| Terevalis Unctio of House Mysti |
The other members of the party see the kitusune jerks as if massive weapons had struck him and he falls down.
Geirahöð Bjornsdottir
|
Heal: 1d20 + 2 ⇒ (7) + 2 = 9
"What´s up with this one? I am confused. The heat I guess!"
| Terevalis Unctio of House Mysti |
I am just waiting to see if there are other party members who are going to try to help you out. You will come to eventually
Barred Kesswick
|
Barred interposes himself between Alessio and yells.
"They are not real!"
And slaps him across the face.
Alessio Imeroni
|
Whew! What was that? Was I dead? Thank you for dispatching them, Barred. This is quite a dangerous place, we should continue carefully. Alessio hops up and follows the group through the innards of the dungeon.
Barred Kesswick
|
"I didn't.... yes, yes you are correct that is what happened. Keep your eyes out for... whatever."
Belor Thunders When Sleeps
|
Belor indicates the passage to the right. What's down there, do you think?
Token placed at the passage for clarity.
Barred Kesswick
|
"Only one way I know to find out. Hopefully not more phantoms."
Geirahöð Bjornsdottir
|
The ulfen women just shrugs and nods. "Do not dilly dally. We are wasting daylight!"
| Terevalis Unctio of House Mysti |
You follow the map and the road for the rest of the day.the sunlight begins to fade and a cold wind begins
to rattle through the leafless forest. There is now no sign
of civilization in sight. Establishing a safe camp is important.
Survival Check 10 to find a suitable place to stay for the evening.
Alessio Imeroni
|
survival: 1d20 + 4 ⇒ (16) + 4 = 20
We should bed down for the night. I, for one, have had a HELL of a day.
If there are no other demands on Alessio for the night, he prepares an Extract of Negate Aroma to be undetectable by scent for an hour as he settle in to sleep.
Belor Thunders When Sleeps
|
I don't have a watch, but I do have a little sun dial.
I'll take a watch, not concerned about if it is first, second, third, last whatever.
Barred Kesswick
|
Sorry, I will take second to last. I think we can assume all watch are covered.
Belor Thunders When Sleeps
|
Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Kn Nature: 1d20 + 4 ⇒ (11) + 4 = 15
| Terevalis Unctio of House Mysti |
In the firelight you see the shining of 3 pairs of eyes, as they walk in and out of the radius of the fire you can see that they are wolves.
These wolves look like that have had no food in a week.
Belor Thunders When Sleeps
|
Sorry, I read this in bed and forgot to take action when I woke up.
Belor will beat his drum to wake the party.
Barred Kesswick
|
A bit of a sound sleeper Barred takes a moment to figure out where he is and grab a shield and sword.
AC: 16
Geirahöð Bjornsdottir
|
The ulfen woman quickly wakes up and grabs her weapon.
Geirahöð Bjornsdottir
|
perc: 1d20 + 6 ⇒ (4) + 6 = 10
Barred Kesswick
|
Could have streamlined this a bit either roll for us or tell us at the start.
Perception: 1d20 ⇒ 18
Barred does exactly what he posted yesterday.
| Terevalis Unctio of House Mysti |
I was not sure what action the person who was on guard duty was going to do. There may have been no need for it.
Belor Thunders When Sleeps
|
Belor will continue to drum.
| Terevalis Unctio of House Mysti |
Barred: 1d20 + 4 ⇒ (4) + 4 = 8
Belor: 1d20 + 2 ⇒ (8) + 2 = 10
[ooc] These are the only 2 how have their info on the slides
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (18) + 2 = 20
| Terevalis Unctio of House Mysti |
The wolves, starving and smelling meat attack
Wolf 2 attacks Belor
1d20 + 2 ⇒ (15) + 2 = 17
Wolf 1 attacks Barred
1d20 + 2 ⇒ (14) + 2 = 16
and wolf 3 attacks
1d2 ⇒ 2 Barred Odd, Belor Even
Belor
1d20 + 2 ⇒ (2) + 2 = 4
Belor gets bitten for
1d6 + 1 ⇒ (3) + 1 = 4
Barred and Belor are up.
Belor Thunders When Sleeps
|
Belor swings his club at the first wolf.
Greatclub: 1d20 + 3 ⇒ (17) + 3 = 20 Damage: 1d10 + 4 ⇒ (7) + 4 = 11
| GM Hmm |
Hey Gang, this is Hmm.
This seems to be an illegal combat, so I am going to call for a time out here. I would rather pause us for a moment then have the VO team have to come in and undo everything retroactively.
Can everyone please hang in here and be patient while we try to get this sorted out?
Thank you.
Hmm
Venture Captain of Play-by-Post
Jerrid T'Clur
|
Jerrid is an average size human but with well-defined biceps. He has dirty blond hair and hazel eyes. He also has a short-haired shaggy beard. He is wearing a reinforced leather armor and has a sickle and sling hanging from his belt.
Glad to join you all.
| GM Ietsuna |
Wall of text incoming. Sorry all. It is just a mission briefing I found online for this mission to help bring the new players up to speed. My next post will be us starting up again.
The basement of the Grand Lodge is completely silent, other than the echoing footsteps of a few over-eager scholars. The note was simple, Meet me in storage room 34c at dawn. Bring coffee. At the end of a long hallway, a door stands ajar and the smell of sulfur, saltpeter, and other chemicals wafts from it. Venture Captain Michael Schwartz peers out from behind a maddeningly intricate series of glass tubes and beakers, and wipes a bit of soot off his face.
Ah, good, good, glad you all managed to find my ‘office’. Sorry for the mess, I’m in the middle of prepping extracts. His gravelly voice echoes down the empty hallway. He motions for you to approach before continuing. Tell me, how many of you have heard of a town called Kassen? Without waiting for an answer, he emerges from behind the alchemy lab, holding a stack of parchment. Apparently it’s a minor village in northern Nirmathas, purely agrarian, mostly isolated, and completely uninteresting. He grins. Except, of course, for the one thing that’s interesting about it.
The town is less than two days travel from the resting place of the hero Kassen, a crypt that no one outside the village has set foot in since its creation. The locals call it the Crypt of the Everflame, named for a unique magical flame that was lit to honor the fallen hero. During the harvest they often send their best and brightest, in this case you, to retrieve the flame as a sort of coming of age ceremony. He shrugs and cracks a smile. Maybe they think it makes the crops grow bigger, I don’t know, and the Society doesn’t particularly care.
The flame is ultimately irrelevant, it just provides us with an in. Three months ago, one of our contacts reported seeing a small band of heavily armed individuals passing through the town, heading in the direction of the crypt. They’re what the Society cares about.
Your mission is to go to Kassen, participate in their ceremony, and enter the crypt. Once there, make note of anything historically significant, discover what the grave robbers were after, and retrieve the flame. It should go without saying, but avoid damaging the crypt or offending the locals, we’re guests in Kassen, and would like to be invited back in the future. Remember, the most important thing is to watch each others’ backs, and get out alive. The boat leaves in six hours.
Your party is venturing through the Fangwood. It is your first night under the stars.
| GM Ietsuna |
After a day of walking through the woods you find a clearing and settle for the night. Camp is established fairly quickly and there is plenty of wood around to start a fire. You may either choose to feed yourself from your packs, share your rations or try to hunt and gather a little food I’ll leave that up to you . Sitting around the fire you hear the sounds of the forest around you. There are rustles in the undergrowth and the shadows cast by the campfire makes it appear that larger things are moving about in the forest, but you cannot be sure.
Alessio: 1d20 + 4 ⇒ (10) + 4 = 14
Geirahöð: 1d20 + 6 ⇒ (11) + 6 = 17
Barred: 1d20 + 0 ⇒ (18) + 0 = 18
Jerrid: 1d20 + 4 ⇒ (14) + 4 = 18
Alarien: 1d20 + 4 ⇒ (3) + 4 = 7
All of you hear a howling off in the distance. Is that a wolf? It seems to be getting closer, and fast.
Stealth: 1d20 + 6 ⇒ (10) + 6 = 16
Alessio: 1d20 + 4 ⇒ (7) + 4 = 11
Geirahöð: 1d20 + 6 ⇒ (5) + 6 = 11
Barred: 1d20 + 0 ⇒ (5) + 0 = 5
Jerrid: 1d20 + 4 ⇒ (9) + 4 = 13
Alarien: 1d20 + 4 ⇒ (9) + 4 = 13
You think you see something moving just outside the clearing, but your mind must be playing tricks of you. You cannot make out anything in the shifting firelight and this wood must be getting to you.
About 30 minutes later three wolves advance into the clearing. They are skinny and clearly very hungry. The have not been eating well and the smell of your camp food must have attracted them.
Alessio: 1d20 + 4 ⇒ (17) + 4 = 21
Geirahöð: 1d20 + 1 ⇒ (6) + 1 = 7
Barred: 1d20 + 4 ⇒ (6) + 4 = 10
Jerrid: 1d20 + 3 ⇒ (2) + 3 = 5
Alarien: 1d20 + 5 ⇒ (10) + 5 = 15
Wolf 1: 1d20 + 2 ⇒ (10) + 2 = 12
Wolf 2: 1d20 + 2 ⇒ (1) + 2 = 3
Wolf 3: 1d20 + 2 ⇒ (20) + 2 = 22
One of the wolves advances into the camp. It bares its teeth and looks to be preparing to attack.
Round 1 - Bold may Act
Wolf 3
Alessio
Alarien
Wolf 1
Barred
Geirahöð
Jerrid
Wolf 2
There is not map for this encounter so imagine it in your minds eye. Ok, over to you guys