Treasurefox's Rise of the Runelords (Inactive)

Game Master TreasureFox

Sunday, the 5th of Kuthona, 4711AR
Cloudy, strong wind (northwards).


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By the way, if one of you did end up getting permanently turned into a werewolf, I would not take your character from you, nor change your alignment. We would roll with lycanthropic hunger and the curse. That being said, I do think wolfbane or molten silver are enough to make it okay. You guys can handle poison (I do not consider wolfsbane worth 500gp and can be harvested in nature fairly easily), and for molten silver I'm going with 20 fire dmg/round. Curse DC is always 15.

Brother Henric says "There's no alchemist, but maybe the general store's or the blacksmith's got something. I can heal or fight, but I've never fought a werewolf."


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

I REALLY don't like the idea of swallowing molten lava. Talk bout the cure being as bad as the disease. I'd rather turn into a dog than melt my body from the inside out. Besides I think I'd be a nice doggie. ;P

Wabbit ponders a bit. Do we have to wait for another full moon or do we have to worry about this thing every night?


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Next full moon, so 2 weeks from now


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

"I live in a simple village, made large with family. We don't have the rituals you do but the feelings are the same." she smiles in memory of her mother's firm rages and their priest's kind words that always calmed the woman down. "We also don't have the stone to build crypts and have much less magic than you do. But not once has the dead rose to come at us either. It always seemed more like stories until I've seen it time and again." she looks up at him, tipping the panco out to keep most of the rain out off of her plump cheeks. "All that is meaning to say, it all sits fine with me, Father."

At the other question...
"The Grandfather To Us All has given me many gifts, more than I ever hoped to have or truly deserve, so I'll keep using them on the paths he leads me on..." she is quiet for a bit before adding "Someday though, I hope to go home, which is church enough for me."


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Kemras shrugs slightly. "I admit, I'm rather more resistant to curses than most people. I swear I've been cursed at least six times in the past seven years. None of them stuck, thankfully, but... I'm used to them now. I do not think that a single werewolf will be able to do too much damage to the town if their identity is known... but if we do not know who they are when they're a full wolf or a hybrid, well..." He shrugs.

"If you wish to go werewolf hunting rather than any of the other problems we might be facing, I suppose I'll go with you." He grins a little. "I'm curious what might be happening there, anyways."


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Any ideas how to catch it? Yummy steaks in the middle of town square while we sit in wait?


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

"Well, what do we know of the werewolf? They're not animals... they're people. Ergo, they have all the motives a person would have." The half-elf reasons. "If we could determine what it wants and where it might get it, we could go there. Or we could look to what it wants and see what that suggests about who it is... We need more information, otherwise we'll just be chasing it through the wilderness, perhaps literally."


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"He blesses us with the powers we need, not the ones we want. In some ways, I am grateful to lack the power to revive the dead. I believe it would require me to hoard diamonds, and greed is already so prevalent in Turtleback Ferry." Father Ferrus says. "When your travels have finished, you may find your powers reduced over time. Please write me, should such a thing happen. You are part of the family, and I would not want you to suffer."

When Cleo and Father Ferrus return to the church of Erastil, she finds her group of friends waiting just past the doors. Furnok has managed to find some silversheen. Robero has finished his prayers, and has returned to the group to share his knowledge of werewolves, though Kemras happens to know more lore about them.
Robero says "Wolfsbane is pretty easy to find in forests, if you know what you're looking for. They're purple flowers, that look like hoods. It takes about ten minutes before the poison kicks in, so don't shove a mouthful in there if nothing's happening right away."

Morgrun has returned to the church with his weapons and armour. He wears a chain shirt, a buckler, a heavy crossbow, and a waraxe, all very finely made. "I ain't got the strength I did back in the day, but I'll do my best to help you. When're we headin out?"

It is nightfall.

Furnok or someone else will need to pay 250gp for the silversheen


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Were-Rabbit


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Furnok buys Silversheen for himself and Wabbit


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5
Furnok of Ferd wrote:
Furnok buys Silversheen for himself and Wabbit

Wabbit splits the cost of the Silversheen with Furnok. 125gp deducted from sheet.


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Father Ferrus mentions as he removes his cloak. "Are you certain fighting in the dark, and in this weather is the best course of action? I think it would be best if you waited for morning."
The group awkwardly nods and makes plans to meet up in the morning. Morgrun complains, saying he was really gunning for some action.

-------------------------------

Wealday, the 1st of Kuthona, 4711AR

The rain never let up.
A light fog washes over Turtleback Ferry as the sun rises behind the cloudy sky. Rain continues to pelt the muddy ground, half frozen to sting anyone hit. It is the first day of winter, and already those familiar with the coast of Sandpoint or Magnimar can feel the temperature dip below what they're used to. Soon the rain will turn to snow, and the muddy pathways of Turtleback will freeze to ice. The only consolation is that the wind has significantly diminished.

Cold weather, rain, light wind. Arrows and bolts have a -4 to hit.

The sound of hooves splash and spatter next to the Taphouse, and a man dismounts to enter the tavern. With little politeness, he says
"By order of High Priest Father Ferrus, all peoples below the inner wall must empty and make haste for Keep Turtleback. Do not burden yourselves with treasures. Take only the provisions you need."

Outside, the water level has risen dramatically. The dock is underwater, and the first row of houses are about to flood. The Taphouse is only another row back.


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Looks like this will delay the werewolf hunt.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

"Very much so. In truth it might end the town. But I have no idea how to help." Cleo looks around at the others to see if they have any ideas.

Do we hang around and hope we can figure out something to help the town against the storm? Or head on to the fort?

Cleo will think as well.

know nature: 1d20 + 5 ⇒ (3) + 5 = 8
know religion: 1d20 + 12 ⇒ (2) + 12 = 14

She will also cast waterproof and endure elements on herself.


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Cleo thinks that this is a lot of rain, and Gozreh must be very upset.

Survival DC15:

The wind and rain has always been coming from the North (slightly East), in the direction of the Thassilonian dam called Skull's Crossing.


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Survival: 1d20 + 13 ⇒ (14) + 13 = 27

Hmm..Wind and rain is coming from Northeastish. Near the dam called Skull's Crossing


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As planned, a little boat rows onto the new shore, and both Robero of Erastil, and Captain Morgrun enter the Taphouse. Robero says "Good morning, everyone. It seems as though Turtleback is getting worse. We should probably split our resources to take on several problems."

Morgrun takes out a piece of parchment he scribbled on last night, which contains a list. Meanwhile, Galt gives everyone free ale without even asking. Morgrun takes a draught and says "So, we got the werewolf, the Ogre blockade, Fort Rannick, an now the evacuation. Anythin else you think we need?"


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Kemras frowns as the news arrives of the flood. "This is ill-omened indeed..." He pauses, considering for a few long moments. "Wait... flood! Didn't the letter mention something about a flood? The one you found in Magnimar!" He looks at the Shield expectantly.

"It could be related." He sighs. "I want to go to Fort Rannick, but this flood means that it is unlikely we'll be able to get there without serious troubles... I don't know what we should do first. Does anyone else have thoughts?"


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

More worry, more problems, the little halfling pauses for a moment under the weight of it. "We should check on the dam. I'm not sure if we can do anything if it is in danger of breaking other than let everyone know to run."


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

"It depends, I think, on what the problem is. If there's a structural problem, then we'd have to do just that... but if it's a mechanical issue, like someone opening the gates, I could probably do something about it..." Kemras frowns slightly. "I have a talent for machinery like that, after a fashion."


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

I'm thinking we check out the dam and after that our group can handle the damn ogres. That leaves the town werewolf up to you Mogrun. Hope you eat a lot of garlic...Oh yeah, that's for vampires, not werewolves I get them mixed up sometimes. ;P


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Morgrun says "Just sos you know what I can do, I was a scout in the army. Up in Janderhoff, there be giants, so I know how to keep meself safe in such parts. I also know their language."
Level 3 fighter (skirmisher), level 4 expert

Robero adds "I'm a marksman with blessings from Erastil. I can track, get along in the wild, detect evil, smite evil, and heal people. Most of my time has been spent in forests, but I can navigate anywhere. I also understand some Fey."
Level 3 ranger (divine marksman, guide), level 3 paladin (divine hunter)

Don't forget, Kemras learned that there are trolls at the dam. A half-orc adventurer was talking with a local about it when you first arrived.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Good point! I'd forgotten he knew that.

"The dam's also home to trolls, so we ought to prepare fire and acid if we plan to investigate there first." Kemras says after a few moments' thought. "I wonder if Lucrecia has allied with the trolls... or if she's just taking advantage of the opportunity."


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

how long is it to travel to the dam?


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25 miles as the crow flies (not including air resistance).
Options of pathing include:
1. Kreegwood Forest - River Crossing by Ferry - Hills - Fort Rannick - Skull's Crossing
2. River - Skull's Crossing (ships can't sail/row upriver, so this is magic only)
3. Ashwood Forest - Wyvern Mountains - Skull's Crossing
Time is tricky. Somewhere between 2-3 days, depending on route, horses, movespeed, etc.
This information is brought to you by Robero, Morgrun, and Galt.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

of so most likely we are hitting the fort before the damn. Sounds good. I was asking to cast spells.

"We should check on whether the town has any alchemist fire that we can purchase. Trial rations, waxed tents, and tinderwicks would also be nice." the latter parts were on her todo list when they arrived but there is always so much to do.

Forest, crossing, hills, fort, and skull's crossing gets Cleo's vote. Gather supplies and head out?


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

If the Fort is on the way to the dam, we may as well hit that first

I like Cleo's plan. Do we try bringing Robero the archer with us? He'd be a good guide as well as providing ranged combat. Or is he needed here with Mogrun for the Werewolf?


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

I suspect that the more we leave behind, the better Turtleback Ferry will fare whilst we are gone.

"I won't object going to the Fort before we go to the Dam, certainly." Kemras interjects. It is what I came here for, after all. Even if I'm not sure that Kaven is still alive.


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Sounds like you're going with path #1. Let me know what you buy, and what your movespeed will be while travelling. Don't forget about cold weather and rain.

There's no alchemist in town. If you want alchemist supplies, you can go to the general store. There's a 25% chance they have what you want, but if you want more than one of a single item, you have to roll % each time.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

She'll buy a poncho for her goblin, three weeks of rations for them both, she already has a tent, but she'll buy a tarp to help keep the rain out. Winter blankets for them both. A rope since she apparently doesn't have one.

alchemists fire: 1d100 ⇒ 54 nope

since the cold is probably worse than the rain, Cleo will memorize enough endure elements for them all, but tomorrow


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

I'm thinking we should get the townfolk safe from the water first.


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I'm going to move on. Please let me know if you make purchases at the general store.

Morgrun says "Leave it to me'n Roberto. We'll take care of Turtleback, I promise."

--------------------------------

On foot, it will take quite awhile to get to Skull's Crossing, the ancient Thassilonian dam. Cleo rides her pony, which makes travel a bit faster. The cold wind and rain splatter over the party as they make their way through the pine Kreegwoods. Moss, twigs, pine cones, and stout roots line the forest floor, making it springy but crackle underfoot. To the side, the Skull River rushes white under a treacherous cliffside. The first four hours pass with little of interest, but Kemras starts to feel the bite of cold weather.
Kemras takes 1 point of NL cold damage. I've decided not to impose the fatigue condition unless you reach half your max hp in this NL dmg. @Cleo, is your pony combat-trained?

As the fourth hour finishes, the group is hit with a hailstorm. Pellets of frozen ice start pelting the trees and forest floor.

Fort vs Cold:

Furnok Fort: 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 31
Bacon Fort: 1d20 + 10 ⇒ (18) + 10 = 28
Cleo has endure elements
Aggah Fort: 1d20 + 6 ⇒ (19) + 6 = 25
Cleo's Pony Fort: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
Wabbit Fort: 1d20 + 13 ⇒ (16) + 13 = 29
Kemras Fort: 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9
NL Dmg: 1d6 ⇒ 1


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

"It is like all of nature insists we not make progress." Cleo yelled into the storm.

Tomorrow, I promise to memorize endure elements for all.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit shivers not enjoying the cold Are we there yet? he says with a wry smile


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Best get a fire going to keep Kemaras from losing a toe.

Survival: 1d20 + 15 ⇒ (2) + 15 = 17


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Cleo chews her lip in worry. "We've travelled only half a day." worry upon worry, she looks at Kemaras's toes in sympathy. Her magic is keeping her perfectly warm and dry while her friends and new acquaintances suffer, which is peppering her with enough guilt to drown anyone. "We could stop though if you need."


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Kemras shivers, looking at the others. "I'm a little uncomfortable, but I'll survive for now. Let's keep moving - Fort Rannick awaits us, and I do not want to take any more time than we need to."

Kaven, just wait for me.


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Okay, I've decided how I'm going to do travel with cold weather. I'm going to do a check every 4 hours, so that's 2 checks for a regular day, or 3 checks if you decide to force march. The DC will be appropriate to the hour, so first check is DC19 (15+1/hr), second is DC23, and final one would be DC27. If you fail a check, you'll take 4d6 Non-Lethal cold damage. If you end up with more cold damage than half your max hp, then we put the fatigued condition on you. We only start looking at actual frostbite if you fall unconscious due to non-lethal cold damage.
Best way to heal this damage is to seek shelter with the warmth of a fire. Firebelly is a neat idea, but since it doesn't last hours, I'm inclined to not allow it to help. If you find a spell that allows you to carry fire for hours, I'll let that help.
@Cleo, is your pony combat-trained? This is important to let me know its hp and fortitude. And for tomorrow, I'm pretty sure you're aware of Communal Endure Elements?


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The hailstorm is both dangerous and freezing, but fortunately short lived. Furnok has the worst time, but just about everyone is suffering in one way or another by the sixth hour. Clothes are wet, and the hail left bruises on almost everyone. Cleo's spared some of the damage as hail clinks off her thick helmet.
Furnok takes 6 lethal bludgeoning damage, and 8 non-lethal cold damage. Kemras takes 3 lethal bludgeoning damage, and 2 non-lethal cold damage. Cleo takes 2 lethal bludgeoning damage. Aggah takes 4 non-lethal cold damage. Cleo's Pony takes 3 lethal bludgeoning damage, and 2 non-lethal cold damage. Bacon takes 4 non-lethal cold damage. Wabbit takes 3 lethal bludgeoning damage, and 6 non-lethal cold damage.

By their sixth hour, the party reaches the river crossing. The river itself is still several hundred feet across, but now without cliffsides or rushing rapids. A bronze bell stands on a post on this side of the river, flooded halfway up. A wooden watchtower stands on the far end of the river. Partway across the river, slightly upstream, is a small island with a little hut. The island has a large rope attached to it, running down to a ferry made of a giant turtle's shell. The ferry is halfway across the river, floating in the water.
The river is 300 feet across, and the ferry is 150 feet away. The water is high and fast, with a DC of 20 (cannot take 10).

You have 2 hours of daylight remaining, and 2 hours of travel remaining before forcing a march.

Reflex vs Hail:

I'm giving half damage to anyone wearing medium or heavy armour, due to wearing a thick helmet.
Kemras Reflex: 1d20 + 12 ⇒ (13) + 12 = 25
Cleo Reflex: 1d20 + 7 ⇒ (20) + 7 = 27 Armour
Aggah Reflex: 1d20 + 9 ⇒ (13) + 9 = 22 Evasion
Cleo's Pony Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Furnok Reflex: 1d20 + 7 ⇒ (7) + 7 = 14
Bacon Reflex: 1d20 + 7 ⇒ (19) + 7 = 26 Does Bacon have Evasion? I'm pretty sure
Wabbit Reflex: 1d20 + 15 ⇒ (3) + 15 = 18
Hail storm time: 1d4 ⇒ 1
Dmg: 1d6 + 1d6 ⇒ (6) + (4) = 10

Fort vs Cold:

Furnok: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Bacon: 1d20 + 10 ⇒ (9) + 10 = 19
Cleo has Endure Elements
Aggah: 1d20 + 6 ⇒ (5) + 6 = 11
Cleo's Pony: 1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25
Wabbit: 1d20 + 13 ⇒ (6) + 13 = 19
Kemras: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27
Dmg: 2d6 ⇒ (3, 1) = 4


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

the pony was given to her by Foxglove, way way way long ago, so I have no idea, sir

After the storm, Cleo gives a quick channel when everyone is close to clear away the damage.
channel: 4d6 ⇒ (4, 4, 2, 6) = 16

The Ferry is 150 feet away from the island? How far is the island from our shore? If we have to cross the water, the simpliest would be to have our flier fly over with rope, secure it to both sides and pull outselves across. And other ideas?


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Cleo will also go ahead and cast water breathing shared out on everyone, and greater magic weapon on Furnok and Wabbit.

greater magic weapon will give them +2 enchantment on a weapon for 8 hours. Water breathing is 16 hours divided between Cleo, Aggah, her pony, Furnok, Kemras, Bacon, Acoris, and Wabbit so 2 hours each.


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Acoris is not here

Looks to me like it's a riding pony

The Ferry is 150ft from shore. The island is 150ft from shore, on a diagonal northwards.


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River Troubles
This should give an idea of what's going on


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Can't we just ring the bell and call the ferry to us? I'm sure we'll have to pay a toll. But I'm fine with that


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Furnok is very unhappy and is cold and bruised along with his pig. Considering how everything has gone, I wouldn't be surprised if some critter is in that hut


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

"Would they even hear the bell?" Kemras asks, rubbing his arms vigorously and wincing at the bruises made by the hail. "Something's definitely amiss with this weather... wait. Lucrecia mentioned she has a coven, right? Maybe they're responsible for this."

He pauses, shaking his head. "Not that that helps us right now. I'll say this, though... I cannot swim worth a damn. I won't drown, thanks to Miss Gingerberry," he nods his gratitude, "but I doubt I'll be able to get anywhere fast."

Knowledge (arcana) - Hag Covens: 1d20 + 15 ⇒ (19) + 15 = 34


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Cleo frowns in worry, "I am not the best either, Kemras." Cleo thinks "Furnok, you are our best swimmer, I think." she assumes due to his size and strength (and cause I peeked). "Would you swim to the ferry with a rope tied around you? Then secure it over there while we do the same with our end."

we have at least three ropes, so hopefully that is enough

"That way even those of us who are bad swimmers should be able to get across."


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Kemras knows that hags are a type of monstrous humanoid, and occasionally outsiders. They look like old, haggard women, but in truth they are nimble and wickedly strong. There are varying reports of how hags reproduce. Some say that they lure a man to their lair, others say they eat babies to produce their own. They do not raise their own, but instead rely on humans to foster the child. Children of hags are changelings, and at some point in their teens or early adult life, they receive "the call", which draws them to their mother's lair, and usually results in transforming them into a proper hag. Hags can act civil, for a time, but they are without a doubt evil.
Hags are masters of witchcraft, and when three join together to form what is called a coven, their powers increase to staggering heights. When casting the same spell together, their powers culminate into a powerful effect. They also have access to rituals that take time to cast, but are incredibly powerful and far beyond the capabilities of a single hag. Each type of hag contributes their powers to the coven, making their spellcasting choices varied depending on the diversity of hags present. Their spellcasting is quite unique and unpredictable, but it always uses material components. Hags frequently trade with other races, usually under guise of a wise hermit or sultry maid, to acquire rare and powerful materials, such as toes of trolls, the breath of an ice wraith, the heart of a betrayed lover. Many a mortal spellcaster or desperate layperson has sought power from these dealers of witchcraft, all of which comes at a price.

Some important notes about changes in Hag spellcasting:

- Hags have spellcasting, communal spellcasting, and coven rituals
- Spellcasting: Hags cast arcane spells like witches, wizards, or sorcerers. They are not spell-like abilities. They have verbal, somatic, and material components. Some hags use Charisma and have spells known, and others use Intelligence and have spells prepared (like an arcanist). Those that prepare spells have a familiar that functions like their spellbook. Their spells vary by type, but include almost all spell lists (though are still treated as arcane spells).
- Communal Spellcasting: Hags casting the same spell at the same time strengthen each other. This increases the caster level of each spell, the DC of each spell, concentration checks to cast each spell, and provides an increase in spell penetration. Communal spellcasting is most effective with 3 members, but it's still possible with only 2.
- Coven rituals: Are powerful spells that require all three coven hags to gather together to cast. Casting time is a minimum of 1 minute, though many take much longer. These spells can be cast repeatedly, but they have significantly rare or expensive material components, occasionally they require a sacrifice. Coven rituals available heavily depend on which hags are present, as each type bestows different spells.
- Hags have many magical items and spell components that make their magic very unpredictable. Most of these items are either one-use items, or have charges. Unlike some alchemical components that will raise the caster level of a certain subschool by 1, these spell components do incredible things. Things on the scale of metamagic feats (usually tied to a specific spell), or can be used to create spell effects themselves in a pinch.


Male Neutral Good Half-Elf (Varisian) Investigator (Antiquarian) 1 | HP 10/10 | AC 14, Touch 12, FF 12 | CMB -1, CMD 11 | Fort +1, Ref +4, Will +4 (+2 vs. enchantment) | Initiative +3 | Perception +11 (+12 for traps), Low-light vision | Speed 30 ft. | Inspiration Pool 4/4 | Hero Points: 1 | Active Conditions:

Kemras ponders for a moment. "Clever. It could be that Lucrecia and her coven are responsible for this... but then, why now? Something to do with the dam, probably..." His musings are cut short by Cleo's suggestions.

"That's a good idea... I don't think I have any particular spells or items that would work well here, but... wait." He removes the eye he confiscated the day before. "I think this might be able to call upon a creature that could help take us across."

I'm assuming the Father didn't take the eye, and that he doesn't need to use it to prepare the spell, but if I'm wrong, feel free to correct me DM.


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Father Ferrus didn't take it, and you don't need to destroy the eye to prepare/cast a spell.

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