Tales from the Feralwood

Game Master Kobash

=COMBAT MAP=
=Regional Map=
=Map of Marascar=


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I'm guessing no one interceded.

Whirlass listens politely and nods. "I see. Is this brother of yours a big man as well?" He asks with a smile that indicates a sense of humor. "16 Days ago a lone traveler, big and tall such as yourself, passed us near the northern terminus of the road. He did not stop, just waved with a big smile. I might not have made notice at all had the circumstances been different. The Greenbelt was suffering from one of its weather fluctuations and the heat was unbearable that day. We had set up tents and created ice for the teamsters, but this man walked by without a drop of sweat upon his brow."


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"Did you see his general direction? Where was he heading?"


"North." He replies, extending a huge arm to point in the direction of Candlemere.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"Don't suppose there has been much other traffic heading that way recently, has there?"


"The occasional trapper or merchant train, but little else. We used to see quite a bit of the Baron along this route, but since defeating the trolls he has been mounting fewer expeditions in this area."

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Enough with the aristocratic babble, we need to get going.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"It seems our path is clear." Troxell says to his group, striking the ground with the end of his quarterstaff decisively.

While the others finish the conversation he watches the road crew work, keeping his thoughts about the progress of civilization through forested lands to himself.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"We do have to go. Pleasure seeing the group again," Teena nods toward Whirlass.


Character Image

Myhm heads off with the group.


"Clear skies to you." Whirlass bows in farewell, then returns to the road crew.

As you pass, the sorceress casts a spell and the blocks of stone seem to melt and flatten, molding into the stone of the finished road and slowly stretching south to renew the old empire road.

****

Around noon you reach the northern terminus of the new road and step off into the broken remnants of the old road that soon leads you into a wooded area. After a couple hours you emerge from the woods at the shores of Lake Candlemere. Extending into the water are old and rotten timbers - the remains of a ferry dock long since abandoned and rotted. Across the misty waters, about halfway to the far side of the lake, an island rises the ruins of Candlemere tower.


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Nice!


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"Well, I believe we have located our query. Now, how to get there? I hope we don't have to swim again."


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"Hmpf." The druid utters as he stares across the water, "If you don't want to get wet, Lady Teena, then I could build a raft. Perhaps I should scout the water first, whatever curse the tower holds could have spread into the surroundings."

With that, he wildshapes into a water elemental and takes a look around under the water.


The image makes the island seem closer than it actually is. The lake is about 3 miles across with Candlemere tower near the center.

Troxell scouts the waters, but finds nothing dangerous around the island. By the time he returns the sun is nearing the horizon.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"The waters are safe. I suggest we wait until morning to cross over to the island, however. We would be better served resting and dealing with whatever is in the tower in the daylight."

If there are no objections, Troxell attempts to build a raft and some oars with his dagger and whatever resources the forest provides.

Craft of some sort sounds more reasonable for a raft, but Survival might work?

Survival: 1d20 + 15 ⇒ (4) + 15 = 19

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

"Let me help you Troxell."

survival assist: 1d20 + 9 ⇒ (20) + 9 = 29


Character Image

”Myhm get a tree”, he unslings his axe and head for the nearest and biggest timber he can find, the idea is to fall a big log so the others can climb on while he swims it along to the island. Mhym tries to hides smile as he rips into the massive trunk; smiling because chopping trees was his sole profession for most of his life - simple and understood. Doing good, he thinks to himself.

Survival: 1d20 + 11 ⇒ (11) + 11 = 22


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena finds a comfortable spot to rest as she watches the boys put together a raft. "You any good at that sort of thing, Mikmik? I'd just get in their way. Best thing I can do is stay over here."

if the kobold comes and sits next to h ere, she will strike up a quiet conversation with him. "I couldn't help but notice you didn't seem very interested in heading back to the tribe. If you want to stay with us for a while, that is fine. We've got some work to do out here that will keep us busy for a bit. I know we could find something for you to do and make it worth your while with some of the gold we come upon."


Mikmik nods quietly as Teena talks, but his eyes focus on Candlemere Tower. He looks worried. "Chief Sootscale not liking Mikmik much lately. When Baron come to free tribe from bad Shaman, Mikmik given strong name - Mikmik the Firejumper. Don't think Chief liking others having strong name."

You spend the rest of the day cutting down a couple trees and preparing them to lash together into a raft. Evening falls with the job about half-done. Resign the night on shores of the lack all notice that as the light from the sun dims, another light becomes more apparent from within the ruins on the island. A pale light glows from within the structure and rises in a beam from the open top, illuminating low clouds passing overhead. Occasionally it seems like the light shift and flutters.

The night passes without incident, and you spend the majority of the morning putting the raft together and settling it in the water. When it is done, there is enough room for everyone, including Myhm, to sit on dry wood. Crossing the lack is slow going though, and it is well after noon by the time you reach Candlemere Island and step ashore next to the remnants of an ancient stone dock, now reduced to a few crumbling pillars and rubble.

The ruins rise before you, ending in a jagged ridge about 60 feet up. To the side lies the top of the tower, having broken free and tumbled to the ground sometime long ago. The tower itself has one arched doorway, opening to darkness within.

The island itself is covered with a low growth of brambles and stinging nettles that must be crossed to approach the tower.

Everyone please make a Will Save.

Myhm:
You get a feeling that something unwelcoming is watching or waiting for you.

Troxell:
You get a feeling that something unwelcoming is watching or waiting for you.

Teena:
You get a feeling that something unwelcoming is watching or waiting for you.

Xerexis:
You get a feeling that something unwelcoming is watching or waiting for you.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Will 1d20 + 6 ⇒ (14) + 6 = 20


Edit above for Teena's conversation with Mikmik.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Will Save: 1d20 + 9 ⇒ (16) + 9 = 25
If it's an enchantment, add +2, if it's a fey or plant ability, add +4.

"I sense a presence waiting for us in the tower." The druid announces gravely, "Steel yourselves."

Afterwards, Troxell casts Barkskin on himself. He then takes a moment to scrutinize the ruins.

Perception: 1d20 + 18 ⇒ (16) + 18 = 34


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Standing on the shore, Mhym frowns at the tower. Since reuniting with his younger brother, chasing Brue down meant smashing heads of cruel men. ”Why Brue come here?”, his mitts tightens.

Will save = uh oh...

1d20 + 3 ⇒ (14) + 3 = 17


Character Image

Troxell is a stat monster!


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

As long as he doesn't have to do any diplomacy checks or front-line fighting, he's pretty cool, yeah. :-)

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

will: 1d20 + 2 ⇒ (9) + 2 = 11

uh oh indeed. +2 vs enchantment


Mikmik Will Save: 1d20 + 2 ⇒ (18) + 2 = 20

The unpleasant feeling seeps into the subconscious of Myhm and Xerexis, making them both tense and jumpy.

Teena and Troxell resist the strange feeling and their will holds strong. Surprisingly, Mikmik swallows his fear and stands firm as well.

Both Myhm and Xerexis are considered shaken while close to Candlemere Tower.

Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Troxell is quite knowledgeable about the natural hazards of bramble and the debilitating effects of stinging nettle. He will be able to cross without problem, but the others will more than likely suffer scratches and stings.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"We could probably cut through the brambles and nettles, but that would take some time. Burning through them is also an option if we could generate enough fire." Troxell suggests.


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Is there another path? or all covered by nettles.


There is no other path.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Would Teena be able to tell if Burning Hands could be able to clear a path? If so, how many castings would it take?


Burning hands could clear a path. You would need to use it 6 times.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

What if Troxell helped with Flaming Sphere?


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

How about Troxell uses one casting of Flaming Sphere, and then Teena will use however many Burning Hands necessary after that?


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Guessing that nettle is common knowledge that it stings?


Anyone with 1 rank in knowledge nature or survival would recognize nettle. A flaming sphere will clear 30 feet. 1 burning hands spell will clear 15. You need to clear 90 feet. You could also clear it by hand, which would take an hour.


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Well they already know we're here...


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Lets go with my suggestion, which doesn't take too much magic from either of us.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Unless my math is off, if we burn through the whole thing you'll use up all your 1st level spells for the day, Teena.

Knowledge (Nature): 1d20 + 12 ⇒ (4) + 12 = 16

Troxell explains what he knows about the dangerous/annoying plant life around the tower.

"Let's burn through the first part of it and hack through the rest. We don't know what's waiting for us in the tower, we shouldn't waste a large amount of resources on a minor annoyance."


With a little magic and a little old fashioned elbow grease, the group clears a path to the tower entrance.

"This place scary." Mikmik says, staring at the entrance. He readies his crossbow and looks to Myhm for leadership, even though the big man has displayed very little on the journey.

MAP UPDATED


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Ive got 8 first level castings per day, so I ought to be ok, but if you strong boys insist, lol!

"Ok, we need a plan for the building. Who is going in first? I'm probably better toward the rear. Last thing I need is to be surprised by a Zombje swinging an axe or something! If you spot a lock, let me know and I might be able to open if, if I get lucky."


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Teena: Better to be safe than sorry.

GM: I'm going to assume Troxell used his Flaming Sphere on the brambles/nettles.

Troxell nods in acknowledgement of Teena's statements, "I'll go first to keep an accurate eye on things, followed by Myhm, Xerexis, then you and Mikmik in the back." He then casts Light on his quarterstaff and approaches the tower.

The marching order presented on the map looks good to me.

Taking 10 on Perception as we move into new areas.


With caution the party enters Candlemere Tower. Troxell's keen eyes notice ancient script around the doorway, but it is too weathered to make out more than a few symbols, which appear to be some mixed form of sylvan and another language.

Inside the tower is a 30 foot diameter chamber. At one time there must have been additional levels above, but now the top is open to the sky. The ground below is stone tiles littered with rubble, dirt, and dead vegetation. More of the script seen around the doorway circles the walls inside.

Troxell:
You notice one side of the chamber seems to have been disturbed. The dirt there seems a bit more fresh than elsewhere.

Perception, Survival, Linguistics, Knowledge Nature, and Knowledge Planes checks can be made here.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Knowledge Planes 1d20 + 9 ⇒ (15) + 9 = 24


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"There's fresh dirt there on that side of the chamber." The druid points, "It appears to have been recently disturbed."

Perception: 1d20 + 18 ⇒ (13) + 18 = 31
Survival: 1d20 + 15 ⇒ (7) + 15 = 22
Knowledge (Nature): 1d20 + 12 ⇒ (1) + 12 = 13


Character Image

Tower smaller than expected.

Myhm steps headlong towards the front doors, then is stopped by Troxell's instruction to to stand behind. He nods in understanding that this is a quiet-like approach and tries his best to remain small.

Stealth: 1d20 + 1 ⇒ (18) + 1 = 19


Myhm, the group has entered the Tower. Are you waiting outside?

Despite the unnerving feeling that something bad is about to happen, nothing does as the group enters the tower and begins examining the interior. While Troxell makes note of the disturbed dirt, Teena looks around at the writing on the walls.

"Mites write this?" Mikmik asks, stepping up next to Teena. His toothy face sneers at the thought. "Never seen one smart enough to do more than scribble-scrabble on tree and stone. Usually bad words."

Teena:

There has been much talk in Kragis'Aer about the Feralwood Forest. There is a belief that there are places in the Feralwood Forest where the barrier between the prime material plane and a mysterious realm called the First World is thin. Only fairy tales and legends exist of the First World. It is a place of the fey and many magical creatures, and most depictions describe it as a realm where nature runs wild. Theories are that these thin barriers might explain the fey population and the reason why the forest grows so rapidly and wild. You also recall that while Sylvan is the native tongue of the Fey, some denizens of the First World are thought to speak Aklo.

Troxell:

This place has seen very few visitors. You guess that the earth was disturbed some time ago - perhaps few months ago. You also find a couple large footprints near the edge, but they are newer - maybe a couple weeks old.


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Yes, Mhym entered after Troxell. Is it open air all the way through?


Myhm, there is no roof, if that is what you are asking.

Myhm:
A new sensation comes over you as you enter the tower. Sort of like a warm tingling that increases as you step closer to the center of the chamber.


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Warm feeling - good, Myhm steps closer to the center of the tower.

::sniff::sniff::

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

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