Night of the Werewolf (Inactive)

Game Master Kinetic_cards


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DM

BAAAAAAHHH!* says Uni.

*Just get into the carnival ride and buckle your seat-belt, smarty-pants.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Feeling somewhat silly, Ianez gets into the peculiar cart and buckles the belt on the seat (after arranging his various armaments and items).


Male Human Wizard 9 (Teleport) Perception +8

I wonder if arcane energy has some strange effect on the human mind? It cannot be a coincidence that so many of the more powerful masters of the arcane end up so strange.

Caromarc quickly gets in the cart next to Ianez
"You have impressed me, sir. How did you get so good at puzzles?"


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6
Sandru wrote:
I watch at their antics, puppets serving some puppet master... but it is madness and I can make no sense of it.

*Just following up on a Sandru post from Wednesday. :)


Female Aasimar Urban Druid 9

La Siréene reclaims the items stolen, and then climbs into the cart, handing Caromarc the Word Bottle and Void Dust before taking a seat and buckling herself in.

"Would you kindly identify the properties of these items, Caromarc?

La Siréene then takes out and considers the Dragonbane Divination Sticks.

I assume La Siréene knows which save the bonus is for after she analyzed the item, but the bonus was not determined previously, so here we go.

#1, Fortitude
#2, Reflex
#3, Will

1d3 ⇒ 1

As Quinn enters the strange vehicle, she hands him the bundle of eight sticks.

"Place these on your person, darling - I believe they will be of help."

Quinn gains a +3 luck bonus to Fortitude saves for as until he no longer stores the items on his person or the next day, when the bonus is determined again, whichever happens first.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

The monk asks a question to Dungeon, "Master Dungeon, have you seen a dwarf come by recently?"

Quinn looks at the sticks."How will these sticks aid me? Remember, any aid that I receive to negate this dark magic" Quinn lifting up the dark bracer. "will rebound to one of you."

The monk takes any seat available.


Male Human Wizard 9 (Teleport) Perception +8

network:

La Siréene wrote:

La Siréene reclaims the items stolen, and then climbs into the cart, handing Caromarc the Word Bottle and Void Dust before taking a seat and buckling herself in.

"Would you kindly identify the properties of these items, Caromarc?

Is there time?

spellcraft: 1d20 + 18 ⇒ (6) + 18 = 24
spellcraft: 1d20 + 18 ⇒ (18) + 18 = 36


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Ianez smiles slightly. "My avocation drove me to learn of such things, or die. It would not, I am certain, surprise you to learn that many tomb builders included puzzles in their defenses against intruders (such as myself, I must admit). I'm sure the thought of a robber dying knowing that they could be free if only they were not so stupid amused the builders to no end."


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre gets onto the ride warily. Very warily.


DM

In response to Quinn's inquiry, the small man shakes his head. "No, I'm sorry I haven't seen a dwarf recently."

@Caromarc:
(re: Void Dust)- Infused with the essence of destruction, a pinch of void dust unmakes force effects. If sprinkled on or thrown at a force effect, it acts as a dispel magic, unless the force effect is immune to dispel magic, in which case it acts like disintegrate. Void dust can be sprinkled on an adjacent force effect or thrown up to 10 feet. No attack roll is required. A single pinch affects only a single force effect. A found container holds three pinches.

(re: Word Bottle)- This fragile glass flask encloses a single scrap of worn parchment held in place by a taut metal wire threaded through its cork stopper. As a full-round action, a spellcaster can cast a targeted language-dependant spell of 3rd level or lower into the flask as a full round action, which covers the parchment with magical writing and charges the flask with power. The flask cannot be used with spells that have a casting time longer than 1 full round. Any of the spell's variables that are determined by its caster (such as commands given to the spell's target) are decided when the spell is cast into the bottle.

The charged flask can be thrown as a splash weapon with a range increment of 10 feet. The flask shatters and is destroyed upon impact, releasing the stored spell. A creature struck by the flask is subject to the effects of spell contained within, just as if it had been the target of the spell. Creatures within 5 feet of the flask when it breaks hear whispery echoes of the spell's words and are also subject to its effects, though they receive a +5 bonus on their saves to resist the spell. If the spell does not ordinarily allow a save, creatures caught in the splash radius may still make a Will save to negate it (with the +5 bonus).

Everyone seated and buckled in, the cart starts off down the track. Chk...chk...chk...chk...

"The ride has started. Fare thee well, adventurers!" calls the little man. He waves goodbye. BAAAAHH! bleats Uni.

Your cart enters a dark tunnel, lined with animatronic monsters. Within seconds, time and space fold in on themselves, like origami. Everything drains into a single point, in a giant swirl. Then, three-dimensional space snaps back to normal. You're all thrown from the cart and fall through empty space.


NPC

You land on a hard surface. It is very dark. It is cold.

A light. The face of the flame oracle. Behind her, in the darkness, the shiny metal man and the octopus. "Good thing Agnes acclimated you to time travel."

"Welcome back, by the way."


DM

You all hear a buzz. Welcome to the third level of the Tower Out of Time. Beware! Beware! You are now time displaced.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

The vehicle looks like it could restrain you within the passenger compartment. I don't like this...

I share my thoughts after I'm seated.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn awakens and looks at Pheobe, Elspeth and Man Servant. "Glad you guys can join the party. We had some fun at the carnival."


Male Human Wizard 9 (Teleport) Perception +8

no archons though, right?
"Indeed I believe I can. The dust appears to be some form of powdered void, essence of destruction. When sprinkled on an immaterial arcane physical effect - like my wards, or my arrows or..." Caromarc trails off then very carefully hands over the dust "It will destroy them. It is stoppered well, yes?"
As for the bottle, it enables one to store a few words and release them when the bottle is destroyed. It appears potent enough to store quite a powerful word, perhaps as powerful as Segathiel's Suggestion."[/b]
feel free to check network's spoiler if this is too flowery ;P


DM

The lantern archons bob behind the Mechanical Manservant, chirping in Celestial. They're still with you, at least for now.

It's very cold, and you realize that the ground under you is actually wet and covered in snowdrifts. You're in a huge indoor cavern. You're on a small ledge. The weight of your newly-arrived party presses it down, and it starts crumbling beneath you. You're able to scatter backwards a few feet...straight into soft, crunchy piles of snow. The ledge tumbles down into an icy ravine. You hear the chunks of rock crash into the ice 50 feet down.

The wind picks up, and you're all hit with whirling blasts of snow. You're in a snowstorm!*

(Within this area, the snowfall and wind gusts cause a –4 penalty on Perception checks and ranged attacks. The wind itself blows in a clockwise rotation, and functions as severe wind...which means the lantern archons need to make a Fly DC 20 skill check to move forward against the wind.)

Ahead of you, is a narrow ledge covered in snow, five feet across. To your left, there is snow. To your right, it drops into the chasm, but beyond a short jump there is more snow.

This is the MAP. (Also posted to the 'Campaign Info' page).

The Olivia's Heart pendant, worn by La Siréene, glows bright blue.

Blackacre's forehead and hand have returned to normal. Volst's mouth and eyes are nowhere to be seen.


NPC

Phoebe shivers. She holds her flame up to see into the snow beyond. A strong gust of wind blows it out. "Hey!" she cries in frustration. Suddenly, she falls silent. Her face contorts into an odd expression. Her eyelids and the corners of her mouth twitch. For a snap second, her features are obscured by a gray blur. Then they reappear. She straightens her shoulders, lifts her chin, and inhales deeply, looking around.

"There!" she says with exaggerated braggadocio, quite different from her usual gruff and childish manner. "That's better. Hitching a ride with ol' Blackacre was giving me a real headache. Get it? Ha, ha!" Volst, now in Phoebe's body, marches around in a circle in the snow, waving his arms with mock pageantry.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"Earl Caromarc, do you happen to be able to cast a protection from evil spell at the moment?"


Male Human Wizard 9 (Teleport) Perception +8

The Earl appologises "I am afraid not, Ianez. I can cast this however."
cast dancing lights


Female Aasimar Urban Druid 9

With a shrug of her shoulders, she replaces the sticks in her pouch until they are claimed by another. A strange conundrum.

"Hello again, Phoebe. Hello again, Volst."


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I see Phoebe and find Volst's presence repulsive.


DM

Make a Perception and/or Survival check.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Perception check: 1d20 + 19 ⇒ (7) + 19 = 26


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Perception Check: 1d20 + 20 ⇒ (15) + 20 = 35
Survival Check: 1d20 + 16 ⇒ (18) + 16 = 34

Quinn goes into his bag and removes his rope. He ties one end to his waist and he hand the other to Sandru and Gaston. "There is a path before us. I will test it out. The rope is a precaution. Anyone else have any better ideas before I head out?"


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

perception: 1d20 + 14 ⇒ (10) + 14 = 24
survival (add four if identifying tracks): 1d20 + 8 ⇒ (16) + 8 = 24

Blackacre accepts the end of Quinn's rope with a raised eyebrow. Be careful. There may be ice under that snow.


DM

(with -4 Perception because of the snowstorm)

@Quinn:
(re: Perception) You hear someone softly sobbing from across the narrow ledge. Through the blizzard, you catch glimpses of a dark shape up ahead. Maybe a person?

(re: Survival) There are tracks in the field of snow off to the left. They look like they were left by a large humanoid. Large bones are embedded in the walls of the icy chasm. Based on these observations, it's likely there's a bone golem somewhere in the area.

@Ianez:
You hear someone softly sobbing. It seems to be coming from across the narrow ledge, but it's hard to be sure.

@Blackacre:
(re: Perception) You hear someone softly sobbing. It seems to be coming from across the narrow ledge, but it's hard to be sure.

(re: Survival) There are tracks in the field of snow off to the left. They look like they were left by a large humanoid. Large bones are embedded in the walls of the icy chasm. Based on these observations, it's likely there's a bone golem somewhere in the area.


Female Aasimar Urban Druid 9

Perception Check: 1d20 + 22 - 4 ⇒ (13) + 22 - 4 = 31
Perception Check: 1d20 + 14 ⇒ (7) + 14 = 21


DM

@La Siréene:
You hear someone softly sobbing from across the narrow ledge. Through the blizzard, you catch glimpses of a dark shape up ahead. Maybe a person?


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre points to his left. There are large humanoid tracks over there, and large bones in the walls of the chasm - that may mean a bone golem in the area. Be on your guard.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

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


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

"Does any of you hear crying from across the path? Wait a second....there is a form....I can't make it out"

The monk pauses and looks around the path. "Bone golem. Check out the large bones in the walls." Quinn points out the bones embedded in the walls of the icy chasm.

Quinn starts off moving slowly forward to sure what Gaston said is not the case. He occassionally kneels to check what is under the snow. The zen archer moves across with bow and arrows, ready for the bone golem.


DM

@Sandru:
You hear someone softly sobbing from across the narrow ledge. Through the blizzard, you catch glimpses of a dark shape up ahead. Maybe a person?

Up ahead, across the narrow ledge is a formation made out of ice, a platform resting on a pillar. Quinn sees a woman hovering in the air above the platform. She wears a black dress edged with bone and lace, and a silk blouse. She wears a fashionable hat with a silk band, and a mother-of-pearl & copper clockwork hat-pin which holds fastened a black ostrich feather. She carries a ripped parasol and weeps into a silk handkerchief.

As Quinn approaches, the lady points to a small stone tablet lying on the ice platform, forlornly half covered with snow. There are words engraved on it.

It reads -

Olivia Nym b. (with the date), d. (today)

"No rest...no rest for me..." she murmurs.

_____________________

There's a rumble from the chasm down below...and a shriek. The bone golem? Or just icy winds shrieking through the ravine? The bone golem is somewhere...maybe down there...maybe upon the snowy fields...

Roll initiative?


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12


Male Human Wizard 9 (Teleport) Perception +8

Caromarc looks at the ledge, then takes a shortcut to get closer. It is almost a relief to spend the brief time in the space between worlds and out of the cold blowy snowstorm. shiftingperception-snow: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12

network:

knowledge arcana: 1d20 + 18 ⇒ (6) + 18 = 24
What is up with the girl - illusion, spell, ghost? Also, what does Jornel know of Bone Golem's... specifically weaknesses and strengths.
I believe you roll initiative for me?


DM

@Caromarc:
(re: Perception) - You hear someone softly sobbing from across the narrow ledge. Through the blizzard, you catch glimpses of a dark shape up ahead. Maybe a person? When you shift closer, you see the girl and her grave marker in detail, same as Quinn.

(re: Knowledge arcana) - A bone golem is a construct used to guard the dead, made out of bones from at least a dozen medium or larger skeletons. The bony body has damage resistance that can be bypassed by adamantine weapons and/or bludgeoning weapons.

A bone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.

• Magical effects that heal living creatures slow a bone golem (as the slow spell).

• A magical attack that deals negative energy damage breaks any slow effect on the golem and heals the golem.

• A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.

In addition to melee attacks, bone golems are able to magically duplicate their bones and create a bone prison, which traps and attacks those it contains. These can be destroyed, but this has no effect on the golem itself.

(To learn more about the crying woman, make a Knowledge religion or geography check).

Initiative:

Caromarc, MM, Elspeth, Archons: 1d20 + 4 ⇒ (13) + 4 = 17
Ianez: 1d20 + 4 ⇒ (20) + 4 = 24
Quinn: 1d20 + 4 ⇒ (8) + 4 = 12
Phoebe: 1d20 + 2 ⇒ (3) + 2 = 5


Male Human Wizard 9 (Teleport) Perception +8

knowledge:geography: 1d20 + 10 ⇒ (5) + 10 = 15


DM

@Caromarc:
There's something unusual to these lands going on here. It occurs to you that Agent S, who is Tian, might have some helpful advice. Perhaps Volst can pass on a message?...


Female Aasimar Urban Druid 9

Initiative: 1d20 + 8 ⇒ (14) + 8 = 22

La Siréene holds her clockwork heart. Olivia.

"Olivia! What do you want? Do you want it to end? Do you want "rest"?"


Male Human Wizard 9 (Teleport) Perception +8

"Baron! Can you relay what we're seeing to S? Quickly!"


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Ianez was about to point out the sound, but was preempted by the others. He follows, bow out and arrow on the string.

Knowledge (Religion) and (Geography) results are both 21.

Initiative roll: 1d20 + 4 ⇒ (10) + 4 = 14


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

@Ianez- Network rolled a natural for your init.


DM

@Ianez:
(re: Knowledge geography) - There's something unusual to these lands going on here. Have you ever spent time in Tian Xia? You confirm Caromarc's hunch that Agent S might have some helpful advice.

(re: Knowledge religion) - You've heard of undead incorporeal spirits...vulnerable to fire, dependent upon snow...beautiful and alluring, yet eternally jaded by their unjust departure to the afterlife. Beings of ice and snowstorms, with powerful frost attacks (both melee and spell), and a bewitching gaze like the northern lights that stops adventurers dead in their tracks.

If Olivia has become one of these things, she is immune to cold, but staggered when her snowstorm is suppressed or otherwise not functioning.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***
Kwanjan Quinn wrote:
@Ianez- Network rolled a natural for your init.

Huh--looked right past that. Thanks!

"Stay back from her, and do not look into her eyes! She may have been cursed into unlife, bound to the snow."


NPC

Volst speaks into his shoulder for a moment, nods a couple of times, and seems to be listening to S's response. "Yes...yes...as I supposed," he says. "This is some sort of 'soul chamber' where Dr. Grey has locked up his lady love." He surveys the area, raising Phoebe's arm to shield her eyes from the stinging snow. He gives a low whistle. "Amazing. This is really advanced necromancy, if I do say so myself."

"Olivia is driven mad. S says that she has become...what they call in the Eastern lands...the Yuki-Onna. Incorporeal undead that control snowstorms and have powerful frost attacks. If indeed Olivia is this thing, she is immune to cold, but staggered when her snowstorm isn't functioning."


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"La Siréene, can you influence the weather here?"


DM

Olivia turns and looks up at Quinn and Caromarc with despair. Her irises glow phosphorescent blue against sclera of black. When La Siréene addresses her, she leans forward, throws her arms back, and hideously screams.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHH!


Male Human Wizard 9 (Teleport) Perception +8

"Oh" says Caromarc quietly "That's not good. That's not good at all."


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn looks over to Caromarc and listens to what he just said.
The monk grits his teeth on what is coming next.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre puts a hand to his sword hilt.

know(religion) in case there is anything new to know: 1d20 + 12 ⇒ (3) + 12 = 15


DM

@Blackacre:
You confirm what the others say makes sense.

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Blackacre


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Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15
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Info:
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