The Herald of Heaven's King (Spellguard III - 4e)

Game Master Rev Rosey

Earthmotes and other FR strangeness for the ongoing Spellgard crew.


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Finally extricating themselves from the austere delights of Mother Bartha's monastery, the newly bonded group ride east towards Oreme.

As you ride, you see no sign of the earthmote you seek, but there is an increasing feeling of tension in the air. The further you ride, the greater the sense of wrongness, of some huge misplacement. No animals or birds inhabit this region - yet there are many tracks leading away. On the first night, despite the distance from any kind of town, you notice traces of a blue glow in the sky, marked by flickers of lightning.

Towards the end of the second day, you breast a slight rise and see it. Unmistakably this is a thing out of place. Sybil's flying mountain. It floats, silent and impassive, a gigantic piece of land torn from who knows where, shrouded in mist through which jagged bolts of blue flame strike at the air and ground around it.

As you watch, you realise that the thing seems to be feeding. Wherever the lightning bolts touch the ground, the land is cleared. Not charred or seemingly harmed in any way, merely stripped. It moves slowly, striking as it goes, mist oozing from its base sending tenuous wisps into the surrounding landscape to be followed by a bolt of silent, devouring lightning. Now that you look, you realise that the earthmote's passage is marked by an absence of anything at all. No trees, buildings, water or life of any kind. Merely bare earth.

The mists ooze towards you now and the earthmote seems to pause slightly in its progress before changing direction and floating inexorably towards you.


Male Elf Ranger

"Seems the mountain is hungry and wants’ us for a snack."


"Huh, first time the earth tried to eat me" Brujo readies himself dagger ready for a quick attack


Note that you're all on full hp, powers and surges with 1AP at your disposal.


Male Half-Orc Fighter 8

"Well, we've arrived. Now how are we going to get up there?"


As if in answer to Kelgan's question, the misty tendrils slide towards the party, enveloping you all in seconds and temporarily wrapping you in a cocoon of chill. It feels as if a giant slug is crawling over your bodies and into your minds.

Mist makes two separate attacks against each party member. One v Ref and one v Will. If the Ref attack hits, you're immobilised. If the Will attack hits, you're dazed.

Ref Attacks
1d20+10=27 - v Brujo. Hits.
1d20+10=16 - v Ceara. Misses
1d20+10=27 - v Erik. Hits
1d20+10=30 - v Hobbes. Hits
1d20+10=25 - v Kel. Hits
1d20+10=28 - v Kelgan. Hits
1d20+10=11 - v Perigia. Misses

Will Attacks
1d20+8=11 - v Brujo. Misses
1d20+8=24 - v Ceara. Hits
1d20+8=14 - v Erik. Misses
1d20+8=13 - v Hobbes. Misses
1d20+8=17 - v Kel. Misses
1d20+8=23 - v Kelgan. Hits
1d20+8=31 - v Perigia. Hits.

Brujo - Immobilised
Ceara - Dazed
Erik - Immobilised
Hobbes - Immobilised
Kel - Immobilised
Kelgan - Immobilised and dazed
Perigia - Dazed.

Actions? All effects are save ends.


"I am not being eaten today!" Brujo struggles against his bonds

Initiative 1d20 + 4 ⇒ (2) + 4 = 6

"Somebody blast the damned thing"

Save 1d20 ⇒ 2


Male Elf Ranger

Initiative = 1d20 + 10 ⇒ (16) + 10 = 26

As soon as I can move I'll do something.


Oops. Feel free to make saving throws. Editing post above.


Male Elf Ranger

Save = 1d20 ⇒ 14


As the party struggle against the mist, a lightning bolts slams silently down, pulling the you upwards. Still enshrouded, Kel at least breaks free of the clammy hold and finds himself able to move.

You are in front of a set of open gates on a well trodden path. Vegetation is thick around you, but oddly the trees seem to be from all seasons of the year. Spring blossom and cold winter combine with autumnal tints in a disconcerting array. Just as disconcerting and of more immediate concern are the snarls and the pad of feet audible all around you.

MAP

This is as far as you can see at the moment. Place yourselves on the map and roll init please. I already have Kel.

Brujo - Immobilised (se)
Ceara - Dazed (se)
Erik - Immobilised (se)
Hobbes - Immobilised (se)
Kel - Init 26
Kelgan - Immobilised and dazed (two saves needed)
Perigia - Dazed (se)


Male Elf Ranger

Put me at M7.


Holding for everyone else to catch up a bit.

MAP

This is as far as you can see at the moment. Place yourselves on the map and roll init please.

Brujo - Immobilised (se)
Ceara - Dazed (se)
Erik - Immobilised (se)
Hobbes - Immobilised (se)
Kel - Init 26
Kelgan - Immobilised and dazed (two saves needed)
Perigia - Dazed (se)

Init so far
Kel - 26
W - 17
VDW - 15
B - 12


Male Human Sorcerer 9

init= d20+3= 15+3+5= 23, save=13 @ K7 pls

"Come on, guys, shake it off." Hobbes tells his companions.


Male Human Bard/Warlord/Warlock/Circus Monkey/Soda Jerk/Etc

Erik panics for a moment when he is unable to move. He calls upon a connecting principle, linked to the invisible, and it grants speed to his allies' actions.

No Action: Synchronicity; all allies get a +5 bonus to their initiative for this encounter.

1d20 + 7 ⇒ (10) + 7 = 17 Initiative (this includes my own bonus) and put me at L8, or somewhere thereabouts if it's taken.

1d20 ⇒ 1 vs. Immobilization


MAP

This is as far as you can see at the moment. Place yourselves on the map and roll init please. Add +5 to your init rolls thanks to Erik. I've amended Kel and Hobbes to take account of this.

Brujo - Immobilised (se)
Ceara - Dazed (se)
Erik - Immobilised (se)
Hobbes - Init 23
Kel - Init 31
Kelgan - Immobilised and dazed (two saves needed)
Perigia - Dazed (se)

Init so far
Kel - 31
Hobbes - 23
Erik - 17; immobilised (se)
W - 17
VDW - 15
B - 12


Male Human Sorcerer 9

"Nice. Thank you, Erik. I feel so empowered...." Hobbes moves his arms and legs. Oh, no Caine. Got it. just +5 bonus, then.


Bartholomew Hobbes wrote:
"Nice. Thank you, Erik. I feel so empowered...." Hobbes moves his arms and legs. don't forget the +2 to init for Caine's presence, too

No Caine. He's back at the ranch. Rad is overwhelmed by work.


Male Elf Ranger

No cain but we're still able.


Male Half-Orc Fighter 8

I'll take K9. Initiative, then saves: 1d20 + 13 ⇒ (16) + 13 = 292d20 ⇒ (2, 6) = 8

I guess I'll be staying at K9 then.


Female - mostly. Changeling Assassin 8

N7. Daze save: 1d20 ⇒ 13. Init: 1d20 + 12 ⇒ (4) + 12 = 16 As a side note, Ceara has ditched her monk robe, and has likely been asking a lot of 'What's this?' kinda questions about birds, flowers, butterflies, etc, over the two days of riding.


N8 please


Brujo - need a save v immobilisation from you please and an init roll at +5.

MAP

This is as far as you can see at the moment. Place yourselves on the map and roll init please. Add +5 to your init rolls thanks to Erik.

Brujo - Immobilised (se)
Perigia - Dazed (se)

Init so far
Kel - 31
Kelgan - 29; immobilised (se); dazed (se)
Hobbes - 23
Erik - 17; immobilised (se)
W - 17
Ceara - 16
VDW - 15
B - 12


The snuffling and snarling noises close in on you, but you cannot see what's out there.

You may make a perception check as a minor action aimed at an individual square to see if it's occupied by an enemy.

MAP

Brujo
Kel
Kelgan - immobilised (se); dazed (se)
Hobbes
Erik - immobilised (se)
W
Ceara
VDW
Perigia - dazed
B


Init and save are posted above. With Erik's +5 that brings it 11 instead of the listed 6


Please accept my apologies, Brujo. List amended below.

You may make a perception check as a minor action aimed at an individual square to see if it's occupied by an enemy.

MAP

Kel
Kelgan - immobilised (se); dazed (se)
Hobbes
Erik - immobilised (se)
W
Ceara
VDW
Perigia - dazed
Brujo
B


Not a problem :)


Male Elf Ranger

Perception test 9M = 1d20 + 13 ⇒ (13) + 13 = 26

If I see something I'll shoot it if not I'll advance to 9I.

"We're on a earthmote, isn't it great."

Group awarness - All allies within 5 squares of Kel get a +1 on perception checks.


Male Human Sorcerer 9

which way are the sounds coming from? Are we going up on the map or down?


Kel - I should have been clearer. You don't need a perception check to know that there's nothing lurking in the squares you can see. If you want to re-direct that check to one of the misted squares, you're welcome to do so. I've moved you on the map, but let me know if you want to change your move.

You may make a perception check as a minor action aimed at an individual square to see if it's occupied by an enemy.

MAP

Kel - pending
Kelgan - immobilised (se); dazed (se)
Hobbes
Erik - immobilised (se)
W
Ceara
D
Perigia - dazed
Brujo
B

EDIT to respond to Hobbes. The sounds are coming from all around you. Up is north. You basically arrived in the middle of thick mist/fog.


Male Elf Ranger

Keep the move but change the perception check to 11D.


Female Genasi Firesoul Wizard 7

"Maybe a little light will help," Perigia says. Casts Light 2 squares in front of her. 1d20 + 13 ⇒ (7) + 13 = 20 for Initative. 1d20 ⇒ 12 Saving throw.


Male Human Bard/Warlord/Warlock/Circus Monkey/Soda Jerk/Etc

"Perigia, perhaps some fire would get rid of some of this mist?"


D11 is empty. Perigia's light reveals quite a lot, but it won't happen until her turn. You can ready an action for when you can see or when you're attacked until then if you prefer.

You may make a perception check (at +1 from Kel) as a minor action aimed at an individual square to see if it's occupied by an enemy.

MAP

Kel - readying
Kelgan - immobilised (se); dazed (se)
Hobbes
Erik - immobilised (se)
W
Ceara
D
Perigia - dazed (se) - Already posted
Brujo
B


Male Elf Ranger

Hold action.


Kelgan, Hobbes and Erik can post in any order at this point. Admittedly, Kelgan has limited options. What is it about your pcs and my games Davi? I looked back and realised you spend about half of any given scenario saving v daze. I do apologise.

MAP

Kel - readying
Kelgan - immobilised (se); dazed (se)
Hobbes
Erik - immobilised (se)
W
Ceara
D
Perigia - dazed (se) - Already posted
Brujo
B


Male Half-Orc Fighter 8
Rev DM wrote:

Kelgan, Hobbes and Erik can post in any order at this point. Admittedly, Kelgan has limited options. What is it about your pcs and my games Davi? I looked back and realised you spend about half of any given scenario saving v daze. I do apologise.

Hey now, it's nothing. Really, it's just my lot in life to constantly be under the effects of save-ends.

Kelgan looks out into the mists as he tries to clear his head.

Perception at F12 and two saves: 1d20 + 5 ⇒ (1) + 5 = 62d20 ⇒ (3, 9) = 12


Male Human Sorcerer 9

"Did somebody say FIRE?" Hobbes asks with a big smile. "I can do that." He moves up next to Kel and chants in Draconic. At the end of the spell, he thrusts his dagger forward. A burst of flame shoots out from the blade and covers the fog-shrouded area. "It's a simple enough spell. I can keep casting it all day, if I have to. If this fog is not magical in nature, I'll have it cleared out in no time."

move up next to Kel. I10, cast burning spray into diagonal. close blast 3, aimed towards G12. if anything is in F11-13, G11-13, or H11-13(which I know there are not) I will need to know so I can roll. and until EOMNT, a flaming ring surrounds me and deals 3 fire damage to anyone who attacks me. :) I am mostly trying to clear out the fog so we can see further. But if I hit something, that's cool, too.


Kelgan sees nothing. Hobbes on the other hand, clears away a useful area of mist. In the middle of it is a startled and angry dire wolf.

MAP

Kel - readying
Kelgan - immobilised (se); dazed (se)
Hobbes - +3 damage to anything attacking him to end his next turn
Erik - immobilised (se)
W
Ceara
D
Perigia - dazed (se) - Already posted
Brujo
B


Male Elf Ranger

Mark it as my quarry and launch two arrows at the wolf.
1st arrow, attack vs ac 1d20 + 12 ⇒ (8) + 12 = 20, damage = 1d12 + 1d8 + 7 ⇒ (11) + (6) + 7 = 24
2nd arrow, attack vs ac 1d20 + 12 ⇒ (5) + 12 = 17, damage = 1d12 + 1d8 + 7 ⇒ (1) + (7) + 7 = 15

"Bad wolf, sit!"


Male Human Sorcerer 9

is just me, or he a little SMALL for a dire wolf?

anyhoo, he was in my AOE, so 1d20 + 10 ⇒ (1) + 10 = 11 for 1d8 + 9 ⇒ (5) + 9 = 14 fire damage

That is frickin' it! No more autoroller for me!

"How did I miss something that BIG?" Hobbes exclaims.


He shrunk in the wash? In a nutshell, this encounter is faffy enough without messing about with mixed size creatures. It's a liberty I know, but you'll be meeting enough large beasties in due time.

Startled by the appearance of a small, but vicious predator, neither Kel nor Hobbes manage to hit the wolf.

The first of Kel's arrow only just misses the creature, but the second skitters wide.

Protective flame springs up around Hobbe's body as his spell chars the blameless ground.

MAP

Erik - immobilised (se)
W
Ceara
D1 - marked by Kel
Perigia - dazed (se) - Already posted
Brujo
B
Kel
Kelgan - immobilised (se); dazed (se)
Hobbes - +3 damage to anything attacking him to end his next turn


Male Human Sorcerer 9

so basically, he's a really nasty, powerful regular size wolf. I can dig it.


Bartholomew Hobbes wrote:
so basically, he's a really nasty, powerful regular size wolf. I can dig it.

Yup. A very nasty wolf with a few friends.


Erik?

All. Out for much of today, but I'll update as soon as I can.

MAP

Erik - immobilised (se)
W
Ceara
D1 - marked by Kel
Perigia - dazed (se) - Already posted
Brujo
B
Kel
Kelgan - immobilised (se); dazed (se)
Hobbes - +3 damage to anything attacking him to end his next turn


Male Human Bard/Warlord/Warlock/Circus Monkey/Soda Jerk/Etc

Sorry, my turn came up after I'd left for my face-to-face game. We were up late and I just woke up. :)

Erik, unable to move, attempts to use his limited healing ability to help Kelgan get his head back in the game.

Standard Action: Healing Check on Kelgan; 1d20 + 4 ⇒ (14) + 4 = 18 check, and Kelgan can make an immediate saving throw vs. Daze or Immobolization, or take a +2 bonus to his next saving throw.

1d20 ⇒ 13 Saving Throw vs. Immobilization


Male Half-Orc Fighter 8

I'll take that save against Immobilization now. 1d20 ⇒ 7

Don't worry about me, I'll just be standing over here.


From the mists, a large snarling shape emerges, hurling itself at Brujo. Basically lupine is has a slightly more intelligent look to it than the dire wolf and is definitively big.

The slavering jaws try to close over the moonelf's arm, but it slightly misjudges its attack.

Worg has an aura 3. Enemies within the aura take a -1 penalty to attack rolls. Allies get a +1 bonus to attack rolls.
1d20+12=12. Misses.

MAP

Ceara
D1 - marked by Kel
Perigia - dazed (se) - Already posted
Brujo
B
Kel
Kelgan - immobilised (se); dazed (se)
Hobbes - +3 damage to anything attacking him to end his next turn
Erik
Worg

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