Fane of the Elder Temple

Game Master Grimmy

World Map Link

Morrick Mansion Grounds (melira edit)

Akkramar and Faidh - Endhome with the Bridgetown refugees
Bez and Melira - Grollek's Grove
Vexlygo - City of Manas


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Skills:
DEX Acrobatics + 5 WIS Animal Handling + 0 INT Arcana + 2 STR Athletics - 1 CHA Deception + 4 INT History + 2 WIS Insight + 2 CHA Intimidation + 2 INT Investigation + 6 WIS Medicine + 0 INT Nature + 2 WIS Perception + 2 CHA
Stats:
HP 15/15 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 0 CHA + 2 |

Whoa, I can Hide every round as a bonus action.

Stealth: 1d20 + 7 ⇒ (8) + 7 = 15

Do I do that before or after attacking? Before, I suppose! I'll be sure to do that next time, because then I can sneak attack every time. That's really good.


Beziriphas wrote:

Oh...that's double damage on the first strike, for 14, according to what I know of critical hits in 5e

So actually when you crit, you will roll the damage dice twice then add the modifier as normal. Just double the dice.

Hey Melira, what spell is that ? Just want to make sure the target doesn’t have to understand language.

Leopard Wis Save: 1d20 + 1 ⇒ (17) + 1 = 18

Leopard has AC 15. Bez’s second strike will miss . The steps are quite wide and spacious, Melira is able to set up a flanking position. So Beck we need from you a second dice roll for crit damage, and also a dice roll for sneak attack damage due to the flank and/or the bonus action stealth. Yeah, let’s have a look at that. Does seem quite good but can’t see why you can’t use it every turn before attacking. I’ll have a chat with my 5e group.


Leopard 7/?

When Bez ‘s blade slices the cat, he is met with a strange sight. The blood that splatters on the steps is… green. Yeah. Green blood. The cat snarls and swipes back like a kitty swatting a toy mouse.

Claw: 1d20 + 5 ⇒ (12) + 5 = 17
Claw: 1d20 + 5 ⇒ (8) + 5 = 13

Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Bez is half expecting green blood from his own wound, as the cat rakes his chest. But, no. Normal blood soaks through his fabrics.

The wound feels more or less normal. Not pleasant , but no strange extra toxic effects noticeable.


Skills:
DEX Acrobatics + 5 WIS Animal Handling + 0 INT Arcana + 2 STR Athletics - 1 CHA Deception + 4 INT History + 2 WIS Insight + 2 CHA Intimidation + 2 INT Investigation + 6 WIS Medicine + 0 INT Nature + 2 WIS Perception + 2 CHA
Stats:
HP 15/15 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 0 CHA + 2 |

Yeah, it does seem like you can Hide ("In Plain Sight") every round. Powerful.

Crit Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Sneak Attack damage: 1d6 ⇒ 5

Bez manages some extra deft stabs and slashes to the plant(?)-kitty.

"If I start to mutate, pull me out by my ear," he grumbles to Melira.

HP 9/15


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Skills:
DEX Acro + 4 WIS AnimH + 0 INT Arc + 3 STR Ath+ 0 CHA Dec + 4 INT Hist + 3 WIS Insi + 1 CHA Inti + 5 INT Inv + 2 WIS Med + 0 INT Nat + 3 WIS Per + 1 CHA Perf + 4 CHA Pers + 5 INT Rel + 2 DEX SliH + 4 DEX Stel + 4 WIS Sur +0
Stats:
HP 17/17 Spells 2/3 Inspiration 3/3 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 2 INT + 1 WIS -1 CHA + 5

Hey Bez, you should have 12/15 HP, not 9/15. You should also have 3 fresh temp HP that refreshes at the start of each turn. All thanks to Heroism. The spell I cast last round was Vicious Mockery.

Melira doesn't register the green blood. All she can see is the very red blood that blossoms from Bez's chest.

Attack: 1d20 + 5 ⇒ (7) + 5 = 12

Advantage: 1d20 + 5 ⇒ (16) + 5 = 21

Damage: 1d8 + 3 ⇒ (7) + 3 = 10

TWF: 1d20 + 5 ⇒ (15) + 5 = 20

Advantage: 1d20 + 5 ⇒ (19) + 5 = 24

Damage: 1d4 ⇒ 4

Her sword flashes red in the light of the torch. Two fresh wounds open on the leopard's flesh. "You are doing fine, Bez. Finish it now!" She locks eyes with the rogue for a moment, and he feels the wild energy in her eyes.

Bez gets a d6 Bardic Inspiration, which he can use within the next 10 minutes on an ability check, attack, save, after the roll has been revealed.


Skills:
DEX Acrobatics + 5 WIS Animal Handling + 0 INT Arcana + 2 STR Athletics - 1 CHA Deception + 4 INT History + 2 WIS Insight + 2 CHA Intimidation + 2 INT Investigation + 6 WIS Medicine + 0 INT Nature + 2 WIS Perception + 2 CHA
Stats:
HP 15/15 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 0 CHA + 2 |

Yay heroism!

Also, I bet you finished it.


Skills:
DEX Acro + 4 WIS AnimH + 0 INT Arc + 3 STR Ath+ 0 CHA Dec + 4 INT Hist + 3 WIS Insi + 1 CHA Inti + 5 INT Inv + 2 WIS Med + 0 INT Nat + 3 WIS Per + 1 CHA Perf + 4 CHA Pers + 5 INT Rel + 2 DEX SliH + 4 DEX Stel + 4 WIS Sur +0
Stats:
HP 17/17 Spells 2/3 Inspiration 3/3 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 2 INT + 1 WIS -1 CHA + 5

Also, I realized that both TWF and Bardic Inspiration are both bonus actions. So I guess no inspiratoin then.


Yup he had 30 hit points. So Melira does finish him off.

As Bez hears the words , ”Finish it now!”, the eyes roll back in the cats head and it crumples down and tumbles down a couple steps into a pile at Bez’s feet. Green blood pools out sticking to Bez’s shoe sole.

The cat had never even let out an audible snarl. The quiet of the courtyard hangs heavily. You can hear your own hearts beating.

Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Random: 1d8 ⇒ 3

You don’t hear anything else goin on at the moment. The cat is dead on the big granite steps, the doors are before you. Broken windows.


Back at the bridge.

Faidh arrives on time to see Akkramar raise his arms and stand against the ranks of skeletons.

Ak: 1d20 + 4 ⇒ (16) + 4 = 20
Skele’s: 1d20 + 4 ⇒ (1) + 4 = 5
Ak: 1d20 + 4 ⇒ (18) + 4 = 22
Skele’s: 1d20 + 4 ⇒ (6) + 4 = 10
Ak: 1d20 + 4 ⇒ (7) + 4 = 11
Skele’s: 1d20 + 4 ⇒ (7) + 4 = 11
Ak: 1d20 + 4 ⇒ (9) + 4 = 13
Skele’s: 1d20 + 4 ⇒ (9) + 4 = 13
Ak: 1d20 + 4 ⇒ (9) + 4 = 13
Skele’s: 1d20 + 4 ⇒ (19) + 4 = 23
Ak: 1d20 + 4 ⇒ (16) + 4 = 20
Skele’s: 1d20 + 4 ⇒ (15) + 4 = 19

Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Akkramar deflects several blows and downs another skeleton before a sidelong axe blade lays him low.

When the dwarf follows, the eight remaining skeletons ignore his fallen form, marching on to the dam to resume demolition of the crystal turrets.

Faidh comes up behind them, finding the dwarf lain out on the chilly ground.

It is not as frosty here as it is at the mansion. It’s the same climate zone but this area hasn’t had a snap frost yet this season.

From the ridge you can see the exiled townsfolk carrying makeshift sacks and packs, crossing the field, staying off the road itself but traveling in the general direction of Endhome, the port city.

The town is swept in darkness, the torches extinguished. The dead march through the streets and shadows fly through the windows and walls hunting anyone who had stayed behind, forgotten or stubborn.


Skills:
DEX Acro + 4 WIS AnimH + 0 INT Arc + 3 STR Ath+ 0 CHA Dec + 4 INT Hist + 3 WIS Insi + 1 CHA Inti + 5 INT Inv + 2 WIS Med + 0 INT Nat + 3 WIS Per + 1 CHA Perf + 4 CHA Pers + 5 INT Rel + 2 DEX SliH + 4 DEX Stel + 4 WIS Sur +0
Stats:
HP 17/17 Spells 2/3 Inspiration 3/3 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 2 INT + 1 WIS -1 CHA + 5

Melira doesn't continue hacking at her downed foe as she did last time she fought for her life, but she does make sure to stab it one more time for good measure. Then the sight of green blood on a fuzzy creature makes her retch and nearly throw up.

"How deep is your wound?"

I'd like to circle the house and then enter. You want to turn back?


Skills:
DEX Acrobatics + 5 WIS Animal Handling + 0 INT Arcana + 2 STR Athletics - 1 CHA Deception + 4 INT History + 2 WIS Insight + 2 CHA Intimidation + 2 INT Investigation + 6 WIS Medicine + 0 INT Nature + 2 WIS Perception + 2 CHA
Stats:
HP 15/15 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 0 CHA + 2 |

"I'm fine," says Beziriphas, dabbing at it. "Thank you for the healing and other spellwork."

He eyes the house. "I'd truly like to explore the upper levels directly, but now I'm wondering if we'll get feathered by something in the vineyards, now that we've made a commotion. I agree that circling around is best."

I'm down to look around more. I'm kind of metagaming here. Bez would normally be a second-story man, get in from a window. But I'm sure that in the module, the more difficult monsters and traps are on the second floor. Curse that real world/fantasy world knowledge! :D


Firbolg Paladin 2nd HP:22/22 HD:2d10 LoH:10/10 1st2/2

"You know I thought you'd be heavier" Faidh says with a playful smile to Akkramar. As she stands on the bridge she looks at the Villagers and then her companion.

" They will move on and rebuild. We need to be moving on ourselves. To tell our accounts of this affair as well as others. Evil seems to be brewing." The Firbolg stands tall and looks out wandering what exactly could trigger such evils? Hopefully this temple and scholars can shed some light on this feeling.


"Funny girl..." - Akkramar manages to mutter - "Just make sure ye don't forget me shield..."


Skills:
DEX Acrobatics + 5 WIS Animal Handling + 0 INT Arcana + 2 STR Athletics - 1 CHA Deception + 4 INT History + 2 WIS Insight + 2 CHA Intimidation + 2 INT Investigation + 6 WIS Medicine + 0 INT Nature + 2 WIS Perception + 2 CHA
Stats:
HP 15/15 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 0 CHA + 2 |

Bez leads along around the house.

”Circling and then climbing, I like that,” he muses.

Stealth: 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 + 2 ⇒ (4) + 2 = 6

Bez moves like a cat…a very oblivious cat.


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Firbolg Paladin 2nd HP:22/22 HD:2d10 LoH:10/10 1st2/2

" I remembered your shield!" She chuckles handing the smaller shield to him. Her teeth and prominent tooth gap showing.

"I need to show you the cool trick, which I hear dwarves excel at!" She says reaching out to pat Akkramar on the head.


"I'm just hopin' it involves beer..." - Akkramar grumbled in reply - "But then again we dwarves excel at so many a thing!" - he chuckled feebly.


ok I’m picturing Melira circling , and Bez is staying nearby to her but apart and better hidden. I’m going to default to clockwise


Firbolg Paladin 2nd HP:22/22 HD:2d10 LoH:10/10 1st2/2

"Dwarves brew beer?" Faidh says as she then chuckles. "I would have never known!"


DM Screen:
Bez Con: 1d20 + 1 ⇒ (18) + 1 = 19


From the landing at the top of the big steps up to Morrick Mansion, there is a gravel path that winds left and wraps around the perimeter of the house hugging very close to the wall. The vines and vegetation look somewhat mutated and warped but they also look tended to, as if there is still someone maintaining this part of the garden. The first story of the house has no windows, at least not along this wall. It does however have two doors. The first door does not have a bar outside of it, but the second door does have a visible bar on the outside.

The markings in the dirt reveal that the the second door swings open when it is operated. The first door has no such markings, and it can be seen by the hinges that the door would be one to swing inward when opened.

The two doors are arranged such that the first is near the front left corner of the house, and the second is on the same wall but placed near the back left corner of the house.


Skills:
DEX Acrobatics + 5 WIS Animal Handling + 0 INT Arcana + 2 STR Athletics - 1 CHA Deception + 4 INT History + 2 WIS Insight + 2 CHA Intimidation + 2 INT Investigation + 6 WIS Medicine + 0 INT Nature + 2 WIS Perception + 2 CHA
Stats:
HP 15/15 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 0 CHA + 2 |

any windows on the second floor?


The first floor has four windows, and you can also see that the second floor has two windows.

Counting like: ground floor, first floor, second floor. i.e the big steps where you fought the leopard lead up to the entrance on the first floor. This ground floor which you are standing alongside the wall of now, can be understood as a basement which is not buried. When I say four windows on the first floor and two windows on the second floor, I am refering to just this side of the house. The other three walls of the house will have additional windows.


spoilers for Bez n Melira as they pass the left side of the house on the gravel path.

the left side of the house is also the western side of the house. The mansion is oriented facing south.

First door

Perception DC 12:
There is someone breathing on the other side of this door. From the sound of the breathing it is an older person or someone asthmatic. It sounds like a male person. The person seems to be doing some kind of repetitive physical exercise or drill, like a calisthenics workout or some form of training. They are not speaking and there is no indication they are aware of you being outside their door.

Second door

Perception DC 12:
There is a sound of scritching and scratching behind the door. There is also squeaking and gnawing. It sounds a bit louder and more formidable then you expect of normal vermin. This is the door which is barred from outside.


Back at the bridge

As Faidh and Akkramar prepare to continue the journey to Endhome, they have to take the difficult first step of leaving a human settlement overtaken by the living dead. There is not mistaking the systematic extinguishment of light as the torches go out one by one. The shadowy phantoms can be seen sweeping through the streets hungrily seeking life to claim, but from the safe distance where you are observing, it seems they are not finding any lives to claim. The evacuation was seemingly thorough and complete. The sight is disturbing nonetheless, as skeletal dwarves post up as sentries ringing the unrated perimeter of the town.

Before long it becomes clear that the makeshift caravan of human refugees are taking a different course, crossing an open plain rather than following the river. The mounted siblings from earlier seem to drop back behind their kin for a spell, however, this time accompanied by a mustached middle aged man with a tabard.

The kids point and the man approaches, speaking to Faidh and Akkramar in a formal and respectful tone. The man has requested the kids to bring him to you to offer thanks. He explains that his people will travel to Endhome, but they will cross the plains for a few days to reach the King’s Road where they expect patrols of knights will make the journey a bit safer. The other path, along the rivers edge, if fraught with bandits, some of whom may have a personal vendetta against the folk of the bridge, who had defended themselves from banditry in the past. In fact the bandit troupes are often populated by those miscreants who had been cast out of Bridgetown society for various depravations. At any rate these folk have decided to brave the open plains to reach the patrolled road and from there carry on to Endhome.

They invite the pair of divine hero’s to accompany them if that is your wish. Otherwise, they suggest that according to their superstition or perhaps their wisdom stemming from a connection to the waterways and the land, it is their belief that the evil which overtook the town had come from the river and was likely spreading by the same means. The path along the river remains the most direct route to Endhome, but by their assessment perhaps the less safe. The man indicates that he acknowledges the stout dwarf and the Fey knight as servants of divine patrons, and suggests that if it is the wish of the heroes to carry on a long the river they may be confronted by further evil, but if that is what they feel called to do, he understands. However, if you wish to travel in relative safety among the numbers of his folk, you are welcome to join them in crossing the open plain.

He thanks you formally and respectfully for delivering the warning, and the children, otherwise silent, can not contain themselves from raising their their voices to echo his simple words of thanks.


Skills:
DEX Acrobatics + 5 WIS Animal Handling + 0 INT Arcana + 2 STR Athletics - 1 CHA Deception + 4 INT History + 2 WIS Insight + 2 CHA Intimidation + 2 INT Investigation + 6 WIS Medicine + 0 INT Nature + 2 WIS Perception + 2 CHA
Stats:
HP 15/15 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 0 CHA + 2 |

I'll say I missed the first door check...

Second Door: 1d20 + 2 ⇒ (20) + 2 = 22

"Very large rats or something behind there," says Bez, pointing to the second door. "Squeaking and gnawing. They'll get through eventually."


Sounds fair. Melira can try too.

Apart from the two doors in the western wall, the gravel path also provides a vantage point to the western grounds of the manor, off to the left side of the house.

There is the pale blue fountain which had pinged Melira's detect magic before. The aura is still detectable. This fountain is quite a ways off from the house, nearly to the high wall. It is also quite a bit to the south, standing a little in front of the house as well as far off to it's left.

Between you and the fountain lies a muddy clearing. It is littered with broken flagstones, and several branches of the shrubs in the area are snapped.

DM Screen:
Stealth: 1d20 ⇒ 17Perception: 1d20 + 1 ⇒ (11) + 1 = 12

Investigation DC 12:
The sap from the broken branches are dripping fresh sap. The broken flagstones must have required great force to break. There was a skirmish here, it was not long ago, and the parties involved possess great physical strength, beyond that of humanoids of people size.

Across from the muddy clearing in a northerly direction towards the back left corner of the walled in manor yard, lies yet another fountain (there is a lot of statuary among the gardens), this one dark blue with benches squatting beneath it. This fountain is perhaps 80 feet diagonally from the back corner of the house where Bez is listening at the door. It is towards the north-west corner of the high wall (behind the house and to it's left). Surrounding this fountain, all the vegetation is gray colored and almost ashen in appearance. They clearly do not look healthy and full of life. Behind this fountain, tugged properly in the corner formed by the high-wall, there is one bush which features a splash of color, standing out against the backdrop of pallid grey vegetation. This one bush has dark green hearty vibrant leaves, and blossoms blooming in a luscious crimson hue.

It is also possible from Bez's vantage at the door to see the back yard behind the house, where a large manufactured pond with a granite enclosure is bubbling and swirling. In the fading light of the late afternoon, it is easy to see that this is no ordinary pond. It is unmistakeably emanating light in a pale green shade, and mists rise from the surface in wraith like tendrils.

A classical sculture depicting a nude woman lie closer to Bez then the other features, between him and the pond in the back yard. The tendrils of mist from the glowing pond reach as far as the nude sculpture, where they swril and climb up the white marble, clinging to it almost like vines.


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Skills:
DEX Acro + 4 WIS AnimH + 0 INT Arc + 3 STR Ath+ 0 CHA Dec + 4 INT Hist + 3 WIS Insi + 1 CHA Inti + 5 INT Inv + 2 WIS Med + 0 INT Nat + 3 WIS Per + 1 CHA Perf + 4 CHA Pers + 5 INT Rel + 2 DEX SliH + 4 DEX Stel + 4 WIS Sur +0
Stats:
HP 17/17 Spells 2/3 Inspiration 3/3 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 2 INT + 1 WIS -1 CHA + 5

I updated the map with what we already know. Here.

From earlier

Melira glances from Bez's wound to his eyes. Is he just acting tough? "Ok, glad you're alright." She follows behind him, casually slipping into the lead so that she's closer to any danger they might encounter.

-----

Melira looks around, from one piece of this mad garden to the next. "There's heavy breathing coming from inside the first door. Male; hard of breathing, perhaps like the sentries we snuck past; and doing something that requires exertion." She gulps. At least whatever is behind the door isn't some undead monster, if it needs to breath.

"After we finish circling the house, before we try entering, let's check out that fountain." Melira points to the western fountain which had sparkled with magic.

Melira would like to continue circling the house by moving to the northern side of the house.


"Well met sir" - the dwarf nodded at the man - "I be Akkramar, and this here stout lass is Faidh. Do ye have a name yerself?" - he smiles.

Assuming the man will reply accordingly:

"Well..." - he turns to Faidh - "I would much rather accompany these here hard workin' folks until they actually do meet up with some knight patrols. After all they have been through, I'd like to make sure they are safe afore leavin' them. Whaddya think?"


The man’s body language mirrors Akkramar’s own, as he returns the nod of respect. ”Beltan is my name. The kids here feel safe around you. We know you both serve the gods, and we feel you came to us a messenger. Just look behind us, as the lights go out on our town, and imagine if we had still been in our homes when the darkness came. I told them you might not be coming, for I suspected you might wish to follow the river and see what further evils it’s depths still conceal. But if you will travel with us you are welcome. We are domestic folk, used to commerce rather than survival, but I understand the trappers find these fields plentiful with wild hare and pheasant. We hope to put some miles behind us and then make camp under the moon.”

His blue and white tabard looks well worn but well cared for. He strikes you as a dutiful servant of his people, but one who is used to having no worry worse than bandits. His eyes frequently dart back to the abandoned town, and his face visibly blanches at the sight of any movement among the un-living occupants who have taken up residency.


Around the back of the Mansion

Melira edges around the back corner of the house, bringing her into full view of the back yard. She has to pass Bez where he listens at the barred door with the sound of vermin. She left behind the unbound door with the sound of someone exercising.

From the back corner of the house, where she passes Bez, the nude statue wrapped in tendrils of mist is perhaps 25 or 30 feet away. Still, she feels as if the tendrils of mist, originating from the glowing pond, almost seem to react to her movement, as if unfurling themselves from the limbs of the statuary and probing the air in her direction.

It becomes apparent that the back entrance has a flight of marble steps like the front of the mansion did. Before the feet of the grand stairs, there is a granite post, with a chain attached to it. The chain terminates in a shattered metal color, too big for a dog or the leopard that had been faced before.

Arcana DC 15:
These mists are sentient beings, and they are abyssal in nature. They are dangerous and predatory, but slow moving. They spread madness.

Investigation DC 10:
The chain and collar attached to the post have tufts of feline hair. The color pattern is unmistakeable. Not a leopard but a tiger. Very exotic cat from distant lands, big enough to take down even a skilled warrior.


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

"Ye don't need ta thank us Beltan - anyone who would have passed by that, and did nothin'... Well, they would be deservin' of burnin' in the forges of Moradin himself" - the dwarf nods - "Ye're very welcome, in any case"

Then Akkramar pokes Faidh - "Lass, ye still with us? Mr. Beltan here is wonderin' if we would be willin' ta go with them. I say yes. What about ye?"


Firbolg Paladin 2nd HP:22/22 HD:2d10 LoH:10/10 1st2/2

Faidh reluctantly smiles as she nods. The Woman was uneasy in her taller form. "Sorry,I..never mind"

The giant smiled boarder showing the gap in her teeth as she gently bows down to honor Beltan."No need to thank me, Beltan, I wish I was able to do more. Alas I fear your village is lost. As for me I would love to help see you to the next village. If it isn't too much trouble" The soft rumble of her voice could be heard,but also a hint of awkardness.


From behind Beltan, you can hear a sound from the kids. They look very stiff, and look mostly at their feet, as if they had been trained to behave a certain way around the captain. Every so often though you can catch them peering up at the giantess Faidh, though, especially the young boy.

When the agreement is reached to travel together a stifled exclamation comes up from the well behaved kids. It sounds like, "Yeeeeet!"

"Mind your hound," Beltan warns. "I've never seen one with long ears like that. It doesn't seem quite natural. Then again she does somehow remind me of the tribes who inhabited parts of these lands..."
_____

With the agreement reached. Beltan leads the way back to the caravan. The people have possessions and provisions stuffed into pillow cases.

Many are somber, others can not stop talking about what this means for their future. There is a lot of political talk about who can be appealed to to march an army back to Bridgetown to restore it from the dead, but no one seems to have a clear plan or hope resting on any one benefactor.

The field has some hills and gnolls but the terrain is easy enough to walk on without tripping, even by starlight. After some hours and miles are behind the caravan, and the old and infirm are beginning to trail behind, Beltan signals to make camp.


Skills:
DEX Acrobatics + 5 WIS Animal Handling + 0 INT Arcana + 2 STR Athletics - 1 CHA Deception + 4 INT History + 2 WIS Insight + 2 CHA Intimidation + 2 INT Investigation + 6 WIS Medicine + 0 INT Nature + 2 WIS Perception + 2 CHA
Stats:
HP 15/15 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 0 CHA + 2 |

Arcana: 1d20 + 2 ⇒ (7) + 2 = 9
Investigation: 1d20 + 6 ⇒ (4) + 6 = 10

"There's a tiger around here. Was that other thing a leopard? Those are at least found in these lands, in deserts, but tigers, those are truly from elsewhere. The family must have been into exotic menageries...which means, among other things, magecraft, a stables, and a place to keep food animals..." Bez ticks off other items mentally.


Firbolg Paladin 2nd HP:22/22 HD:2d10 LoH:10/10 1st2/2

Fiadh jumps and then blinks. "Oh yes I'm sorry, he, she, it? Kinda appeared. I'll work on it.!" Fiadh rushes over to get the dog and begins to issue commands in a few different languages seeing which one works.

‐‐-------------------------

When they camp Fiadh, pulls out her violin and begins play. It's a beautiful but haunting tune. One of the season. But starting from fall and building to summer! After that she'll play other Fey melodies hoping to keep spirits up while also losing herself to the music.


Akkramar does not even hesitate in mingling with the people around him - he tries to help as best as he can, offering healing advice and also practical hands on assistance, helping people to carry loads, pull carts, and even using his Guidance magic to assist in whatever tasks need to be carried out.

When they camp, he tries to find Beltan, and ask about how they intend to set watches. Then he will join in listening to Faidh, once all that is sorted.


Skills:
DEX Acro + 4 WIS AnimH + 0 INT Arc + 3 STR Ath+ 0 CHA Dec + 4 INT Hist + 3 WIS Insi + 1 CHA Inti + 5 INT Inv + 2 WIS Med + 0 INT Nat + 3 WIS Per + 1 CHA Perf + 4 CHA Pers + 5 INT Rel + 2 DEX SliH + 4 DEX Stel + 4 WIS Sur +0
Stats:
HP 17/17 Spells 2/3 Inspiration 3/3 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 2 INT + 1 WIS -1 CHA + 5

"Not only that, but whoever has been living here since then must also have been willing to feed it. That, or it's long dead, and we have nothing to fear." She keeps her weapons drawn, pointing them at the pool.

Survival: 1d20 + 0 ⇒ (6) + 0 = 6

"I don't see any tiger tracks." She looks at Bez's wound again, more closely this time. "If there is one loose on the grounds, I say we check out the magic fountain and then get out of here. What say you to that?"


Skills:
DEX Acrobatics + 5 WIS Animal Handling + 0 INT Arcana + 2 STR Athletics - 1 CHA Deception + 4 INT History + 2 WIS Insight + 2 CHA Intimidation + 2 INT Investigation + 6 WIS Medicine + 0 INT Nature + 2 WIS Perception + 2 CHA
Stats:
HP 15/15 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 0 CHA + 2 |

Bez nods. "I think we've had enough fun for a day. This is the sort of place you do a few trips to scout about, and we don't have the time for that...diminishing returns and all that. Unless the tiger has a diamond encrusted collar, this is becoming less and less worth the risk."

He taps his scabbards thoughtfully.


Melira can you roll the arcana check too, please? If you succeed please view this spoiler.


Vexlygo

Vex has been more than a fortnight on the King's Road. Behind him lie a couple towns, as well as Grollek's Grove, where someone was going on and on about a cursed mansion. Bez had paid it little mind. Unless that opium addict from Remballo was involved, it could wait.

Just before reaching Manas, Vex had seen a silhouette of a ruined castle highlighted by the moonlight. Looked like a couple miles at most off the road. Once again. It could wait.

Finally Manas had come into view. City of Manas. Capitol of the Kingdom of Suilley. A sprawling metropolis that had spilled out over it's protective walls ages ago. Construction of a new outer wall to enclose the expanded settlements was always ongoing, but also always seemingly stalled.

The inner walls, still strong since ancient times, form a protective ring around the old part of town, including Palaz Terondel, seat of power of King Ulrich.

There is a feeling that the Kingdom of Foere to the East is declining, and Suilley is rising. Manas is vibrant and bustling. There is an identifiable style of dress, cosmopolitan and a little flamboyant, that makes its people stand out as a group who look to the future.

History DC 10:
Manas dates back to ancient Hyperborean times, and it is known for having vast and elaborate labyrynthine tombs beneath it, which sadly are being used as a sewer today.

History DC 12:

Although Manas trade guilds in general are known for being less susceptible to bribery, and it's courts are fair, there is something different about the Thieve's Guild in Manas. While other Thieve's Guilds nearby in the Kingdom operate in a traditional way, where they actually serve to reduce crime, the Manas Thieve's Guild is one that exists not in co-operation with the government but in defiance to it.

History DC 15:
Manas Guild Thieve's do hunt down freelance criminals and in a sense thus repress some crime. However, they have no policy barring them from violence. Rather than tithe the government formally, they pay bribes to officials. They intimidate the government with threats of a crime wave, not of just theft but of arson and murder, if any attempt is made to shut them down and reform them. This has been historically contrasted with nearby Remballo, who's traditional thieve's guild bars it's members strictly from serious crimes like extortion, assasination and kidnapping.

Vex, please roll the history check with advantage due to your connections through the crewth.


Skills:
DEX Acro + 4 WIS AnimH + 0 INT Arc + 3 STR Ath+ 0 CHA Dec + 4 INT Hist + 3 WIS Insi + 1 CHA Inti + 5 INT Inv + 2 WIS Med + 0 INT Nat + 3 WIS Per + 1 CHA Perf + 4 CHA Pers + 5 INT Rel + 2 DEX SliH + 4 DEX Stel + 4 WIS Sur +0
Stats:
HP 17/17 Spells 2/3 Inspiration 3/3 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 2 INT + 1 WIS -1 CHA + 5

Ah yes, I had rolled in preview, but the rolls never actually made it into my post. And now one is different because of the survival roll above.

Investigate: 1d20 + 2 ⇒ (16) + 2 = 18

Arcana: 1d20 + 3 ⇒ (10) + 3 = 13

"Enough fun for one day, perhaps, but not nearly enough for tonight." Melira smiles, perfect white teeth glowing in the fading light. She turns towards the fountain that she had detected as magical before, walking towards it while staying away from the red bush at the edge of the yard.

Now that they've decided to turn back, Melira is more relaxed, as though they're already back home safe. It's a mistake, and part of her knows it is. But she can't help but feel relief creeping into her limbs, making her stupid and noisy.


Skills:
DEX Acrobatics + 5 WIS Animal Handling + 0 INT Arcana + 2 STR Athletics - 1 CHA Deception + 4 INT History + 2 WIS Insight + 2 CHA Intimidation + 2 INT Investigation + 6 WIS Medicine + 0 INT Nature + 2 WIS Perception + 2 CHA
Stats:
HP 15/15 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 0 CHA + 2 |

"Ah, Melira...what kind of magic is that fountain radiating?"


Skills:
DEX Acro + 4 WIS AnimH + 0 INT Arc + 3 STR Ath+ 0 CHA Dec + 4 INT Hist + 3 WIS Insi + 1 CHA Inti + 5 INT Inv + 2 WIS Med + 0 INT Nat + 3 WIS Per + 1 CHA Perf + 4 CHA Pers + 5 INT Rel + 2 DEX SliH + 4 DEX Stel + 4 WIS Sur +0
Stats:
HP 17/17 Spells 2/3 Inspiration 3/3 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 2 INT + 1 WIS -1 CHA + 5

Melira thinks for a moment. "I can't remember."

I checked but couldn't find a spot where it pinged detect magic. Maybe we just forgot.


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Don't worry I didn't forget. I am not sure if I posted it correctly but I have been monitoring the detect magic. Here's the story. The pale blue marble fountain, marked 15 on the map, pinged on detect magic before detect magic expired. I wanted to put the aura as a DC 10 Arcana check but I will use that last roll result for expediency. The aura on the pale blue fountain (15) is abjuration. The vegetation around it looks pretty normal too.

The dark blue fountain, (18 on the map), did not ping a magic aura, and detect magic was still running when you came in range of it. This is the fountain with ashen vegetation around it, and a bush with crimson blossoms behind it.

Detect magic expired after that and was not running when you came in view of the back yard with the glowing pond and tendrils of mist.

Going by 10 minute duration for detect magic, assuming its the same when ritual cast.


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Male Tiefling Rogue 2 Heroforge Vex
Skills:
Acrobatics +2; Arcana +2; Deception +8; History +2; Insight +6; Intimidation +4; Investigation +2; Nature +2; Perception +3; Performance +2; Persuasion +2; Performance +2; Religion +2; Sleight of Hand +4; Stealth +4
Stats:
HP: 15/15 | AC: 13 | Prof. Bonus: +2 | Saves: Str-1, Dex+2, Con+1, Int+4, Wis+1, Cha+2 | Passive Perception: 13 | Init +2 | Move: 30ft.

History (Advantage): 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21

On the outskirts of Manas Vex sat atop a levee, pondering his situation; the path both ahead and that he had travelled thus far. 14 days upon the King’s Road had been arduous on his fine boots, footwear more used to the cobbles of Endhome and the carpets of its bordellos. Even more rankling was the potential opportunities he had foregone in pursuit of his intent.

Ah… to be abed with one of my favourites and a carafe of wine right now. Yet here I sit. Worn boots and worn patience…

The demonic dandy’s mood betrayed by his eyes flashing a baleful amber.

The interior of Manas beckoned; an ancient city of trade that existed on twin pillars of wealth and fairness. Yet as ancient as it was, the city nonetheless forward thinking, particularly when it came to organised crime. Whereby the Thieves Guilds of cities of the realms such as Endhome worked to control and polish criminal enterprise. Here, the old city was at odds with her Guilders. Here the Manas Thieves pulled the strings, not by cooperation, but by coercion.

Old Manas. Old Manas. My kind of town.

The Tiefling grinned, pointed fangs stark against his ebon lips.

Yet it was not a place of open venture. Manas’ guild protected their interests violently. Freelancers were not tolerated, so unless he wished to find himself a corpse in the city’s sewer-tombs he would need to tread carefully, and pay proper tribute where necessary.

Rising wearily to his feet Vex, stretched and shook the dust of the road from his countenance. Rapier and dagger at his hip, jangle of coin in his purse, the rake was ready… was Manas?

Vex will head into the City, mindful that his demonic appearance would mark him easily, but recognising the cosmopolitan nature of the citizens would likely work in his favour. Would be heading for an inn, somewhere to hold up before he begins his work...


Skills:
DEX Acrobatics + 5 WIS Animal Handling + 0 INT Arcana + 2 STR Athletics - 1 CHA Deception + 4 INT History + 2 WIS Insight + 2 CHA Intimidation + 2 INT Investigation + 6 WIS Medicine + 0 INT Nature + 2 WIS Perception + 2 CHA
Stats:
HP 15/15 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 1 INT + 4 WIS + 0 CHA + 2 |

"D'you suppose that fountain...there...is keeping the curse at bay? Seems too good to be true, but we might want to take some phials of the water," says Bez.


Skills:
DEX Acro + 4 WIS AnimH + 0 INT Arc + 3 STR Ath+ 0 CHA Dec + 4 INT Hist + 3 WIS Insi + 1 CHA Inti + 5 INT Inv + 2 WIS Med + 0 INT Nat + 3 WIS Per + 1 CHA Perf + 4 CHA Pers + 5 INT Rel + 2 DEX SliH + 4 DEX Stel + 4 WIS Sur +0
Stats:
HP 17/17 Spells 2/3 Inspiration 3/3 INIT +3 AC 14 (11 Armor, +3 Dex) | Saves STR - 1 DEX + 5 CON + 2 INT + 1 WIS -1 CHA + 5

Melira is taken aback. "I suppose it...could be." She furrows her brow. Her voice is slightly too loud. "But why this fountain, when there are so many others?" She is quiet again. "It could just be that there's something worth stealing in it." She shrugs. She doesn't have any phials to fill anyway, except her inkpot.

Seems like a fine idea to me. Either way, we get to approach it first and see if that reveals anything new.


GM Screen:
Perception: 1d20 - 2 ⇒ (8) - 2 = 6

The direct path to the fountain takes you through the clearing where you earlier saw the gouges and broken flagstones, and broken branches dripping sap indicating a recent fight between creatures of great strength.

As you now pass through the site of this battle, you overhear a conversation in a foreign tongue. The voices are deep and gutteral , and just by the way the sound carries loudly across the space in spite of it being in a low tone, you can tell that the speakers are quite enormous.

Giant:
"Wot were dat did you hear SOMfing?" "No I durnt I durnt hear NUHfing." "I has to break again. Two break makes whole. It work." "It durnt work. First you break my leg now you want to break again. Not fair." "OK but bone sticking out. Have to fix." "Ok go bring vines to tie it straight,"

Like this they carry on. They must be 25 or 30 feet away. Suddenly some tall shrubs shake as a great green and mottled brown hand grasps a trunk to use for support. There is a lot of vegetation between you but you see a huge lumbering form rise to a standing position. Must be nine or ten feet tall and humanoid. It's back is to you.

Melira, the tongue they are speaking sounds like it has many loan words in common with goblin. If you can roll a DC 10 Int check for linguistics you can read the spoiler.


Akkramar wrote:


When they camp, he tries to find Beltan, and ask about how they intend to set watches. Then he will join in listening to Faidh, once all that is sorted.

"Watches, yes, I... I haven't organized anything yet with the boys I guess I just know in my heart I won't be able to sleep tonight. I plan to keep my eyes peeled in the direction of Bridgetown all night. And I must admit, I'm jumping every time a shadow moves. Your welcome to join me if you can't sleep either... I can see the boys like you."

As Akkramar had joined in actively dealing with things that needed doing, a big part of which was reasoning with hysterical people, the townfolk had taken a liking to the stout dwarf. The guardsmen had even taken to approaching Akkramar for instructions on what to do next, as Beltan had an increasingly far away look in his eye and appeared aimless.

There were some who argued for no fire, but they lost out to necessity as the night cooled and the temperature dropped. The stars looked like icicles in the crisp clear air.

When Faidh began to play everyone huddled round, children most of all, and there was a powerful bond forming, you could feel it in the air. The people needed something. Some comfort from the fear of the day, and they found it in song. One particularly haunting fey melody seemed to strike a chord and they asked for it again and again.

You guys can take a short rest if you need to roll any hit dice to restore HP.


Firbolg Paladin 2nd HP:22/22 HD:2d10 LoH:10/10 1st2/2

Faidh just lets the music speak for a couple of hours before she realizes she has an audience and then bashfully curtsy. "I..I..am not bothering you with my music am I?" She asks generally unsure what to ask or do after such a tragedy that had befallen these people.

If no objections are made she takes time to check her strings and then continues on for another hour before she has to stop and rest.

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