Tales from the Feralwood

Game Master Kobash

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


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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*

Can we take 10 to cross the stones?

"I could change forms and scout on the other side, although I'll be unable to speak again, or I could change into a giant bat and fly everyone over." Troxell offers, thinking aloud about his options.

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

Xerexis gives his party a sly grin then proceeds to acrobatics his way accross.

acro: 1d20 + 10 ⇒ (10) + 10 = 20


Sorry about the delay.

Xerexis makes it across the river easily. Looking around the far side it is obvious that a cave-in has obstructed another passage leading out the far side. The signs of men using this cave to camp in our all around, though the food supplies have all gone rotten.

The table on the far side of the cave appears to have a map spread across it, held down by a few stones, a vial of ink, and what might be a potion bottle.

Survival DC 20:
From the state of perishable supplies, you think that it has been perhaps a month since anyone has been here.

Any plan to get the rest of the party across?


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*

GM: Can we take 10 on the Acrobatics check.

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

Survival: 1d20 + 9 ⇒ (7) + 9 = 16


Oops. Yes, you can take 10, just not 20.


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 will definitely take ten on the way over for a tidy 13, which should be good enough to cross.

"This cave might be a nice place for us to make a camp, if we aren't able to clear this place in the remainder of today. Unless of course, there is something off kilter in the water. Some creatures at our back could he bad."


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*

Taking 10 on Acrobatics then.

Troxell takes his time crossing the swift underground river via the stones, looking relieved when he makes it across.

Survival: 1d20 + 15 ⇒ (19) + 15 = 34

Using the illumination from his quarterstaff, he takes a moment to examine the campsite, "Obviously no one has been in at least one month. Perhaps the map can give us some information on the location of the missing people."

Before making his way over to the table, he looks around for any potential traps or ambush predators.

Perception: 1d20 + 18 ⇒ (8) + 18 = 26

"Teena, could you see if there is anything magical about?"


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 follows Trox's lead and casts Detect Magic, scanning the area.


Troxell's keen eyes discover a few things of note in the area.

Above, just at the edge of his elven vision is a hole a hole in the ceiling, likely opened by the cave-in. Old webbing dangles from the edge.

Troxell also finds a tiny hand protruding from beneath the cave-in debris. It is badly decomposed but still covered with mangy fur.

Last, on the far side of the cave, where the river exits the area, he finds signs that someone large slid down the bank and disturbed some rocks at the edge of the water.

Over at the table Teena detects magic in the potion, identifying it as detect secret doors

The map on the table is a rough copy of the region with a few notes indicating time and places of troll activity in the north. Additionally, a landmark called Candlemere Tower has been singled out with the note "secrets".


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*

Troxell points out his various findings to his companions, then tries to jog his memory about Candlemere Tower.

Knowledge (Geography): 1d20 + 5 ⇒ (14) + 5 = 19

"Can anyone determine what the dead creature was?" He asks as he thinks.


The dead creature cannot be identified until it is dug out. If so, roll a Knowledge Nature check.


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

Mikmik, does this map show anything or leave anything out that we need to know," Teena asks as she shows the little creature the map.

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

Xerexis begins undigging the creature until he can figure out what it is.

Know nature: 1d20 + 6 ⇒ (16) + 6 = 22


"Mikmik not know much more than caves and land nearby. Not ever gone north of Gold River." The kobold points at a river a bit south from the lake.

Meanwhile, Xerexis digs out the creature from the rubble. It is tiny, and looks like a really ugly dog with a humanoid body.

Troxell:
You recall seeing a lake and island similar to this on the map at Oleg's Trading Post. In his time with the gnomes of Bixen's Grotto he also heard of Lake Candlemere and the Tower ruins found there. They are rumored to be haunted.

Xerexis:
The creature is a type of fey gremlin called a pugwampi. They creature misfortune around them and have the ability to break things from a distance with innate magic.

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

"Companions. This creature is a horrible horrible omen. Let us hope anymore of them we encounter are also dead."


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*

"Ah yes, Candlemere Tower. The ruins are rumored to be haunted." Troxell murmurs with a sage-like nod. "Do any of these clues seem consistent with what any of you know of the Brigand's Brigade?" He then asks, seemingly perplexed.

He then walks over to the disturbed rocks by the river bank to see what he can make from them.


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

"Unfortunately, I've not heard of any of these landmarks before. I can only assume they might have taken this same path before. And quite simply, I don't have a clue where else to search. Perhaps following this path to its end might reveal more clues that are helpful."


Character Image

Myhm is a great climber, but tiptoes across small rocks is another matter. He paws at the first rock like a kitten at water. Eventually finding his footing, he joins the others.

At the discoveries, he looks back and forth in the darkness, rather confused on what everyone is talking about.

take 10 acro

-Posted with Wayfinder


Myhm:
You know where Candlemere Tower is. You've seen it from the abandoned northern ferry dock of Lake Candlemere. You've heard that Lord Bronin briefly explored it, but was more concerned with the trolls in the area at the time and hasn't fully investigated the site.

Searching among the rocks, Troxell finds a piton submerged beneath the water, pounded into the rock surface below. Attached to it is a waxed rope. Reeling that in he discovers a rusty metal coffer attached to the other end, sealed with a small lock.


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

"After last time I'm almost scared to try to pop that device. Come help point anything you see out to me, Troxell, and let's see what we can do.". Teena casts detect Magic, trying to see if any possible trap could be magical.


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*

"Yes, that's no difficulty." Troxell answers Teena's request in the affirmative, moving over to examine the chest in detail without touching it.

Taking 20 on Perception, if possible.


Troxell finds no traps on the coffer and with a little time Teena is able to pop the lock and open it. Inside are perhaps a couple hundred silver nuggets of various size and shape, plus a handful of gems. A rough guess places the value over a thousand gold.

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

"Interesting, where to next?"


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

"This Candlemere Tower, perhaps? If these clues indicate predecessors used this as a gathering point, perhaps they headed to that haunted keep. Really, that's the only idea I have right now. Anyone else?"


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*

"I believe we are at a dead end here, unless that hole in the ceiling leads to a new area," He points up at the space in the roof, "Otherwise, it looks like Candlemere Tower is our only lead, unless one of you wants to go hunting trolls."


Character Image

"Myhm knows Candle Tower. Red Haired lord go there last season. Ugly troll area. Maybe a place for bigands to hide."

-Posted with Wayfinder


A note: the Troll King was slain and his clan of trolls were defeated and driven out of the north by the Baron and Myhm over a month ago. The Brigand's brigade went missing perhaps 2 months ago.


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*

"Candlemere Tower appears to be our next destination, then." Troxell says with a brief shrug. "Although I'm hesitant to visit such a haunted place on just a hunch."

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

"Myhm you seem adept at climbing, want to check that hole out?"


Character Image

Myhm looks up and gets to climbing without question - seemingly quite easy to tell this Lord what to do.

Climb: 1d20 + 12 ⇒ (12) + 12 = 24


Climbing to the hole is very difficult, even for Myhm because he would need to scale a wall that goes inverted before rising through the hole. With time, and the use of climbing equipment, it is possible though.


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*

"Bah," Troxell curses at the difficulty of climb. "I'll just fly up there, no need to risk any injury."

Leaving behind his illuminated quarterstaff, Troxell wildshapes into a small air elemental and flies up carefully into the hole.

As a Small air elemental, Troxell receives a +2 Dexterity bonus, Fly 60 ft (perfect), Darkvision 60 ft., and the whirlwind ability. He also gets a +2 Natural Armor, but I'm unsure if that stacks with Barkskin.


Troxell scouts the tunnel above and finds a warren of passages that spread out in multiple directions. There is no sign of any more spiders, but the evidence of them having lived here is everywhere. Webbing, sacs, desiccated corpses of the kinds of creatures that live underground, including some mites and another gremlin. Nothing of use is left here, the spider-man apparently have moved his entire nest to a better location when the cave-in opened up a new are for it to prey in. Exploring a few of the passage branches for about a half-hour, Troxell doesn't find any exits.


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

"If there's nothing up there, how about we get back on the path? I guess it's the Tower or bust for us. Anyone have any magic useful against undead? Other than blasting them, I'm not much help against them."


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*

Troxell returns, reverts to his true form and relates his findings to the group, "The spiders used the cave-in as an opportunity to move to this part of the caverns. There's nothing of note up there."

He then agrees with Teena's assessment, "I concur that the Tower is our next destination, after we return to the kobold chieftain and receive our reward for freeing his silver mines from terrible monsters. Isn't that right, Mikmik?"


"Yes, yes. Chief Sootscale honorable kobold." Mikmik says, his head bobbing in agreement.

As the group begins begins to head back Troxell slowly becomes aware of something. At first it seems like the rushing water of the underground river is echoing strangely through the caves, but as the group returns to the cavern where they encountered the ooze, he instantly realizes that it is indeed not an echo at all, for the cavern is half-full of water pouring in from the far side at an alarming rate. The way back to the kobold caves is blocked, and the water is rising!


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*

I can turn into a water-breathing animal, but I'm pretty sure everyone else is $#%@ed.

"It appears someone turned the water on us and blocked our exit. Unless I'm forgetting something, either we can go up into the abandoned spider tunnels which have no exit and hope I can dig us out before we starve to death, or we can ride the underground river further into the caverns and hope for the best. I can change into an elemental again in either case and see if I can't free us from here or explore the river and see if it comes out to a safer place." Troxell lays out the options as he sees them.

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

Whatever the fastest way to get above ground is.


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

"Mikmik, do you know where the river leads? Will take take us out of here, as well as you know? I hate the idea of hiding in that spiderhole, and possibly being helpless as we drown."


Looking at the water-filled cavern with gape-mouthed astonishment Mikmik startles at Teena's question. "Wha? Uh... Mikmik guesses it goes into Gold River. Mouth of cave overlooked canyon there. But Mikmik no can swim!"


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*

"If we can find a safe place for the day, I can grant the ability to breath water tomorrow." Troxell offers with a minor shrug, "I could try to seal the hole now, though."

He then tries to find the hole where the water is pouring and to figure out it was small enough to close with magic.

If a 16 cubic feet stone plug can seal the water, then Stone Shape should work.


Stone shape won't be enough to stop it. 16 cubic feet is 4x4 wall that is 1 foot thick, or an 8x8 wall 1/2 foot thick. The caves are also not solid stone, so water pressure and erosion would quickly bring it down or bypass it. You suspect that the upper part of the Bandit's caves might be above the water flow, and the old spider caves are almost certainly safe, so resting is possible.


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*

Troxell sighs heavily as he realizes his magic isn't powerful enough to stop the flooding, "Unless someone has a better idea, let's go to higher ground and wait until tomorrow when my magic is refreshed and we can find a way out of here via the river."

He begins moving towards the upper part of the Bandit's cave.


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

"If you can find a place here that would be safe, I'm with you. If you think we could wait it out for the time being, let's do it."

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

Xerexis waits not, and heads toward safety.


The group withdraws and, with some ropes and Myhm's strength and skill, ascend into the spider warrens. Soon they can see water spilling out from the passage below and joining the river passing through the Bandit's Cave, and after about an hour that river has risen and stabilized at a height that blocks the exit, but doesn't quite reach the ledge where the Bandit's camp rests.

Hours pass and the party sleeps in shifts. Eventually Troxell and Teena rest and prepare their magic again.

What exactly is the plan?


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*

Feeling much better after yet another day of sleep, Troxell meditates for new spells before announcing his plan, "I can give the ability to breath water for up to 6 hours. That should be enough time to follow the river to the canyon exit. In addition, I can grant superior mobility to a couple of you in the water for a short period if we get into a nasty situation. I will be taking an animal form while we swim."

He then looks over to Mikmik, "Are you back to full strength?"

I believe Troxell has fully recovered from his poisoning.


"Mikmik was feeling better." The Kobold says, but since hearing Troxell's plan he appears more than a little queasy again. "Me bad with swimming. Thinking I stay and try finding exit that way." He points into the spider warrens.

Convincing Mikmik otherwise will require diplomacy or intimidate.

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

How intimidating is throwing him into the water?

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