GM ShadowLord's Quest for the Frozen Flame

Game Master The Rising Phoenix

Book Two: Lost Mammoth Valley
Battle Map


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Female Demontouched Female Kellid God-Caller 8 - HP 46/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 0/2 |Hero Points 2 |Spells: level 1 1/2, level 2 0/1, level 3 1+1/2+1, level 4 0/2

"If they hunt cave bear, then this won't be a safe route for the Following. We should find them and tame them, or drive them off."


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Strongjaw just looks at the remains of a cave bear skeleton. Examining the bones, he can plainly see score marks from large talons, claws, and beaks.

Nature(T): 1d20 + 6 ⇒ (12) + 6 = 18

The Witch shrugs.

Looking up at the nests, the goblin grins. The White Rabbit is seen wearing a Chef's outfit....


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Nature: 1d20 + 13 ⇒ (9) + 13 = 22

Hakata examines the feathers in the nests, trying to identify the owners.


TG1 | FF

While Strongjaw can't put his finger on it, Hakata is certain that these signs all lead to one type of creature - Griffons.

Wild griffons rely on their powerful wings to hold them aloft and their keen eyesight to spy out prey. The speed with which they plunge toward the ground and grab up their victims is shocking. They may tear open victim’s flesh with their razor-sharp beaks, but usually just take their prey to a high, secluded location where they can enjoy their feast without interruptions. On the ground, they take cover and leap out to ambush prey, then fly off with their prize. The exception to this is when a griffon is hunting to feed its offspring, in which case it will almost never purposefully bring a living creature back to its nest for fear of endangering its chicks.


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

"Griffins. Very territorial," Hakata identifies. [b]"Should we try to drive them off, or avoid them?"


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

"I think Strongjaw is right. If we can persuade them to join the Following, they could be of great use," Kadosh suggests. "But if not, I think we need to drive them off. If they don't kill us first."


TG1 | FF

The scouts decide the best path is to move further up into the mountains and investigate the griffons. As they move up, they are caught off guard by a griffon who had been hiding to ambush them. Bursting out of a tree, the griffon accelerates towards your party very quickly. As it approaches, you notice that this northern griffon has the hindquarters of a lynx and the upper body of a snowy owl.

The griffon slashes Valda Valda Damage P: 2d6 + 4 ⇒ (5, 5) + 4 = 14 and Catamoch Catamoch damage p: 2d6 + 4 ⇒ (2, 1) + 4 = 7!

No map yet. It's a large creature flying above you 10' in the air. Everyone up!

GM:

1d20 + 10 ⇒ (10) + 10 = 20
5d20 ⇒ (5, 8, 5, 4, 13) = 35
1d20 ⇒ 8
Strafe: 1d20 + 14 ⇒ (13) + 14 = 27
Strafe: 1d20 + 10 ⇒ (20) + 10 = 30


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Quick stats:

HP 48/48
AC 20
Fort +10, Ref +9, Will +8
Hero points: 3
Effects:

"Oh no!" Kadosh moans. He quickly sizes up the griffon, moving to attack it!

Exploit Vulnerability, Stride, Strike
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level, plus Recall Knowledge: 1d20 + 11 ⇒ (10) + 11 = 21

Battleaxe: 1d20 + 12 ⇒ (5) + 12 = 17
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (7) + 5 + 4 = 16

Reaction to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 20.


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Hakata calls on the spirits to bless his bow and fires a shot at the aggressive creature.

Cast runic weapon, Strike

shortbow: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28 for piercing: 2d6 + 1 ⇒ (3, 6) + 1 = 10
deadly?: 1d8 ⇒ 2


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Strongjaw holds up his arms!
Wees wants dem!

Tanngrisnir decides to Stride closer to the sweet looking owl-griffon!
Speed 35 feet, climb 15 feet so 20' away is good.

Strongjaw begins clearing his throat, gurgling with mouthwash and singing!
Goblin Song/Loud Singer

The White Rabbit begins playing the banjo!

Performance(E), accompanist vs Will DC: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33

The Witch then directs a Fear spell at it!
Will DC 21


Female Demontouched Female Kellid God-Caller 8 - HP 46/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 0/2 |Hero Points 2 |Spells: level 1 1/2, level 2 0/1, level 3 1+1/2+1, level 4 0/2

With a cry of rage, Veshka splits the crude medallion she wears hanging from one wrist into shards and plunges them into the Griffon from afar!

Needle Darts: 1d20 + 11 ⇒ (17) + 11 = 28
Cold Iron Piercing: 4d4 ⇒ (4, 2, 4, 4) = 14
Stride towards cover (Big Bear skeleton? Tree?) with Catamoch, Take Cover


TG1 | FF

The creature is flying 10' in the air, so I don't think Kadosh can reach it from the ground. We'll say the large creature is above you, so there's no need to strike, and we'll replace that with a leap like Valda.

Kadosh recalls that griffons have no known weaknesses, so he exploits them with personal antithesis. He recalls that they are known for flying strafe attacks like you experienced moments ago, and they are also known to pounce. Should the creature at range again, they should keep that in mind.

Valda Greatsword: 1d20 + 14 ⇒ (17) + 14 = 31 Damage: 1d12 + 6 ⇒ (12) + 6 = 18

Valda and Kadosh both leap into the air to attack the griffon, while Veshka retreats for the cover of a nearby tree. Hakata fires off ranged attacks. Kadosh misses his swing, but the other three all land their attacks. Stronjaw then sings a quite grating and annoying goblin song, seemingly irritating the griffon. He lands his fear spell, which frightens the big birdie. Frightened 1.

The creature lashes out and brutally slams its wing into Kadosh, the impact of the attack feeling like it may have broken one of his ribs.

Kadosh Damage: 2d6 + 4 - 1 ⇒ (4, 2) + 4 - 1 = 9

The thaumaturge manages to distract the creature with his bell, slightly reducing the potential damage it might have done. Griffon is
Enfeebled 1 through Kadosh's next turn.

In the distance, several trees begin to ruffle and shake as some shapes within the distance begin moving. Suddenly, two more griffons burst from the trees and look ready to surge this way shortly.

Perception DC24:
Where the griffons emerged from, you spot a nest. It looks like there may be several eggs in that nest.

Everyone up! This one is starting to look pretty rough, but it will likely take a few more hits to take it down. The two new griffons are 30' away.

GM:

Wing: 1d20 + 14 ⇒ (8) + 14 = 22
Wing: 1d20 + 10 - 1 ⇒ (8) + 10 - 1 = 17
Wing: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14

Will DC20: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Will DC21: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14


Female Demontouched Female Kellid God-Caller 8 - HP 46/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 0/2 |Hero Points 2 |Spells: level 1 1/2, level 2 0/1, level 3 1+1/2+1, level 4 0/2

Veshka draws on Catamoch's darkness and rage, conjuring up all too vivid nightmares in the minds of the griffins for what a foolish attack here will mean.

Fear at all 3. DC 21 Will, Frightened 2 on fail, 1 on pass
Take Cover. Catamoch Takes Cover


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Hakata attacks twice and raises a shield of force.

shortbow: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28 for piercing: 2d6 + 1 ⇒ (6, 5) + 1 = 12 deadly?: 1d8 ⇒ 8
shortbow: 1d20 + 11 + 1 - 5 ⇒ (19) + 11 + 1 - 5 = 26 for piercing: 2d6 + 1 ⇒ (4, 2) + 1 = 7 deadly?: 1d8 ⇒ 1

AC 22


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Sad goblin eyes look forlornly at the demise of such a magnificent beast. The Beastmaster then turn teary eyed to the skies to see another pair of the magnificent beasts flying straight at them!

Strongjaw glances over at what Veshka begins casting and the goblin nods in appreciation.

Waiting for her Fear spell to take hold, the giggling Witch then begins casting his own burning hot dish to this sudden potluck!
Fireball Reflex DC 21

Fireball damage!: 6d6 ⇒ (1, 1, 2, 1, 2, 1) = 8

The Witch yells!
Put another's griffin in da barby, boys!

Both The White Rabbit and Tanngrisnir are seen laughing and rolling around in humorous distress....


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 25/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 1/3 | Hero Point: 1/3

Valda lays hands on herself, healing her injuries, then prepares to attack when the griffons pounce!

Lay on hands to heal 12, ready attack.

Readied Attack: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d12 + 6 ⇒ (5) + 6 = 11


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Perception (expert): 1d20 + 8 ⇒ (12) + 8 = 20

Quick stats:

HP 39/48
AC 20
Fort +10, Ref +9, Will +8
Hero points: 3
Effects:

Kadosh grits his teeth, and crouches down, readying to attack again.

Take Cover (I'm hoping if it's flying, that crouching low can count as Taking Cover), Ready to Strike
Battleaxe: 1d20 + 12 ⇒ (18) + 12 = 30
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Will do Reactive Strike if it's triggered, instead of ringing my bell: Trigger The target of your Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Requirements You're holding your weapon implement and are benefiting from Exploit Vulnerability against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon.
Possible Reactive Strike: 1d20 + 12 ⇒ (7) + 12 = 19
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (7) + 5 + 4 = 16


TG1 | FF

None of the griffons are prepared for Veshka's spell of fear and are visibly frightened.

Hakata's first shot finishes off the first griffon and his second arrow embeds in one of the incoming reinforcements.

Strongjaw casts a spell, and a huge fireball explodes near the griffons, but it appears they are moving too quickly for it, and it only barely singes one while the other escapes unharmed.

The two new griffons, slightly frightened by Veshka's spell, continue to surge in, pouncing on Valda and Kadosh, respectively. As the owlynx-like creature closes in, both warriors unload attacks. Valda's misses, but Kadosh critically strikes.

Both griffons finish their pounce, tearing at Valda twice (once critically) and Kadosh once with their claws. Valda Damage P: 2d6 + 4 ⇒ (3, 1) + 4 = 8 Valda Crit Damage P: 4d6 + 8 ⇒ (6, 6, 5, 1) + 8 = 26Kadosh Damage P: 2d6 + 4 ⇒ (5, 6) + 4 = 15

Both griffons are adjacent 5' away and remain frightened. The one that attacked Valda is uninjured, and the other that attacked Kadosh halfway down.

Party up!

GM:

DC21W: 1d20 + 7 ⇒ (11) + 7 = 18
DC21W: 1d20 + 7 ⇒ (9) + 7 = 16
DC21W: 1d20 + 7 ⇒ (12) + 7 = 19
DC21R: 1d20 + 13 ⇒ (12) + 13 = 25
DC21R: 1d20 + 13 ⇒ (19) + 13 = 32
Attack DC23: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
Attack DC26: 1d20 + 14 - 2 - 2 ⇒ (14) + 14 - 2 - 2 = 24
Attack DC23: 1d20 + 14 - 2 - 5 ⇒ (20) + 14 - 2 - 5 = 27
Attack DC26: 1d20 + 14 - 2 - 2 - 5 ⇒ (9) + 14 - 2 - 2 - 5 = 14

31
0


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 25/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 1/3 | Hero Point: 1/3

Valda howls in fury, laying hands on her wounds once more before delivering a mirrored strike!

Mirror Attack: 1d20 + 13 ⇒ (16) + 13 = 291d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d12 + 8 ⇒ (10) + 8 = 181d12 + 8 ⇒ (9) + 8 = 17

Enemies have -1 to melee attacks against Valda.


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Hakata calls on the spirits of battle, then concentrates fire on Valda's target.

Embodiment of Battle, Strike, Strike

shortbow: 1d20 + 11 + 1 + 1 ⇒ (13) + 11 + 1 + 1 = 26 for piercing: 2d6 + 1 + 1 ⇒ (3, 3) + 1 + 1 = 8 deadly?: 1d8 ⇒ 8
shortbow: 1d20 + 11 + 1 + 1 - 5 ⇒ (1) + 11 + 1 + 1 - 5 = 9 for piercing: 2d6 + 1 + 1 ⇒ (4, 4) + 1 + 1 = 10 deadly?: 1d8 ⇒ 8


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Quick stats:

HP 24/48
AC 20
Fort +10, Ref +9, Will +8
Hero points: 3
Effects:

Kadosh turns his attention to the owlynx that atacked him and chops with his axe. He pulls out a tuft of wolf fur from his satchel, knowing that the feline aspect of the creature will react poorly to it. He continues the axe's arc, chopping again.

Exploit Vulnerability, Strike x2
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 11 ⇒ (12) + 11 = 23

Battleaxe: 1d20 + 12 ⇒ (11) + 12 = 23
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Battleaxe, iterative: 1d20 + 12 - 5 ⇒ (19) + 12 - 5 = 26
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10
If first one went down, this would be against Valda's attacker, so would be 27 to hit because of sweep. It would be 6 damage (-4 for not having personal antithesis)

Reaction to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 20.


Female Demontouched Female Kellid God-Caller 8 - HP 46/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 0/2 |Hero Points 2 |Spells: level 1 1/2, level 2 0/1, level 3 1+1/2+1, level 4 0/2

Veshka's mouth twists with rage, her own fury at the effrontery of these griffons to keep attacking is stoked to new heights, which she channels into Catamoch's hulking form as he hooks one of the griffons and impales it to the earth.

Extend Boost: 1d20 + 12 ⇒ (18) + 12 = 30 Focus Point down, buff up for 3 rounds

Tusk: 1d20 + 14 ⇒ (13) + 14 = 27
Magic Slashing+Spirit: 2d6 + 6 + 1 ⇒ (2, 5) + 6 + 1 = 14
Grab
Tusk: 1d20 + 9 ⇒ (20) + 9 = 29
Crit Damage: 3d12 + 12 + 2 ⇒ (2, 9, 3) + 12 + 2 = 28


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Tanngrisnir (still giggling at the goblin's fireball) decides that these Birds are way too close! He Strides 30' away.

Strongjaw (feeling a bit miffed by his lack of fire on his ball) decides that Valda seems to be bleeding her own blood.
Rousing Splash!: 3d4 ⇒ (4, 4, 4) = 12 Temp hp
Rousing Splash

The Witch then Hexes the injured Bird!
Clinging Ice Hex Ref DC 21: 3d4 ⇒ (1, 1, 4) = 6
Clinging Ice Hex


TG1 | FF

In swift, coordinated strikes, the party finishes off the frightened, injured griffons. With a flurry of chops, stabs, freezes, and pierces, they dispatch the third griffon in seconds, leaving the large, bloodied corpses piled atop one another.

In the distance, the scouts notice five eggs, now defenseless and vulnerable. Without proper care, these eggs will not survive. The scouts estimate it will take at least a month to nurture the eggs until they hatch.

As the party scours the old nests, they uncover an ancient religious symbol: a circle encircled by squares.

Whoever touches the symbol:

When one of the scouts cautiously touches it, they're swept into a vision. They see a circle of standing stones situated at a fork in a river, a serene yet potent image that burns into their memory. The vision only happens.


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Kadosh examines the circle before letting anyone touch it.

Religion (trained): 1d20 + 7 ⇒ (17) + 7 = 24

Do we think the Following could care for the eggs while we're all on the move?


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

"We may not be able to care for those eggs, but I'm sure that Imek could manage it," Hakata speculates. "I don't think many followings have griffins in their number. They would make excellent guard animals, if properly raised."


TG1 | FF

Kadosh recognizes the religious symbol as one of a set typically used in a collection or memorial honoring multiple deities.

If asked, Imek confirms that they could manage care of the eggs.


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Kadosh confirms the symbol doesn't seem dangerous, and rubs his fingers over it. He gasps as he's swept into the vision.

"I saw something! A circle of standing stones situated at a fork in a river! It was serene ... yet somehow so potent!"


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

"Perhaps a potent gathering of energies, like we saw on the western side of the caves," Hakata speculates. "We should keep a careful eye out. At least this area should be safe for us to traverse, now."

Hakata looks out over the valley from the heights to see if he spots anything else of interest.


TG1 | FF

With the griffons dispatched, there is nothing to stop the party from moving to the vantage point of the ridge. This ridge is the point of highest elevation of the surrounding terrain and from here, the party can see the nearby river’s course (including its fork), as well as the
forest to the southeast and the valley beyond it, with the central mountains to the north and what looks like a swamp to the far east end of the valley.

Closer to the scouts, however, they note a few interesting areas nearby this mountain. To the south, there appears to be a camp atop a hill with a few creatures moving about alongside what looks like a large four-legged beast.

Immiediately east of here is a forest, and the party can see a large swath of the forest is blackened from a recent fire. The scouts see occasional movement of humanoids moving through the area.

To the northeast, the river flows down through the plains before eventually forking, with multiple lakes attached to the southern branch of the fork.


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

"Should we go see that camp? Maybe the people will be friendly," Kadosh suggests. "If not, they probably work for the dragon and ... we need to deal with that sooner or later."

He sounds miserable as he realizes what he's suggesting even as he speaks.


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

"Hopefully they will be willing to help us," Hakata agrees with Kadosh. "At least they will have more knowledge of what we are getting into."


Female Demontouched Female Kellid God-Caller 8 - HP 46/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 0/2 |Hero Points 2 |Spells: level 1 1/2, level 2 0/1, level 3 1+1/2+1, level 4 0/2

"You just saw a vision of that fork in the river, didn't you Kadosh? I say we seek the power you saw."


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

The three nods in agreement with Veshka.


TG1 | FF

The consensus is to check out the fork in the river, so the party returns to the following to carefully transport the griffon eggs back to Imek. After ensuring the eggs are safely handed over, you make camp for the evening. Strongjaw, ever the performer, serenades the group with his song-singing as you fall asleep under the stars.

The next morning, you pack up camp early and set out for the long hike east into the plains. The trek down the mountain is challenging, but the sight of the sprawling plains below invigorates your spirits. The descent is filled with the sounds of nature waking up—a stark contrast to the rocky, silent heights.

By late afternoon, you've emerged from the mountains and are crossing the plains. The landscape changes from rugged terrain to a vast, open expanse of grassland. Evening approaches, and you set up camp once more, the golden hues of the sunset painting the sky. The night is peaceful, with the occasional howl of distant wolves every now and then.

At dawn, you break camp and continue eastward. The plains are wide and open, with a gentle breeze guiding your way. Halfway through the day, you come across a waymarker on the north bank of a river. The river, originating in the northwest, flows steadily and is about 100 feet wide and 4 feet deep. The waymarker’s handprint points east, following the river’s southern fork into a forest. Its stone disc depicts the seven-star constellation of an elk.

As night approaches once more, you make camp near the river, taking extra care to shield your ears from the inevitability of Strongjaw's song-singing. The rhythmic flow of the river provides a soothing backdrop, lulling you into a restful sleep (and drowning out the goblin's voice).

On the third day you come across a circle of ancient rectangular stone monoliths stands where the river forks. Kadosh instantly recognizes this area as the one from his vision. Each stone features a carving of a different regional deity. A character can identify these deities by succeeding at a DC 20 Religion check. Hundreds of small piles of stones and bones wait outside the gathering circle, each painted or carved with dots, spirals, and lines. Although each pile marks a death, no bodies are buried here. Instead, each pile contains a token, amulet, or possession that belonged to the deceased. These memorials and the gathering circle are referenced in writing on a sign nearby called the Lea of Honored Souls.

Religion DC20:

Fandarra
Fandarra, the Mother of All, is a goddess of life cycles, fertility, birth, and death. Legends say she was birthed from the earth and gave life to all beings. Blood, death, and pain are seen as integral parts of life to be respected. Depicted as a pregnant Kellid woman with a fur cloak, she carries an infant and a juvenile animal. Her followers value family and detest necromancy.

Bergelmir
Bergelmir is the Mother of Memories, a goddess who preserves traditions, history, and lineage. She unites communities with shared dreams and values and is often depicted as an elderly Kellid woman with a walking staff. Her religious symbol is three bolts of lightning, representing history, ritual, and genealogy.

Desna
Desna, goddess of dreams, luck, stars, and travel, guides travelers through her stellar waypoints. Revered as a guide by the nomadic followings, she is depicted as gliding through the skies on butterfly wings and visiting followers in their dreams. Her stars are crucial for navigation in the Realm.

Gozreh
Gozreh, god of nature, water, and weather, is viewed as a reliable and integral part of the natural order. In the Realm, Gozreh is seen as a spirit of the water, wind, and weather, embodying the natural cycles. Gozreh’s presence is seen as comforting and dependable, unlike the temperamental perception held elsewhere.

Ng
Ng, a fey god and the Keeper of Time, governs the seasons and life cycles. He is intertwined with Gozreh and is responsible for determining migratory routes and tasks based on seasonal changes. Ng is depicted as either an intangible spirit of the seasons or a hooded Kellid scout.

Immonhiel
Immonhiel, the Balm-Bringer, is an angelic goddess of medicine, herbs, and healing. She is a wanderer who heals those in need and comforts the dying. Depicted as an elderly woman with moss-green hair and a pine wood prosthetic hand, Immonhiel teaches her followers to provide aid and grow healing plants.

Pharasma
Pharasma, the Judge of Souls, weighs the actions of the dead and passes judgment on their souls. She is also invoked by the Realm's leaders to settle disputes and pass judgments. Depicted as a stoic Kellid woman, Pharasma plays a crucial role in the afterlife and in resolving worldly matters.

The Pursuants (Erastil, Skode, Gorum)
Erastil, the Provider: God of hunting, focused on providing sustenance and caring for communities. Depicted as a healthy Kellid man with an axe and bow.

Skode, the Hunter: Goddess of prideful hunting and heroism, popular among young adults seeking to prove themselves. Depicted as a strong Kellid woman with tattoos and weapons.

Gorum, the Warrior: God of war and protection, invoked in times of conflict. Depicted as a towering Kellid man in hide armor with a longbow and greatsword.

Rovagug
Rovagug is seen as a spirit of destruction and calamity. His anger manifests in natural disasters, but the people of the Realm view these as necessary for the cycle of life to continue. Rovagug’s actions clear old growth and make way for new life.

Rowdrosh
Rowdrosh, the Herdsman, is an empyreal lord and guide for animals. He is depicted as a strong Kellid man with moonstone horns and a wooden crook. Rowdrosh teaches the importance of caring for animals and treating them with respect, akin to family members.

Sister Cinder
Sarenrae, known as Sister Cinder in the Realm, is the goddess of the hearth, crucial for survival. Depicted as a Kellid woman with fiery red hair and a lamp, she represents warmth, light, and community. Sister Cinder is central to life and gathering in the harsh environment.

Tanagaar
Tanagaar, the Aurulent Eye, is an empyreal lord and protector god. He watches over the Realm with his gold eyes and battles evil, particularly demons. Depicted as a massive owl or a tall Kellid hunter, Tanagaar teaches vigilance, protection, and fighting in defense of others.

Hakata, the ever-vigilant, reaches out and grabs a hold of Kadosh before he can enter the circle. He gets the sense that this area is haunted and if they get any closer, some spirits are going to emerge.

DC 22 Diplomacy (trained) to soothe the restless spirits, or DC 24 Religion (trained) to recite a prayer honoring the deceased; two successful checks are required to disable the haunt. Moving further in will trigger the haunt.

GM:

3d20 ⇒ (9, 20, 9) = 38


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Religion (Identify the gods): 1d20 + 11 ⇒ (11) + 11 = 22

Hakata points out the various religious figures, ending with Sister Cinder. "Everyone should recognize this one."

After stopping Kadosh from entering, he says, "Perhaps you could calm the spirits with soft words, first. They are wary of interruptions from the living, here."


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

"Yes, of course!" Kadosh says, pulling out some spirit gifts from his pouches and laying them out as he entreats the spirits to not fear them.

Diplomacy (expert): 1d20 + 13 ⇒ (14) + 13 = 27
Diplomacy (expert): 1d20 + 13 ⇒ (12) + 13 = 25


TG1 | FF

Kadosh lays out the pouches and gifts, causing the spirits to manifest. One, in particular, takes note of the religious symbol that Kadosh found in the griffon nest and seems to be relaxed by its return. The spirit speaks to you and informs you that he was a priest of the Burning Mammoths named Jodren. He explains that long ago, he attended the lea. When the following abandoned their migratory route through the valley, griffons attacked him and carried him off to feed to their young. His spirit has remained here ever since.

Jodren goes on to say one other Burning Mammoth passed through the valley long ago—a traveler cursed by a flaming lamp and bound to a demon of darkness. This other visitor took a different path and didn’t stop by the Lea of Honored Souls. He avoided the waymarkers and went northeast instead, to the lake. Jodren doesn’t know where the visitor went from there, but he does know that he left the valley through the white dragon’s den.

The visitor’s passage changed the valley: plants grew rampant, weather warmed, and winter never came again. After that, the dragon had the flaming lamp.

Jodren asks the party to make him a memorial like those throughout the lea. He then plucks a spectral ring from his finger and tosses it at a Kadosh of the party.


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Happily riding along on his goat, Strongjaw is seen writing furiously. The White Rabbit is seen behind him wearing a music producer outfit; complete with fresh kicks, red parachute pants and a Michael Jackson Thriller jacket.

The Songsinger seems especially buoyant by the positive feedback by his friends.

At the circle of ancient rectangular stone monoliths stands where the river forks, the trio stop, wait and grin at Kadosh's expertise.


TG1 | FF

Whoops. Jodren’s ring is a spiritsight ring`.

Follow the fork northeast, southeast into the forest or south into the forest?


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

The White Rabbit recites looking down at his notes, while wearing a scribe's outfits.

This other visitor took a different path and didn’t stop by the Lea of Honored Souls. He avoided the waymarkers and went northeast instead, to the lake. Jodren doesn’t know where the visitor went from there, but he does know that he left the valley through the white dragon’s den.

They all point Northeast....


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Kadosh nods in honor of the gift he was given, slipping the ring on his finger with a sense of awe. After constructing the memorial for Jodren, he turns to his companions. "That dragon might have the frozen flame! Even if we were already planning to deal with Ashen Swale, now we definitely have to get it from Venexus too!"

He looks around. "Let's follow the fork," he suggests. It's brought us luck so far. Northeast!


TG1 | FF

The party follows the fork in the river northeast into the hills, their path winding through the changing landscape. As they move deeper into the valley, the air grows heavier, and the flora becomes increasingly sparse. They soon reach a desolate campsite along the river, the ground and vegetation around it seemingly dead and shrouded in a strange, oppressive darkness.

As the group steps into the area, the shadows seem to close in around them. The darkness is unnatural, and a sense of unease permeates the air.

Veshka, feeling a strange connection to this place and steps forward. Suddenly, her vision blurs, and she is transported into a vivid memory from the past. In this vision, she walks through a crowd of people who offer her comfort, thanks, and tears. She feels a profound sense of duty and sacrifice, knowing that although this path is fraught with peril, it is the only way to save her people. As she approaches a stone spewing shadows into the sky, the feeling of strength and resolve fills her.

The vision fades, and Veshka finds herself back in the present but with a newfound resilience. She knows this place is tainted by a demon, and the memory of the sacrifice lingers in her mind. She feels a strange resistance against the darkness, as determination has imbued her with some of his strength. Veshka has resistance 5 against negative damage for 24 hours.

As she shares her vision with the others, Hakata and Kadosh are already examining the area and confirming her suspicions. They recognize the signs of demonic corruption. Scanning the camp, you can tell its probably been at least a century since it has last been used.


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

"This demon haunted place," Hakata shakes his head. "Perhaps they sacrificed to some demon to quiet it, but such creatures are always hungery. We should take care of it permanently, if possible."


TG1 | FF

As the scouts discuss the haunted campsite, an eerie silence falls over the group. The unnatural darkness around them seems to thicken, and an ominous chill settles in the air. Suddenly, a faint ripple disturbs the stillness of the river, drawing everyone's attention.

Emerging from the shadowy waters, two spectral figures begin to take shape. Their forms are dark and indistinct, like living shadows, with eyes that glimmer with malevolent intent. The temperature drops noticeably, and a sense of dread creeps up the your spines.

As the scouts discuss this haunted place, evil manifests a short distance away. Two shadowy figures surge towards you quickly and close the distance before you can react.

Who: 1d5 ⇒ 5 Kadosh
One shadow strikes Kadosh, its ethereal hand sinking into his flesh. Kadosh feels the chill of the shadow's touch seeps into his bones, leaving him critically wounded. The shadow then pulls at Kadosh's own shadow, causing it to writhe and detach slightly from his body. Kadosh feels his strength ebb away. Enfeebled 1.
Damage Negative Kadosh: 4d6 + 6 ⇒ (4, 5, 4, 2) + 6 = 21

Who: 1d5 ⇒ 3 SJ
The second shadow targets Strongjaw, its hand striking with unerring precision. The goblin shaman staggers under the blow, a sharp gasp escaping his lips. The shadow's dark tendrils wrap around Strongjaw's shadow, tugging at it until it begins to tear away from his form. Like Kadosh, Strongjaw feels his vitality diminish, growing weaker by the second. Enfeebled 1.
Damage Negative SJ: 4d6 + 6 ⇒ (1, 2, 3, 2) + 6 = 14

A character with a light source can keep the shadows at bay with a DC 22 Intimidation check. On a critical success, the shadows flee. On a success, the shadows move 20 feet away from the light.

Everyone up!

GM:

Valda: 1d20 + 4 ⇒ (2) + 4 = 6
Hakata: 1d20 + 7 ⇒ (13) + 7 = 20
Strong Jaw: 1d20 + 2 ⇒ (9) + 2 = 11
Veshka: 1d20 + 5 ⇒ (20) + 5 = 25
Kadosh: 1d20 + 5 ⇒ (2) + 5 = 7
Baddies: 1d20 + 7 ⇒ (19) + 7 = 26

Attack: 1d20 + 15 ⇒ (20) + 15 = 35
Attack: 1d20 + 15 ⇒ (18) + 15 = 33


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Quick stats:

HP 42/63
AC 22
Fort +12, Ref +11, Will +9
Hero points: 3
Effects: enfeebled 1

Spirits, get back!" Kadosh curses, as he has a moment of doubt that the spiritsight ring might be cursed, drawing the foul spirit's attention. But no, he's sure that can't be. Either way, he'll explore that horrible possibility later -- for now, he brings his axe to bear! The axe seems to glow ever so slightly as he reflects a shaft of light from the sun via his bell onto the blade, causing the shadowy demon additional harm.

Exploit Vulnerability, Strike x2
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 11 ⇒ (3) + 11 = 14

Battleaxe: 1d20 + 12 - 1 ⇒ (17) + 12 - 1 = 28
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 - 1 ⇒ (8) + 5 + 4 - 1 = 16

Battleaxe, iterative: 1d20 + 12 - 5 - 1 ⇒ (8) + 12 - 5 - 1 = 14
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 - 1 ⇒ (6) + 5 + 4 - 1 = 14

Reaction to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 20.


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

As they dutifully discuss the disturbing things emanating from the campsite, the Witch is seen cuddling in a thick blanket.
Anyone else feeling an ominous chill settles in the air? Or see faint ripple disturbs the stillness of the river? Weird.

All three sets of blue eyes just stare at Two shadowy figures surging towards them quickly and closing the distance before they can react!

Strongjaw screams in Kellid, Goblin, Jotun, Orc , Dwarven, Draconic, Aklo, Undercommon!
Hey Biff! Git yer damn hands of him!

The Goblin then seems to settle down a bit, get his composure, and casts a spell at the Touchy Feely Apparition!

Strongjaw slaps him!
Goblin Pox Fort DC 21

Mees bees hoping youses catch sumting!

The Witch then Hexes Kadosh!
Life Boost Fast Healing 6 for Rounds 4/4

Tanngrisnir decides that they are way to intimate with this Scary Ghosty Girl and they Strides away 30'!


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Recall Knowledge: 1d20 + 11 ⇒ (11) + 11 = 22

Hakata tries to identify the creatures, searching his mind for the best spell to use against them.


TG1 | FF

Hakata identifies these tendril creatures as SHADOWS. Creatures known to lurk in dark places and feed on those who stray too far from the light.
They have a light vulnerability. An object shedding magical light is treated as magical when used to attack the shadow.


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Hakata passes this information on to everyone, then reaches out an infuses Valda's weapon with spiritual energy.

"This will cut deep against them."

Casting ghostly weapon.

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