs that appear to have a pretty good reach.


CN
stats:
HP: 19/19 _ AC: 17 _ T: 13 _ FF: 14, Perception +4, Sense Motive +11, Initiative: +2, F: +1 _ R: +5 _ W: +2 _ CMB: +1, CMD: 14, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2

She does her best to get a hold of the horses and moves the wagon away from the fight. Almost speaking like a horse herself she easily takes the wagon further out of harm and circling it up facing the other way besides the other wagon.


stats:
HP: 30/30 _ AC: 18 _ T: 14 _ FF: 14, Perception +8, Sense Motive +1, Initiative: +4, F: +5 _ R: +8 _ W: +2 _ CMB: +6, CMD: 20, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2

Round 1

Seeing the threat so close he blanches a bit, but then a resolve comes over him and aims his bow with a steadying breath before taking a shot and quickly making another as well.
+1 composite longbow, Rapid Shot, PA: 1d20 + 9 - 2 - 3 ⇒ (20) + 9 - 2 - 3 = 24 damage: 1d8 + 3 + 6 ⇒ (2) + 3 + 6 = 11

+1 composite longbow, Rapid Shot, PA: 1d20 + 9 - 2 - 3 ⇒ (4) + 9 - 2 - 3 = 8 damage: 1d8 + 3 + 6 ⇒ (1) + 3 + 6 = 10


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Yep I get into the battle.
One for you and one for you!
Moonshine Zombie one. 1d20 + 9 ⇒ (10) + 9 = 191d10 + 6 ⇒ (3) + 6 = 9

"Hah! More all you undead things? So this is a Zombie Plant!" Koldur calls out as his voice holds a tinge of excitement even as he ducks a blow and lashes out with two axes in a twin display of martial agility!
The attack turns out to be a feint as he suddenly jumps and uses the larger axe to carve a swath through rotting vines into the zombie!


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Sorry, short lazy Christmas posts.

Halseen congers, from nothing, a near frictionless fluid beneath the creature hoping it will fall (DC16 REF). Then with nothing more than a blink of his eye Johanna's blade is alight with magical energy (Dazzling Blade: DC16 WILL).

Dazzling Blade Relevant text:

The wielder of a dazzling blade can discharge the spell into a blinding burst of silvery light as a free action. The wielder selects an adjacent opponent as the focal point of this burst of light—that creature must make a Will save to avoid being blinded for 1 round (with a successful save, the creature is instead dazzled for 1 round).


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Jevar lines up on the Shambling mound and fires two consecutive arrows.

Rapid Shot: 1d20 + 8 ⇒ (10) + 8 = 18

Rapid Shot: 1d20 + 8 ⇒ (20) + 8 = 28

If hit: 1d8 + 4 ⇒ (1) + 4 = 5

If hit: 1d8 + 4 ⇒ (7) + 4 = 11

Confirm Crit?: 1d20 + 8 ⇒ (17) + 8 = 25

If Confirmed: 2d8 + 8 ⇒ (8, 3) + 8 = 19

Ooo nice, an Arrow that does 30 points of damage makes me happy.


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

Dwarven waraxe, enlarged, rage, power attack, charge : 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
damage : 2d8 + 13 ⇒ (7, 8) + 13 = 28

Helferick allows the rage to ascend, and he thunders forward with a cry, burying his axe deep into his foe.

Charging to 10ft of mound (or to a zombie if way is blocked) Have to get to a computer to adjust header properly, but w/o Mage Armor and after charge my AC is a mighty 6 lol


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Great hits though!


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Round 1

Johanna is a bit slower to act but charges in behind her old teacher soon enough.

Charge Attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

Rage consumes Johanna as well as she starts hacking away at the vines.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

If Johanna hits Dazzling Blade is triggered.


stats:
HP: 30/30 _ AC: 18 _ T: 14 _ FF: 14, Perception +8, Sense Motive +1, Initiative: +4, F: +5 _ R: +8 _ W: +2 _ CMB: +6, CMD: 20, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2

Round 1

+1 composite longbow, Rapid Shot, PA, confirm crit: 1d20 + 9 - 2 - 3 ⇒ (17) + 9 - 2 - 3 = 21 damage: 2d8 + 6 + 12 ⇒ (8, 7) + 6 + 12 = 33

The arrow slices on the main vines connecting the thing and it gushes liquids.

Round 2

+1 composite longbow, Rapid Shot, PA: 1d20 + 9 - 2 - 3 ⇒ (5) + 9 - 2 - 3 = 9 damage: 1d8 + 3 + 6 ⇒ (3) + 3 + 6 = 12
+1 composite longbow, Rapid Shot, PA: 1d20 + 9 - 2 - 3 ⇒ (3) + 9 - 2 - 3 = 7 damage: 1d8 + 3 + 6 ⇒ (7) + 3 + 6 = 16

He moves to the side pretty much away from anyone and continues to try to pelt the big shambling plant, apparently to no avail.


Round 1

The onslaught of the charging group and the well placed shots from the ranged part of the group decimates the shambling mound. It had 68 hp and you did 84 damage to it in one round without Helferick! The mound falls to the ground with a large splat as the vines and other greased up vegetations falls limp to the ground taking the corpses with it.

ref DC 16: 1d20 + 5 ⇒ (3) + 5 = 8
will DC 16: 1d20 + 5 ⇒ (5) + 5 = 10

Helferick charges forward and smashes one of the corpses to bloody bits as the coin purse it torn as well coins fly into the air and a severed finger with a flashy ring upon it. Though it seems like more coins are in the air than what could have fit in the small bag.

The few corpses are easily dealt with now that they are greased up and pretty much pinned. Out of combat.

Perception DC 5 for Helferick DC 15 for others:
You find a severed finger with a gold ring upon it and a large ruby embedded upon it.

General perception check to find coins: Your result in gold, plus 2d6 silver, and 3d6 copper.

Searching the rest of the bodies under and within the mound's corpse you find some other items, though it smells of rotten vegetables and flesh.:
A pair of bracers mostly made out of brown leather and some gold edging with flying arrows engraved on the leather. A very dirty almost seemingly random cloak with nothing decipherable yet. Within a leather bag several clay balls 5 to be exact and a cloth bundle below holding glowing silver tools. One quiver and quarrel that seem unscathed, each holding a handful of arrows or bolts. A heavy crank crossbow, a dwarven heavy Pelletbow, and a chain spear made of darkwood and cold iron.

GM notes:
Helferick - Ring of prot. +1
Bracers of Lesser Archery - Jevar
Random cloak - Koldur
smoke pellets (5) and magical craft wondrous item tools (cursed) (intelligent) (singing) - Halseen
Quiver of elemental fire 3/day put fire quality on an arrow pulled from the quiver - Ernost.
Quarrel hold 4 +1 bolts, and 1 +3 bolt of slaying.
extra weapons based on Helferick's asking


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

Perception : 1d20 + 6 ⇒ (9) + 6 = 15

Helferick calms down slightly as the last undead falls, then heads back to where the first zombie fell. As he shrinks back to normal size, he retrieves the ring. Poking the dismembered finger out with his own, he casts a spell (Detect Magic) and examines it.

"Thought I spotted this flying past my face." he grins, as he shows it to the others.

As they pick through the remaining corpses, he recasts the spells, attempting to identify anything magical.

"These things have been busy," he remarks as they turn up more gear. "Good thing we've stopped them."

Spellcraft : 1d20 + 11 ⇒ (7) + 11 = 18
Spellcraft : 1d20 + 11 ⇒ (16) + 11 = 27
Spellcraft : 1d20 + 11 ⇒ (11) + 11 = 22
Spellcraft : 1d20 + 11 ⇒ (18) + 11 = 29
Spellcraft : 1d20 + 11 ⇒ (3) + 11 = 14
Spellcraft : 1d20 + 11 ⇒ (16) + 11 = 27
Spellcraft : 1d20 + 11 ⇒ (6) + 11 = 17


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Perception: 1d20 + 12 ⇒ (19) + 12 = 31

Silver+copper?: 2d6 + 3d6 ⇒ (1, 1) + (1, 6, 6) = 15

If I got that right, Jevar finds 31gp, 2gp, and 13 cp.

Jevar nods at the dwarf "That's quite the ring. It'll fetch good for trading at the least. I'll never understand nobility and their desire for the most gaudy of items. Elegance is in the intricate filigree and how the jewel accents the metal and design work. To completely overshadow it with as large a shiny object as you can is simply a disgrace." he said lamenting a bit as he picked up some coins and tossed the bag into the pile of stuff they find.

He helps pull junk out of the shambling mound, not afraid to get his hands dirty.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Coinage: 2d6 ⇒ (1, 2) = 3
Coinage: 3d6 ⇒ (3, 1, 6) = 10

"These tools seem useful, but dangerous and loud."

Spell Craft: 1d20 + 14 ⇒ (13) + 14 = 27

Halseen examins them to determine the full nature of the curse. He does not touch them opting to shift them on a blanket to tarp until he knows the nature of the curse.


Helferick:

Spellcraft : 1d20 + 11 ⇒ (7) + 11 = 18 nope
Spellcraft : 1d20 + 11 ⇒ (16) + 11 = 27 Bracers of Lesser Archery
Spellcraft : 1d20 + 11 ⇒ (11) + 11 = 22 cloak of resistance (+2)
Spellcraft : 1d20 + 11 ⇒ (18) + 11 = 29 smoke pellets (5) and magical craft wondrous item tools (cursed) (intelligent) (singing), They sing when they work, the singing can be beneficial or detrimental depending on how well you treat them, they love to be spoiled. They can only be used if dipped in a gallon of holy water, unholy water, or blood of a CR creature one higher than you. This dipping uses up said liquid. Depending on which liquid you use also can adjust their attitudes.
Spellcraft : 1d20 + 11 ⇒ (3) + 11 = 14 nope
Spellcraft : 1d20 + 11 ⇒ (16) + 11 = 27 Quarrel hold 4 +1 bolts, and 1 +3 bolt of slaying.
Spellcraft : 1d20 + 11 ⇒ (6) + 11 = 17 The extra weapons are each mastercraft but not magical.

I noticed you have nothing on your character sheet about the book or your new bonuses... You might want to keep a link to that post and the other information too.

Halseen:
'
smoke pellets (5) and magical craft wondrous item tools (cursed) (intelligent) (singing), They sing when they work, the singing can be beneficial or detrimental depending on how well you treat them, they love to be spoiled. They can only be used if dipped in a gallon of holy water, unholy water, or blood of a CR creature one higher than you. This dipping uses up said liquid. Depending on which liquid you use also can adjust their attitudes.


Jevar you are correct!


stats:
HP: 30/30 _ AC: 18 _ T: 14 _ FF: 14, Perception +8, Sense Motive +1, Initiative: +4, F: +5 _ R: +8 _ W: +2 _ CMB: +6, CMD: 20, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2

perception: 1d20 + 8 ⇒ (5) + 8 = 13

2d6 + 3d6 ⇒ (1, 6) + (4, 1, 6) = 18 13 gold, 7 silver and 11 copper! ;P

Ernost helps pulling apart the decaying vegetation and moving the corpses to find the items and loot.


CN
stats:
HP: 19/19 _ AC: 17 _ T: 13 _ FF: 14, Perception +4, Sense Motive +11, Initiative: +2, F: +1 _ R: +5 _ W: +2 _ CMB: +1, CMD: 14, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2

She comes back with the wagon and horses secure and the battle is over. She doesn't get into the thick of the pile of rot but does look around and collect coins.

perception: 1d20 + 4 ⇒ (16) + 4 = 20

2d6 + 3d6 ⇒ (3, 1) + (2, 3, 1) = 10 20 gold, 4 silver and 6 copper! ;)

She smiles at the group as she does especially Jevar. She walks by him to go back to her wagon eyeing him up and down as she does.


You are taking time to forage for food correct?

GM notes:
Day 3 - Shambling mound which exludes 1d4 zombies every 1d4 rounds, 3 zombies with it already.
Day 4 - clear
Day 5 - Break camp, Nettle's crossing, travel East, before camp you see a wandering trio (cleric and acolytes)
Day 6 - clear
Day 7 - hex 7 (Once explored, Perception DC 15 reveals the crack in the side of a hill that leads into the barrow mound's interior...Part III The Lonely Barrow)
Day 8 - hex 8 (E. On the Prowl) (Howl of the North Wind plus 4 more worgs) then 2 worgs with 10 skeletons of their eaten victims.

If more than two Medium
creatures attempt
this at once, the
rope snaps. Anyone
who falls into the river
is carried downstream to
eventually snag on the rubble of old
bridge remnants, but without several
successful Swim checks, drowning is a
very real possibility.
Creature: If either bell is rung on either
shore, or if anyone attempts to cross the
river, Davik’s haunted remains take note.
Now a unique undead menace, Davik’s
rotting body climbs from the rubble
downstream and makes its inexorable
way across the river’s surface,
walking over the water
toward the PCs. The sight of the obviously long-dead man, flesh putrescent and
dripping ranseur clutched in his hands, is likely to drive
the PCs to attack. Yet as Davik rises from the waters, he
calls out to the PCs in an eerie, soggy voice: “You are not
my tormentors. Throw the Stag Lord’s body into the river
that I may look upon his death, or join me instead.”
If the PCs attack Davik, he fights back with a furious
rage. If destroyed, his bones and gear melt into water that
runs back into the river, leaving nothing behind—he rises
again the next night, completely healed, but now he has
imprinted his unholy anger on the PCs as well. While
he cannot travel more than a mile from the site of his
death, he can use a nightmare spell to plague one of the
PCs—in this nightmare, he threatens to come for the PC
and drag him to a drowning death unless the Stag Lord’s
body is given to the river. A dispel evil spell can also remove
the strange link between Davik and a PC, removing the
undead’s ability to use nightmare on him again unless the
PC returns to this location. Note that as long as the PCs do
not abandon their goal of defeating the Stag Lord, Davik
remains content and does not plague their nights.

Davik Nettles CR 3
XP 800
Male unique undead
NE Medium undead
Init –1; Senses darkvision 60 ft.; Perception +9
Aura stench (DC 16, 1 minute)
Defense
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 34 (4d8+16); fast healing 5
Fort +5, Ref +0, Will +6
Immune fire, undead traits

speed 30 feet, swim 30 feet
Melee +1 ranseur +7 (2d4+5/×3) or
slam +6 (1d6+4)
Special Attacks fear gaze
Spell-Like Abilities (CL 4th; concentration +8)
Constant—water walk
1/day—nightmare (DC 19)
Tactics
During Combat Davik Nettles wants vengeance, and the PCs
are a handy tool. If they attack him, he continues to speak
his request for the Stag Lord’s death, and if the PCs cease
their attack and agree to do as Davik commands, the undead
creature breaks off his attacks, nods, and melts back into the
river. While fighting, Davik relies on his hideous stench and
fear gaze to disrupt organized attempts to surround him.
Morale Davik fights until destroyed.
Statistics
Str 17, Dex 9, Con —, Int 9, Wis 15, Cha 18
Base Atk +3; CMB +6; CMD 15
Feats Ability Focus (fear gaze), Power Attack
Skills Climb +10, Perception +9, Swim +15
Languages Common
Special Abilities
Fear Gaze (Su) Shaken, range 30 feet, Will DC 16 negates. This fear
effect does not stack with itself. The save DC is Charisma-based.
Ranseur As long as Davik Nettles continues to exist, his +1
ranseur cannot be taken from him. If disarmed of the +1
ranseur, or if he drops it, it melts into water—he can retrieve

his +1 ranseur by pulling it out of any body of water as a move-
equivalent action that provokes an attack of opportunity.

If Davik is put to rest permanently, his +1 ranseur loses this
ability and can be claimed by someone else.

Quest: Davik’s Revenge
The PCs help Davik Nettles’ unquiet spirit achieve
vengeance against the Stag Lord.
Source: Encountering the undead guardian of Nettles’
Crossing.
Task: In order to aid Davik in getting revenge, the PCs
must seek out and slay the Stag Lord.
Completion: Only when the Stag Lord’s body is thrown
into the waters of the Shrike can Davik find peace. When the
PCs do this, the undead menace lurches up from the river, no
matter where along its length the event occurs, to grab the
Stag Lord’s body and pull it down into the water forever.
Reward: As soon as the Stag Lord’s body is given over to
the river, Davik’s magic gear washes up onto the shore at
the PCs’ feet, a final gift from the grateful undead.

After the shambling mound the group continues heading East. Did you want to check out the evil tree? If not the travel is simple and unremarkable. Another day passes with no events or happenings. Waking up to find that the night went by smoothly as well. The wagon continue to head pretty straight East as those on horses continue to veer off and explore. Then the group gets to a crossing... Nettles’ Crossing is a soggy, abandoned remnant. A thick, sagging rope still hangs across the river, all that remains of the bridge that once spanned it. A signpost at either end of the ruined bridge reads “Nettles’ Crossing—5 coppers—ring bell for service.” A rusty bell hangs by each sign. On the south bank of the river, the crumbled remains of a burnt-down wooden building are slowly being overgrown by encroaching vegetation. Crossing the river by shimmying along the hanging rope is possible with a DC 12 Climb check.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Perception for coins. 1d20 + 7 ⇒ (5) + 7 = 122d6 ⇒ (1, 5) = 63d6 ⇒ (2, 6, 6) = 14
Survival, foraging for food 1d20 + 7 ⇒ (4) + 7 = 11

Koldur is less then tidy with his own search as he tosses pieces of rotting plant matter or body parts away in a pile from him.

He finds 13 gold, 6 sliver, 14 copper for his efforts and of course the strange cloak.
Having it identified, he gives a nod to his fellow dwarf and dons it, not caring for the occasional mark on it.

With that done, he does help in looking for edible nuts and berries while making sure to clean up abit though if any of his companions offer to aid, he doesn't refuse. After all who wants to always smell of something suspicious???

The next day at Nettle's crossing, glancing at the rather run down place, he scoffs.
"The place is falling apart. What manner of Service can there be? I dare day the earlier group of pilgrims might have better choice of their route."


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"This will not do, we will have to fix this up once we claim this land. The sign is curious though, Let's ring the bell and see."

Johanna approaches and gives the bell a ring.


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Never will happily join the hunt for food as they move through the lands.
Survival: 1d20 + 10 ⇒ (11) + 10 = 21


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen look from a bit of a distance for magic or traps.

Casting detect magic

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

"Unica upfront."


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

After Joanna has rang the bell, Koldur waits and then curses.
"Why Wring me beard. Is that someone walking on water?"


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

extra coins: 2d6 + 3d6 ⇒ (3, 6) + (4, 2, 1) = 16 : 15gp, 9sp, 7cp

Survival Assist: 1d20 + 6 ⇒ (4) + 6 = 10

retrying identifiction on the two other items

Uneventful day:
Spellcraft: 1d20 + 11 ⇒ (9) + 11 = 20
Spellcraft: 1d20 + 11 ⇒ (7) + 11 = 18

Nettles crossing:
Spellcraft: 1d20 + 11 ⇒ (15) + 11 = 26
Spellcraft: 1d20 + 11 ⇒ (10) + 11 = 21

---

Helferick shares what he works out of the objects with the party, keeping those he can't figure out to study further (or asking to study them later if others want to claim them)

As they journey along, he assists in scavenging food.

---

At Nettle's Crossing, as Johanna rings the bell he remarks, "From the looks of it, I don't reckon Nettles is working any sort of ferry now."


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"Unica do you smell anyone."

The small cat uses sent which should detect anything within 30ft and indicate a direction.


The small cat does not look in any direction after its cursery look but back at Halseen.

The obvously undead man comes closer and closer walking on the water. The sight of the obviously long-dead man, flesh putrescent and dripping ranseur clutched in his hands, is a horrible sight indeed. It calls out in an eerie, soggy voice: “You are not my tormentors. Throw the Stag Lord’s body into the river that I may look upon his death, or join me instead.”


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

"Wasn't that the leader of the bandits? " Helferick mutters to the others. "Don't suppose you kept track of him after you killed him?"


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"I don't like this. A vengeful spirit of sorts."

Johanna keeps her hand on her sword and speaks out.

"Spirit we don't have the body, but the one you call Stag Lord has been slain. Let us pass and we can return with it."


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"Vengeful indeed if it actually wants us to go back to the fort and bring back the Stag's Lord rotting body." Koldur mutters.

He keeps his hands loose though ready to whip out his weapons if needed as he waits for the spirit's reply to Johanna.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"Bodies of the dead contain great magical potential."


In a sort of croaking but quick and happy voice the corpse replies, ”Youmaypass. Merely throwit inthe closest bodyof waterand youwill bewell rewarded and I... I will finally beable torest!”


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"What is your name. I'll have it marked and if able too I'll bring his rotting body right here to toss it in." Koldur asks.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"I don't like making deals with the dead but if it puts you at rest and able to move on then so be it. Thank you."


”Davik Nettles.” It simply says as it begins to submerge. Soon it is gone.

Survival DC 15 or Perception DC 19:
The river is quite deep here and for any visible part of the river, the current is strong as well.

It is possible to cross here but likely dangerous.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

"I'm a poor swimmer. I can row a boat if need be. It maybe hard to cross here.


stats:
HP: 30/30 _ AC: 18 _ T: 14 _ FF: 14, Perception +8, Sense Motive +1, Initiative: +4, F: +5 _ R: +8 _ W: +2 _ CMB: +6, CMD: 20, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2

Survival: 1d20 + 8 ⇒ (3) + 8 = 11

"I am not sure but that would make sense considering the bridge that was made. I remember Mr. Nettles, this bridge was very popular, he would take anyone that paid his nominal fee. He was a no nonsense man. The Stag Lord must have killed him, burnt his house and cut down most of the bridge."


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Survival 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge (Enginneering) 1d20 + 4 ⇒ (12) + 4 = 16

"I wonder if rebuilding a bridge here would be useful. I'm sure the stag lord must have seen the value of this bridge else he wouldn't have burned it."


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"We will rebuild it when we claim the land later. For now let us backtrack and continue exploring before heading back to the capital."


stats:
HP: 30/30 _ AC: 18 _ T: 14 _ FF: 14, Perception +8, Sense Motive +1, Initiative: +4, F: +5 _ R: +8 _ W: +2 _ CMB: +6, CMD: 20, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2

"I will quickly head East and see if there is an easier way to cross up river. Can I have someone head West to see if such crossing exists that way as well?" After confirmation that someone else is heading in the other direction he heads off on his horse.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen will check west.

"I will go!"


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Jevar nodded at Halseen's enthusiasm. "Allow me to accompany you, if you will. Two sets of eyes are better than one, plus I reckon if needed I can test the waters if needed myself." he offered Halseen.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"Thank you."


After a good 45 minutes of travel Halseen and Jevar believe they might have found an alternative route for the wagons.

Survival DC 15:
You see a large wide ripple across the river which typically means water is hitting something.

Perception DC 15:
You believe that the river is more shallow here for about 30 feet across. It seems out of place but you can't really see what makes this part of the river more shallow.

Perception DC 20:
You see what you think is flat stone. Many of them, perhaps a ruin, an old road, or structure of some kind that is under the water.

Perception DC 25:
You see a chunk of similar stone with lots of bushes and several trees around it, that is similar to the stone that is under the water. Upon closer inspection you can see that there are runes on the stone and a smooth circle on the top of it.


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Survival: 1d20 + 10 ⇒ (6) + 10 = 16

Perception: 1d20 + 12 ⇒ (5) + 12 = 17

Jevar pauses and looks at the water for a bit. "It's shallow in the area but I worry that the horses might hit something. If you look there, you'll be able to see the water moving oddly...That's meaning there is something under the surface there and the water is having to push around it. I'd say so long as we're single file and careful though, it shouldn't be a big issue." he said feeling confident.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"I'm not that skill in the 'out-of-doors' things. If this is promising maybe we should get the group?'


With Ernost returning from the East and the others from the West they report their findings. Ernost found one spot but it only works for part of the river. From Jevar’s findings it sounds like what they found is the best route.

Unless someone has something else to say. West is the path down to the route across the water. Who goes first? Everyone may make the perception checks even Halseen and Jevar again.


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Helferick glances at the stream and nods. "Yep, this looks fine. You haven't scouted the other side yet? We should cross first to make sure there aren't any surprises on the other side."

Helferick's ready to cross unless someone else notices something."

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