Might and magic, Lords of the Contested Lands

Game Master Chyrone

Set in the Might & Magic ancients universe.

A group of strangers will grow into the lords of Harmondale, and get involved with more than they would have imagined.
Will their land stand the test of the years to come?
Date: February 11th


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Loot sheet No plunder, no pay Battle map--Misc info slides

The walking corpse takes it for some superficial damage to its chest, and the turn comes to
Severa


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Gamely, Severa gives it another shot, firing to try to blind the nearby undead as she steps away from it.

5 ft step then illusion school's blinding ray to blind for one round if hit.

Touch attack, firing into melee: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 I'll call that improvement...


Loot sheet No plunder, no pay Battle map--Misc info slides

Round 4

Astella & Daniel
-----------------
Wight (-7)
-----------------
Estelle, Ryan, & Strom
-----------------
Red zombie (blinded 1 round)
-----------------
Severa


Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

sorry, christmas day with the family. Merry christmas all.

Daniel continues to practice his beheading.

attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 5 ⇒ (5) + 5 = 10


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 10/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Astella ducks as the wight moves right above her, and steps away before firing again.

Attack (Masterwork Composite Longbow): 1d20 + 5 ⇒ (19) + 5 = 24
Damage (Piercing): 2d6 + 2 ⇒ (5, 5) + 2 = 12 (Gravity Bow)


Loot sheet No plunder, no pay Battle map--Misc info slides

Daniel tries a diagonal slash at the zombie. He cuts a deep one at the collarbone, but the zombie still lets out some dry wheezing sounds, remaining upright.

The wight takes some more damage from Astella's arrow, cracking some more ribs in the process.
---------------

With the zombies dropping quickly, the tables are overwhelmingly in favor of the living. The spirit within the flying remains senses this, and on its turn chooses literal flight over fight, up up and away.

Whoever wants to kill the zombie.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

With Daniel cleaving heads beside him Strom steps up to let loose the powerful chain flail at the remaining monster.

Attack: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 Dmg: 1d10 + 2 ⇒ (6) + 2 = 8


Loot sheet No plunder, no pay Battle map--Misc info slides

(crushing sound)

And with a whack to the head, the final zombie falls to the ground.

Combat over.

These corpses held nothing of value, their clothing easily torn.
-------
------------

The hike resumes towards the next rest. Some hours later, the palisade encircled inn comes into view.
The lone guardsman on watch unlocks the door for you to enter.
While all of you have seen the keeper of the inn before, his face turns to some particular frowning at seeing Astella, Daniel, and Estelle.

With no displeasure hidden in his voice:
"Ye're on watered down ale and bread, anyone who wants food and drink. I would have better, bu' my supplies have ran dry. If only tha' missive i had asked some people to drop off a' the other inn, had made its way te Stone City."

Astella/Daniel, Int 7, recalling...:

Brunhild did take this man's bottle of brand liquor in exchange for dropping off a request for resupply from Stone City, at the bird messenger at the other inn. She didn't deliver on that, come to think of it....


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

The fight with the undead horror's leaves Strom a little shaken. He hates using Sage to distract an enemy that can easily overpower the bobcat, and unlike the gang they encountered in Lady Greenbriar's home, monsters cannot be reasoned with, and will fight for terror's sake.

At first upon seeing the Inn, Strom is confused. The pallisade may keep out the zombies but not the greater threat in the sky.

"If the missive you sent faced our recent trial Ah doubt it arrived to be fulfilled. We're no better off for your misfortune, but we'll take comfort here all the same, sir."


Loot sheet No plunder, no pay Battle map--Misc info slides

The dwarf behind the counter lets out a short sigh, putting the long cleaning cloth over his shoulder.

"5 coppers fer bed & breakfast, and what food i can still offer righ' now."

The taste of the ale is a bit weaker indeed, though still has more taste of ale than water. The bread is thankfully still fine, and the last piece of salty hardened cheese, is cut up into small bits to go with it.

The breakfast is much the same, but without the cheese. The innkeep hands some of the last jerky with it, and you see him packing some things as you eat.

As you make ready to head out:
"If ye mee' any more travelers comin' this way, ye can inform them this here stop will be closed for the next week or two."

Your trek towards Welnin resumes, and the next few days until you cross the border into The Contested Lands are uneventful. The land gradually transitions into proper soil again. The first sign of civilization is the palisade encircled hamlet.

Contrary to the small amount of people any of you had seen there prior, there are now several folk talking outside. Apart from the human inhabitants of this traveler outpost, notable is a rider in what would be assumed messenger attire, who stabled his horse just now before speaking to the stable master.

Perception 15, overhear the messenger:

..."I need a new horse, sir. It is a matter of great urgency."

Stable master: "Sorry sir, but the other horse is still resting. Pick her up in the morning, and she'll be good to go."

Messenger: "Radiant One preserve...."


He sighs, and he heads over to the inn.


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 10/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Intelligence Check: 1d20 + 2 ⇒ (10) + 2 = 12

Astella apologizes for Brunhild and offers to refund the price of the drink she took.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Astella overhears the messenger talk about urgency. She doesn't have a horse to offer, but she asks

What news?


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa is glad to be rid of the undead walking atrocities and shivers as they flee. "Thank you for engaging them in the front" she offers to the melee combatants. "I do not want such monsters anywhere near my person."

When they arrive at the inn, she is curious to hear of the supply shortage but enjoys the simple fare.

5 cp marked off.


Loot sheet No plunder, no pay Battle map--Misc info slides
Astella wrote:


Astella apologizes for Brunhild and offers to refund the price of the drink she took.

Astella overhears the messenger talk about urgency. She doesn't have a horse to offer, but she asks

What news?

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

The inn keep waves aside the paying, seeing as he will head to Stone City himself, and that it is not yours to compensate, but Brunhild's. He remains firm in this principle.
-------------------------
GM rolls:

1d2 ⇒ 12d6 ⇒ (6, 6) = 12

You catch the rider before he gets halfway to the inn.

"Pardon? Bad news miss, goblins had attacked Fairbrook last night for the 2nd time these past few weeks. The town's in no fighting shape currently.
They had not been spotted in that area before, until two weeks ago. An unknown but small number was trying the defenses, leading to some injured but none dead. Last night, fires needed dousing, and some of its defenders have died. They estimated five dozen or so, attacked. It is partially thanks to their druid, alongside the defenders, that they hadn't caused more harm. But they outnumber its remaining properly trained defenders, even when they withdrew. But the goblins were fighting smart, they may have lost perhaps but a fourth of their number before leaving. Fairbrook would not withstand another attack like it, let alone if in greater a number of goblins possible."

"Some decided on packing, to seek refuge in Fairhaven, to try adding numbers. But that wouldn't do in the long term, i reckon."


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa listens with interest to the tale of the goblin attack. "Troubling. I wonder if we could find it within our mission to aid with this problem."


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Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 10/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

I believe that is exactly what we should do, Severa. Are we all agreed?

She looks around the party to be certain, and if so, they get more details from the rider and make plans to intervene.


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Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

Daniel sighed inwardly, it seemed there was no end to troubles indeed.

outwardly he smiled.
Of course, at least in what we can. Though, I had hoped to check in first... Time may well be of the essence.


Loot sheet No plunder, no pay Battle map--Misc info slides

Estelle looks worried.

"Oh my, this certainly isn't what i was expecting to hear when we came back. Bad enough a situation for Fairbrook as it is, i must agree with Daniel about checking in on Welnin. By the sound of it, Fairbrook had more able bodied defenders than Welnin has. If five dozen goblins decide to attack, our handful of watchmen would be killed."

....
"And our new home occupied by goblins probably less reasonable than that initial group."

Ryan's eyes quickly shift between all speakers, "Ou' of a fryin' pan inte a fire.", he says to none in particular.

Astella inquiring about more details, who by hearing Estelle's comment concludes you must be the new ones responsible for Welnin.

Rider: "Details? From what i have heard, none of the goblins involved in the attack used magic. Given their number, it is assumed they came from the old fort they still occupy. Which lies still rather central within the lands. You may get better details from one of Fairbrook's own, or one of their own council."


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa nods. "Intriguing. Then striking at their fort pre-emptively may protect both locations. But I am amenable to checking on your residence if you like." she says to the more experienced adventurers.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Strom frowns. "That is a lot of goblins. How would we assault them behind their own walls if that is but a fraction of their total number? Perhaps we should scout the goblin fort and use stealth to gauge their capability. I should also like to meet this druid at Fairbrook."


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 10/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Agreed that caution is advised. We are not an army. However, I still think we should go to Fairbrook and see if we can help. Ryan, you can continue on and wait for us if you like. I don't mean to put anyone in danger unwillingly.


Loot sheet No plunder, no pay Battle map--Misc info slides

First to Fairbrook:
Astella & Strom

First to Welnin:
Daniel, Estelle

Leaving it to popular vote:
Severa.

Fairbrook first, Welnin first: 1d2 ⇒ 1 Fairbrook it is.

Astella wrote:
Agreed that caution is advised. We are not an army. However, I still think we should go to Fairbrook and see if we can help. Ryan, you can continue on and wait for us if you like. I don't mean to put anyone in danger unwillingly.

Ryan's pretty surprised,

"Continue on? I don' have the faintes' idea how long a walk the nex' safe settlemen' is a'."

Before he would now go to the inn, and off to Welnin tomorrow, the rider mentions Fairhaven is a little over a day on foot from the outpost, and a day and a half from there to Fairbrook. So give or take 3 days to get to Fairbrook.

Ryan will go to Fairhaven with you, and stay there while you head to Fairbrook. Estelle does insist on writing a missive to Tobias Maine, your castle's custodian, to inform him that the group will be back in about 6 days, and urge the watchmen to warn the residents of increased tension in the lands.

More tonight.


Loot sheet No plunder, no pay Battle map--Misc info slides

It is already late afternoon when you had arrived at the outpost, and you decide it best to leave fresh in the morning.

The next day the rider had left before you, making his way to deliver the news of the attack, and the missive for Tobias Maine, in Welnin.
You on the other hand head east, and just past 12.00 PM, February 9th, you arrive at Fairhaven.

A hastily erected palisade wall surrounds parts of the small town.
By number of inhabitants, it has a slightly larger population than Welnin, even more so with the number of people who came over from Fairbrook. The design of the houses is mixed, both stone and wooden. Evident that its inhabitants' lineage come from both Avlee and Erathia.
The people are elves, humans, and some folk who look like half bloods.

Kn. Local 10:

Half-elves are not commonly seen beyond the Contested Lands or Avlee.
The rare few who take a traveling life therefor draw obvious attention.

Though in Avlee, they are not always treated as equal by high society.
Skilled and respected are those that work in important positions.

This is more for Daniel and Estelle, since the others are from Avlee themselves, and would know this is a thing. Not a common thing wide spread, but the nobility can be a little harsher towards half-elves than elves.

Geography 20:

Fairhaven's location is in the general area of a rumored ancient battlefield.

Spoiler:

Kn. History 25:

This event was the final battle of the Timber Wars.
A war that had lasted for 153 years, between Avlee and Erathia. That war ended hundreds of years ago.

Kn. Local 15:

Fairhaven holds an annual memorial day, in remembrance of the people of the Contested Lands, who lost their lives during all the conflicts that befell them over time.

Supposedly they hold it somewhere late February.

A handful of watchmen stand in the distance, speaking to a mixed group of people, towards the eastern side of town.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Is Fairhaven another name for Fairbrook or am I missing something?

K local: 1d20 + 8 ⇒ (7) + 8 = 15
K geo: 1d20 + 8 ⇒ (18) + 8 = 26
K local: 1d20 + 8 ⇒ (5) + 8 = 13 Ah. Just missed the last one.

Severa looks at the half-elves and wonders aloud to her comrades "Interesting. It is unusual to see half-elves this far out. And we are in the area of an ancient battlefield, or so it is rumored."


Loot sheet No plunder, no pay Battle map--Misc info slides
Severa Elanariel wrote:

Is Fairhaven another name for Fairbrook or am I missing something?

[dice=K local]1d20+8
[dice=K geo]1d20+8
[dice=K local]1d20+8 Ah. Just missed the last one.

Severa looks at the half-elves and wonders aloud to her comrades "Interesting. It is unusual to see half-elves this far out. And we are in the area of an ancient battlefield, or so it is rumored."

Fairhaven is the center settlement, of the three. Fairbrook is nearest to the Avlee border in the north east, Welnin is to the west, near the Erathian border.


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 10/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

We are headed to Fairbrook, but we are still on the way. This is an in-between place apparently. ("the rider mentions Fairhaven is a little over a day on foot from the outpost, and a day and a half from there to Fairbrook")

Knowledge Local: 1d20 + 3 ⇒ (19) + 3 = 22 (pass)
Knowledge Geography: 1d20 + 3 ⇒ (1) + 3 = 4 (fail)
Knowledge Local: 1d20 + 3 ⇒ (12) + 3 = 15 (pass)

Astella updates the party about the annual memorial day that is held in late February, honoring the fallen of the Contested Lands.


Loot sheet No plunder, no pay Battle map--Misc info slides

Severa, in that Geography spoiler was a sub-spoiler, which couldn't be titled accordingly. It's a Kn. History.

Briefly resting at the tavern, you leave shortly after, making headway and sure you will reach Fairbrook the next day.

The following day, in the late afternoon, the small town of Fairbrook comes into view. It has seen least of devastation from the last quelling of rebellion, but the recent night raid has left obvious marks.

Arrows are still lodged in the wooden palisades gates, scorched roofs, and dried brown stains on the ground and some of the walls. There are disturbances in an area on the clearing towards the center of town, that you can see from some 20ft away. In the middle stands a solid tree 10ft wide, and a large wooden growth at its base.

Kn. Nature 11:

Something grew here in a large radius recently.

Strom: you would reckon an entangle could likely have been used here.

Spellcraft 16: nature magic can make roots and vines grow to grab hold of creatures above.

Some houses have partially burned down.
2d2 ⇒ (2, 2) = 4In the distance, a happen townie sees you, and yells.
"Stay away! Just a minute!", and he runs off down that street.

You wonder why....
Aside from the just now gone townie, nobody is in sight.

How do you proceed from here?


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Kn. Hist: 1d20 + 7 ⇒ (6) + 7 = 13 Fails.
Kn. Nat: 1d20 + 7 ⇒ (14) + 7 = 21

Severa looks confused. "Is that a normal response to rescuers?" She points to the odd patch on the ground. "Something grew here recently..."

Did the Townie look like a human or some other race?


Loot sheet No plunder, no pay Battle map--Misc info slides

The townie was human, or half elf, hard to tell from the distance.


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 10/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Astella waits for the Townie to return... for a reasonable amount of time. If she doesn't see him coming back and it's getting questionable about whether he will, then she starts in that direction.


Loot sheet No plunder, no pay Battle map--Misc info slides

Will the others wait as well, or quickly explore the area until the townie returns?


Male human Here is an image for Daniel Fighter 2 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(22 vs trip/grapple)) | Init: +2| Perc: -1

Daniel will explore, no one with any authority has told him to wait, and something doesn't feel right. So his natural inclination is to figure out what.

Daniel will look around the immediate area, not straying to far, but he doesn't want to just sit and wait for trouble to find them. Best find it first.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Strom is content to wait for the townie to return. He said he'd only be a minute.


Loot sheet No plunder, no pay Battle map--Misc info slides

Estelle will accompany him, she too is wary of the silence.

When the two (or 3 if Severa decided so) enter the clearing, the sound of croaking wood comes from the direction of the tree. But it is in fact not the tree, but the growth instead.

It 'unfolds', forming a large wolflike creature made of vines and wood. Two oval shapes of light color open where eyes would be. Its head turns towards the interlopers.

The others, still outside of this clearing, see the ground getting slowly uprooted, literally, as vines start growing upwards, starting to intertwine. It will likely be but several seconds before they'd grow high enough to form a natural barricade.

I'll have a map up tomorrow.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Does Strom recognize this spell?

Spellcraft, Druid: 1d20 + 5 ⇒ (14) + 5 = 19


Loot sheet No plunder, no pay Battle map--Misc info slides

Strom:

No spell is cast here, but your elders have invoked walls of vegetation before, but those looked more harmful. This looks more...improvised, based on the less complexed incantations of such spells.

Though this seemed tied to the wooden wolf getting up. A mix between an area enchantment radiating from a natural guardian, is your impression.

You estimate this could be cut through, though.

Spellcraft 18:

Druids are said able to invoke walls of vegetation, but those walls are often harmful and very tough.

This may be a lesser and harmless version, still vulnerable to hacking apart with some effort. It may even be some improvised version.


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Spellcraft: 1d20 + 10 ⇒ (18) + 10 = 28

Severa moves toward Strom and ponders aloud "A lesser wall of vegetation, perhaps? Harmless and less tough. But what is happening here and with the wolf plant?"


Loot sheet No plunder, no pay Battle map--Misc info slides
Severa Elanariel wrote:

[dice=Spellcraft]1d20+10

Severa moves toward Strom and ponders aloud "A lesser wall of vegetation, perhaps? Harmless and less tough. But what is happening here and with the wolf plant?"

Those outside would spend 1 move action to get past the growing vines, when the 1st combat round goes off, in effect.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

I'm not visualizing this effectively. Does this vine wall encircle the entire town? Is it not there for the protection of the town? Why would there be combat - who are we fighting?

Strom is puzzled by this new development. He decides to shout into the settlement. "Hail friends! We are here to provide aid, if possible."


Loot sheet No plunder, no pay Battle map--Misc info slides
Strom Thistlebeard wrote:

I'm not visualizing this effectively. Does this vine wall encircle the entire town? Is it not there for the protection of the town? Why would there be combat - who are we fighting?

Strom is puzzled by this new development. He decides to shout into the settlement. "Hail friends! We are here to provide aid, if possible."

I'm atm working on the map. The vegetation encircles the clearing/square in town, you arrived at, but had not entered itself yet. You and Astella were waiting, and with Daniel and Estelle entering the clearing itself, it set off the wooden wolf and the vegetation.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Strom is alarmed by the vine wall, but he's not expecting hostilities, and hopes his appeal to the local druid are answered in short order.


Loot sheet No plunder, no pay Battle map--Misc info slides

We are at slide #12.

Init:

Astella: 1d20 + 2 ⇒ (15) + 2 = 17
Daniel: 1d20 + 2 ⇒ (12) + 2 = 14
Estelle: 1d20 + 1 ⇒ (14) + 1 = 15
Severa: 1d20 + 3 ⇒ (7) + 3 = 10
Strom: 1d20 + 5 ⇒ (1) + 5 = 6

Wood wolf: 1d20 + 2 ⇒ (12) + 2 = 14
Daniel, Wood wolf: 1d2 ⇒ 1

Wood wolf guardian, round 1

Astella
Estelle-bot, Daniel
-------------------
Wood wolf guardian
-------------------
Severa & Strom


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 10/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Astella backs off, reinforcing Strom's pleas that they are here to help.

Why are you attacking us? We heard that you had been attacked by goblins and we came to help!

Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23

She does, however, start singing softly, just in case, to soothe her companions in case they have to face this threat.

inspire courage is up


Loot sheet No plunder, no pay Battle map--Misc info slides

The words of Strom and Astella get not nearby response. There is no sound at all from nearby, aside from the sound of wood heavily moving.

As a reminder, the ones outside of the circle, can get in with 1 move action in round 1. Or deal enough slashing damage to the vines later.

Estelle draws her greatsword and hews at the vine barrier west of her.
Slashing, inspired: 2d6 + 4 + 1 ⇒ (5, 3) + 4 + 1 = 13 It isn't gone yet, but there is fair progress.

Daniel
-------------
Wood wolf guardian
-------------
Severa & Strom


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

I'm still confused. Do we want to be inside the circle of vines that is attacking us?


Loot sheet No plunder, no pay Battle map--Misc info slides
Strom Thistlebeard wrote:
I'm still confused. Do we want to be inside the circle of vines that is attacking us?

The guardian is, the wall itself is but a barrier once fully grown, but it is also obscuring view of anything inside at that time. Only those inside will fight vs the wood wolf.


Loot sheet No plunder, no pay Battle map--Misc info slides

Botting for Daniel.

Daniel prepares a swing for the wooden wolf's getting close.

It's eyes glow, and a shine briefly comes over its maw, after which it comes up close to Daniel and Estelle, the former makes a swing at the wooden beast.

Sword, inspired, PA: 1d20 + 7 + 1 - 1 ⇒ (17) + 7 + 1 - 1 = 24Dmg, inspire, PA: 1d8 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7
To his surprise, the damage inflicted deals less harm than expected.
3 dmg.

Severa & Strom


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa casts mage armor on herself and moves behind where Estelle is cutting into the vines so that she can be ready to cast a spell.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Having only a blunt weapon in hand, Strom waits uncomfortably. Eventually he can wait no more and he begins to run around the circle looking for anyone who can explain why this is happening.

"You'll never get help against the goblins at your gate if this is how you treat the well-meaning!"

Perception: 1d20 + 6 ⇒ (14) + 6 = 20


Loot sheet No plunder, no pay Battle map--Misc info slides

Preparations and explorations are made and done by Severa and Strom, leading into a new round.

Strom does not yet see or hear further signs of people nearby.

Wood wolf guardian, round 2

Astella
Estelle-bot, Daniel
-------------------
Wood wolf guardian
-------------------
Severa & Strom


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 10/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Astella has zero clue why they are even fighting, but she moves farther away from the wolf and slashes at the barrier there. Evidently the answer was inside.

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

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