SEEKING THE MARK OF DEATH HOMEBREW (Inactive)

Game Master Abel JUan Guzman


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Male Humanoid(Shapechanger) Swordsage 2
Status:
HP 22 | AC 20 | T 18 | FF 15 | F +3 | R +8 | W +6 | Init +6 | Spot +8

Survival: 1d20 + 3 ⇒ (15) + 3 = 18


George I see, four are knights of your church I believe hope you find him.


Daellin and Vajra You find horse prints and a set of bare fooot prints that look like shifters


Male Elf Ranger Lvl 2 HP: 18/18, - AC: 18/T: 15/FF: 13 - Spot/Listen +6 _ Initiative: +5 - F: +4 / R: +8/ W: +2 (+4 vs. enchant) - Grapple +6, Speed: 30

1d20 + 8 ⇒ (18) + 8 = 26 Survival Check with track.


kirren you notice that four of the horse tracks are deeper as if carrying heavy armored poeple than the fifth rider.


Male Elf Ranger Lvl 2 HP: 18/18, - AC: 18/T: 15/FF: 13 - Spot/Listen +6 _ Initiative: +5 - F: +4 / R: +8/ W: +2 (+4 vs. enchant) - Grapple +6, Speed: 30

After spending some time going from one track to another, Kirren relays what he has learned, "Do you notice the five horse tracks? It seems that four of them are heavier than the fifth horse. There does not appear to be any other tracks, let us be after them."


"Knights, I would imagine. We should make sure to follow them quickly as we can and try to catch up. The fifth may be our quarry." Daellin turns toward the road and frowns.


"Meh, it's unlikely, but it's our only lead in this damned mist. Let's go."


Male Half-Orc Paladin 1
info:
Lv 1 HP: 13/13, - AC: 16/T: 12/FF: 14 - Spot: +1 - Initiative: +2 - F: +5 / R: +2/ W: +3 Speed: 30

George smiles to the man, "Thank you for the information, but we must be going." As he rises he drops a silver coin before him and turns to lead the group after the knights.


EVERYONE Naju wishes you well when you leave his camp. Follow the trail you notice no undead littering the trail. As a few pass the counrty side doesnt change much after leaving the graveyard.You come across a strange looking shrine, made up of skulls ranging from human animal elf gnome and dwarf. The alter has what looks like blood poured of it. An idol made to bat wings, goblin's body eagles talons for feet and a goats head is straped to a pike behind the alter....

Silver Crusade

Male Elf Aasimar cleric Lvl 2 HP: 20/20, AC: 18/T: 12/FF: 16 - Spot/Listen: +9 - Initiative: +2 - F: +5/ R: +2/ W: +8 (+10 vs. enchant) - Grapple +4, Speed: 30

"How strange and evil." 1d20 + 3 ⇒ (15) + 3 = 18 Knowledge Religion Check
What does the ground around it look like?


Aramil the ground looks blackish-brown with white speckles with gout of puddled blood you also know this is an alter of Orcus


Male Half-Orc Paladin 1
info:
Lv 1 HP: 13/13, - AC: 16/T: 12/FF: 14 - Spot: +1 - Initiative: +2 - F: +5 / R: +2/ W: +3 Speed: 30

"Well, Aramil? Should I destroy the altar or should we move on. I'm afraid we may not have too much time to dally." George looks over the alter of ill repute and readies his morningstar but will keep his distance for now.

Silver Crusade

Male Elf Aasimar cleric Lvl 2 HP: 20/20, AC: 18/T: 12/FF: 16 - Spot/Listen: +9 - Initiative: +2 - F: +5/ R: +2/ W: +8 (+10 vs. enchant) - Grapple +4, Speed: 30

"We will take care of it later, beware of undead, stay at least 60 feet away. Quickly now, for as you have said time is of essence." Aramil quickly says and begins to venture around it with the group.


Male Elf Ranger Lvl 2 HP: 18/18, - AC: 18/T: 15/FF: 13 - Spot/Listen +6 _ Initiative: +5 - F: +4 / R: +8/ W: +2 (+4 vs. enchant) - Grapple +6, Speed: 30

Staying 15 feet away from Aramil, and keeping bow ready just in case, he follows the group around the shrine.

1d20 + 8 ⇒ (8) + 8 = 16 Survival Check to pick up the trail again.


Daellin will also keep his bow at the ready and the group will march in a 60 ft. width from the shrine before finding our tracks through the other side.

Survival check if needed 1d20 + 10 ⇒ (7) + 10 = 17


Everyone a small raspy voice calls out saying"why dont you pay homage to the prince of death?[/b]"

Silver Crusade

Male Elf Aasimar cleric Lvl 2 HP: 20/20, AC: 18/T: 12/FF: 16 - Spot/Listen: +9 - Initiative: +2 - F: +5/ R: +2/ W: +8 (+10 vs. enchant) - Grapple +4, Speed: 30

1d20 + 6 ⇒ (1) + 6 = 7 Diplomacy Check "Orcus is not the prince of death, but of undeath, we want to on our way as my group has said so many times. Unless you have a quick way for us to get to the ones we follow."


"Yeah, you really should know the portfolio of the, I believe, demon-lord?, whose altar you hang around." Laine comments as she whips out her casting hand and readies herself against the in her mind now likely undead attack.

Laine's contribution to the natural 1 diplomacy. :P


Male Half-Orc Paladin 1
info:
Lv 1 HP: 13/13, - AC: 16/T: 12/FF: 14 - Spot: +1 - Initiative: +2 - F: +5 / R: +2/ W: +3 Speed: 30

"An abomination to the light will not be tolerated." George hefts his morningstar and, apparently forgetting Aramil's prior advice, will charge the altar and smash it.

1d20 + 9 ⇒ (6) + 9 = 15
1d8 + 5 ⇒ (8) + 5 = 13


Whee! Laine's not the loose cannon for once! :P

"See! Now that's epic!" Laine raises a hand in cheering as George unleashes his warcry and begins to charge.

If you don't mind me not going by combat style initiative.

Laine, however attempts to cut George off and pull him back before he gets very far. "Buuut we don't have time for this. The lives of the living mean more than the worship of those undead." Laine smiles as sweetly as she can, with a thumbs up. The smile looks like she's not exactly sure how the motion should go.

Diplomacy, if you want to use it: 1d20 + 5 ⇒ (15) + 5 = 20

Ooh, and another +2 for being a Kalashtar.


Male Half-Orc Paladin 1
info:
Lv 1 HP: 13/13, - AC: 16/T: 12/FF: 14 - Spot: +1 - Initiative: +2 - F: +5 / R: +2/ W: +3 Speed: 30

"If a demon stays here it endangers more lives... but you are right. This shrine can be destroyed another day." George is clearly enraged, but after Laine slows him down he sees that if LAINE thinks it's a bad idea they should probably keep moving.

"We should keep moving." George lowers his weapon and turns to keep on the knights trail.


"I'm glad someone talked some sense into him." Daellin's oppresive monotone gives way and he turns to make sure they are still on the right track.


Male Elf Ranger Lvl 2 HP: 18/18, - AC: 18/T: 15/FF: 13 - Spot/Listen +6 _ Initiative: +5 - F: +4 / R: +8/ W: +2 (+4 vs. enchant) - Grapple +6, Speed: 30

"Heh, I would have been glad to have some action rather than just all this running around, especially since they have horses, it is unlikely we will catch up, unless something aweful besets them."
DM moving right along what befalls us next!?!


Male Humanoid(Shapechanger) Swordsage 2
Status:
HP 22 | AC 20 | T 18 | FF 15 | F +3 | R +8 | W +6 | Init +6 | Spot +8

"It is precisely the case in which something awful besets them that it would be most imperative we arrive. As much as I would praise our company's valor, I think our chances of successfully defeating a vampire, if that is indeed our foe, would increase dramatically should it be already entangled with another party."

Silver Crusade

Male Elf Aasimar cleric Lvl 2 HP: 20/20, AC: 18/T: 12/FF: 16 - Spot/Listen: +9 - Initiative: +2 - F: +5/ R: +2/ W: +8 (+10 vs. enchant) - Grapple +4, Speed: 30

1d20 + 3 ⇒ (10) + 3 = 13 Knowledge* (history) to know about vampires.
1d20 + 3 ⇒ (6) + 3 = 9 Knowledge* (religion) to know about vampires.


Aramil Knowledge of vampires: sunlight kills them, holding them under ruuninng water kills them, they sleep in a coffin filled with dirt of a graveyard they come out at twlight and hid at dawn, they create spawn as slaves and can call allies such as any wolves and undead.


As you leave the alter with almost destroying the alter with eveyone talking George down, the trail continues the farther you travel the darker the gray misted dome becomes. In the horizen you see bright glows then a brillant flash, 10 seconds later a loud boom. A stationary fire can be seen as well.

Silver Crusade

Male Elf Aasimar cleric Lvl 2 HP: 20/20, AC: 18/T: 12/FF: 16 - Spot/Listen: +9 - Initiative: +2 - F: +5/ R: +2/ W: +8 (+10 vs. enchant) - Grapple +4, Speed: 30

"What do you guys know about vampires? I know that sunlight kills them, holding them under running water kills them, they sleep in a coffin filled with dirt of a graveyard they come out at twilight and hid at dawn, they create spawn as slaves and can call allies such as any wolves and undead. If I remember correctly they are awfully strong, and play with people of our strength."


Male Elf Ranger Lvl 2 HP: 18/18, - AC: 18/T: 15/FF: 13 - Spot/Listen +6 _ Initiative: +5 - F: +4 / R: +8/ W: +2 (+4 vs. enchant) - Grapple +6, Speed: 30

1d20 + 7 ⇒ (12) + 7 = 19 Perception Check
1d20 + 4 ⇒ (3) + 4 = 7 K (geography) Check
1d20 + 4 ⇒ (7) + 4 = 11 K (nature) Check
1d20 + 8 ⇒ (4) + 8 = 12 Survival Check, these checks are to see what weather is coming upon us, to see if we should take cover.


Kirren with your keen eyes you see fire balls rolling then exploding then reforming and roll again, you believe from stories from other adventures and bandits the rumurs of living spells. The area you are in you believe to be the feild of living spells as for the weather its going to be a clear night as you can tell


Male Elf Ranger Lvl 2 HP: 18/18, - AC: 18/T: 15/FF: 13 - Spot/Listen +6 _ Initiative: +5 - F: +4 / R: +8/ W: +2 (+4 vs. enchant) - Grapple +6, Speed: 30

"We could be in for some of that living magic, I see a rolling fireball out there. We should hurry and follow the path giving that thing a wide berth." Kirren explains as he stops to take in the area and tracks more closely.


"Fair enough. Keep your wits about you and don't get hit in the face by rogue magic."


Male Elf Ranger Lvl 2 HP: 18/18, - AC: 18/T: 15/FF: 13 - Spot/Listen +6 _ Initiative: +5 - F: +4 / R: +8/ W: +2 (+4 vs. enchant) - Grapple +6, Speed: 30

Kirren starts to double move, to minimize time in these fields. He stops every few minutes to catch his breath and make sure he is still on the trail.


EVERYONE As you continue you avoid the living spells, and get much closer to a camp. You see several horses and six people in the camp around the fire. A bird sings in the night air


"Well, phooey, I bet we won't get to shoot these people either, Kirren." Laine sets her free hand on her hip.

Laine always seemed to enjoy blurring the boundary between "sociopath" and "hero".


Male Half-Orc Paladin 1
info:
Lv 1 HP: 13/13, - AC: 16/T: 12/FF: 14 - Spot: +1 - Initiative: +2 - F: +5 / R: +2/ W: +3 Speed: 30

George will approach slowly with his symbol out on top of his clothes. "Good morrow to you." He'll start assuming no one acts hostile.


Male Elf Ranger Lvl 2 HP: 18/18, - AC: 18/T: 15/FF: 13 - Spot/Listen +6 _ Initiative: +5 - F: +4 / R: +8/ W: +2 (+4 vs. enchant) - Grapple +6, Speed: 30

Kirren keeps his bow ready just not aimed at the camp, but that can easily be changed if need be. Making sure he has a clear shot of the camp and with plenty of room between him and the camp.
1d20 + 7 ⇒ (16) + 7 = 23 Perception Check, What do I see?

Silver Crusade

Male Elf Aasimar cleric Lvl 2 HP: 20/20, AC: 18/T: 12/FF: 16 - Spot/Listen: +9 - Initiative: +2 - F: +5/ R: +2/ W: +8 (+10 vs. enchant) - Grapple +4, Speed: 30

Aramil walks up with George, "Good Day!" 1d20 + 6 ⇒ (14) + 6 = 20 Diplomacy Check
1d20 + 9 ⇒ (10) + 9 = 19 Perception Check, What do I see?


"Well meet whats your business here brother of the flame? Who travels with you?" says an older knight of the flame as the other two male and one female knights stand near the older one


Kirren and Aramil you notice that justicar sits not caring who enetered the camp site also that a shifter sits near the justicar with his crossbow at the ready also the three other knight are young and that the female has facial resemblence to the older knight


Male Humanoid(Shapechanger) Swordsage 2
Status:
HP 22 | AC 20 | T 18 | FF 15 | F +3 | R +8 | W +6 | Init +6 | Spot +8

The Justicar? Kandler?


Vajra yes kandler


Male Half-Orc Paladin 1
info:
Lv 1 HP: 13/13, - AC: 16/T: 12/FF: 14 - Spot: +1 - Initiative: +2 - F: +5 / R: +2/ W: +3 Speed: 30

"I have come to put a justicar back at his post." George intones calmly as he looks to Kandler and then over the rest. "And to help find his daughter. What business do you knights have on these plains? It is a dangerous path we tread."


the older knight says" I am Deothen and my fellow knight are to bring the girl we seek back to be questioned in Thrane. The good justicar refuses to return until we find his duaghter. What brings you out here brother?


Male Half-Orc Paladin 1
info:
Lv 1 HP: 13/13, - AC: 16/T: 12/FF: 14 - Spot: +1 - Initiative: +2 - F: +5 / R: +2/ W: +3 Speed: 30

"We come to find the mans daughter as well so he may return. what leads have you come across?" George bows his head respectfully before continuing.


well a vampire channleing has taken the girl its seems the Blood of Vol may be involvled as well


"Well, this keeps getting better and better.. The Blood of Vol." Laine comments.

"Regardless, we hoping for leads more along the lines of "where should we head if we want to introduce said vampire to the pointy end of our respective weapons" and not who did it, but thanks for the info anyway."


"well said, my dear. No abomination should be permitted to survive and we will be happy to help." Daellin raises one eyebrow before peacefully bowing.


"well join us and rest for the night and in the morn we can see where our paths lead us."

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