Jeggare Noble

Ferod Coulserk's page

100 posts. Alias of fnord72.


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a deplorable building in the dock district

Grissfold nods, oh yes, but we must get him back to the ship now. The captain be wanting to set sail on the tide!


Karen drops to her knees as a wave of magic bursts from her, blasting through the walls and into the distance.

Karen feels an overwhelming sense of repugnance from all around her. The cesspit of the docks is saturated with disease sources. She senses the closest to be below her and towards the back, she isn't sure if it's in the building or just behind it.

Her skin itches in different places that seem to shift and squirm over her as she rises and turns around, as if they indicate more locations for her to investigate. It seems there may be dozens.

But closer, with her in the room, Kelsin gasps, and his body jerks and arches up, only his heels and the back of his head touching the mat as his paralyzed body strains. Black ichor starts to ooze from every orifice, dripping off his body onto the mat below him.

After a few seconds,his body relaxes, dropping into the pool of black ichor on his now soaked sheets. Though weak, struggles to sit up, conscious, and looking much healthier, though he is still thin.

Beside her, Grissfold jerks and his hand reflexively grabs at his groin before he also relaxes and then smiles, ohhh, ah. That feels better! Realizing who he is standing with, he quickly releases himself, um, sorry, m'lady! Tis a mir'cle!


The Docks, Absalom

Sorry, I realized a post got eaten. Damn internet goblins!

Karen is led up the dock and through several side streets to a dilapidated building that seems to just be held up by the tavern on one side. The dim interior has an unwashed scent of death and illness, not quite what one would find in a morgue, and much worse than expected for any reputable healer.

Grissfold nods to an overworked halfing with stringy hair in need of a long bath, Greetings from the captain. We're here to see Kelsin.

The halfling barely nods as she continues to grind a pestle into a mortar, occasionally mumbling to her self, she flicks her head towards a stair that leads up to a second floor.

Grissfold drops a silver into a strong box bolted to a counter. Karen faintly hears it thunk against the wood on the bottom of the box.

Upstairs the hall leads dimly back with doors on either side. Grissfold walks to the third door on the left and knocks before opening the door and waving to Karen. This here is Kelsen, not sure what he's got, but he's had it for a week.

Karen looks into the room, only six feet wide and maybe ten long. A boarded and curtained window at the other end. A narrow bed, almost a cot, runs along the left side of the room. A small table with a pitcher of water and a mug sit on the table. The edge of a bed pan can be seen from under the cot, though by the stench it likely hasn't seen any use.

On the cot lies a large half-elf. Karen can see that he'd be pretty tall. Purple splotches and markings on every exposed bit of skin. His face is shrunken and sallow.

heal check please, followed by know:arcane, Know:religion, know:planes, DC 25 for the heal check, DC 30 for the others.


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Griola smiles widely and claps his hands together, Splended! You and your party will need to travel to Jalmeray. The pilgrim is a priest named Xeriban. I don't know where she was going, but she's overdue.

Griola pulls out a pair of documents, he slides one across the table. There's a boat leaving from dock 12 at high tide. This will get you and your companions a cabin to Jalmeray.

He slides the other envelope across. And this letter of introduction will get you a meeting with Kharswan's seneschel. I hear he's peculiar to elven wine.

Griola stands, once you've located Xeriban, or determined what happened to her, you'll need to find your way to Almas. Go to the Academy of Scribes. The letter of introduction will get you a meeting with the local head of the order, Dakkar de Enrev Seluj. Ask for a travel visa as your reward.

Assuming there are no questions, Griola concludes with the following statement.

Griola walks to the doorway and motions to Lian, good luck and fortune with you. And may your gods be with you on your journey. Oh, and you have about four hours to high tide.


In the bar

Well mas'er Brook, mos' of the world is in need of help. It p'rolly don' matter where your gang starts. Like the lass said, Ferod waves his mug, somehow managing to avoid sloshing any of the contents, y'll need papers to get into the ISA. They've an 'mbassy in Foreign Quarters.

After slugging back the last of his ale and slamming the cup to the counter, he continues if'n yer wanting more, the Docks or Foreign Quarter be yer goal.


had a blast!


DC 33?! HOLY BEEGEES

will: 1d20 + 12 ⇒ (14) + 12 = 26


Making the first save means he doesn't turn into a fluffy bunny, and thus doesn't need to make the second save. The third failed save does paralyze him.

Ferod walks upto Daelum, Your colors run true, and while I should run you through with your own sword... Ferod pauses and pries the sword from his paralyzed fingers, your treachery has voided your right to it.


Daelum needs to make a fort save DC 23, if he fails, add a will save, DC 23, both vs baleful polymorph. The petrification was bluff.

If Daelum passes on Ferod's readied spell, Ferod will use Chains of Light, requiring a DC 22 reflex save.


damn sword


perc: 1d20 + 18 ⇒ (20) + 18 = 38

Ferod takes a step back, HOLD!! mumbling a few arcane words, Ferod points his hand at Daelum. Speak not! With but a twitch of my finger and a stone statue you will be!

Ferod nods to Omar and Rathis, Daelum is as his family, check the location of the fingers of his left hand, the scroll he seeks.

We didn't tell Dealum of the birth cert... At least my review of the posts above don't indicate we did.


Best tell him the nature of that overgrown toothpick.


Besides the horrors we found in the necropolis?

Ferod chuckles morosely, and shakes his head.


Quick recap if you happen to know... Who would be the rightful heir? Not Daellum?


The law is clear on this. An injustice has been done. We would be condoning the illegitimate rulers if we choose inaction.

Ferod ponders a moment, considering the various viewpoints. I hear that some of you are concerned about those that may be harmed should this document be brought forward. Consider those that have been harmed, and continue to be harmed by the rule of those now in power under false pretenses.


Wars are also opportunities. Set up a little enchanting shop, sell goods to both sides...


Stand back, I'll get her down. Giving the others a moment to clear the area, Ferod dismisses the reversed gravity. snake rain!

Ferod grins and strokes his chin, might be worth a lot of money to someone to NOT produce that document...


Don't forget the blue area is reverse gravity! The targeting for Horrid Wilting leaves much to be desired, it's not a ray, burst, or emenation, it sounds like it is targeted but doesn't mention selection of targets. So I'm guessing that any living creature within range, other than the caster (though this isn't noted either) would be effected. Including the devils. The medusa does need to make 3 rolls vs the spell resistance of the chaos beasts (SR 18). While the medusa is invis, can we get her stealth number so we know if we perceive or hit her?

perc CB1 vs medusa stealth: 1d20 + 13 ⇒ (9) + 13 = 22
perc CB2: 1d20 + 13 ⇒ (16) + 13 = 29
perc CB3: 1d20 + 13 ⇒ (17) + 13 = 30
perc Ferod: 1d20 + 18 ⇒ (12) + 18 = 30
+20 invis bonus should be countered by -20 penalty for combat actions?

fort CB1: 1d20 + 9 ⇒ (8) + 9 = 17 fail 26/85 HP
fort CB2: 1d20 + 9 ⇒ (4) + 9 = 13 fail 26/85 HP
fort CB3: 1d20 + 9 ⇒ (13) + 9 = 22 pass 55/85 HP
fort Ferod: 1d20 + 9 ⇒ (19) + 9 = 28 pass 54/84 HP

CB #1 continues to attack the bone devil,it will take a 5' step to apply any hits to the other bone devil should this one go down (at -2 to hit).
Claw #1: 1d20 + 15 ⇒ (18) + 15 = 33 Hit
Claw #2: 1d20 + 15 ⇒ (5) + 15 = 20 Miss
Claw #3: 1d20 + 15 ⇒ (4) + 15 = 19 Miss
Claw #4: 1d20 + 15 ⇒ (8) + 15 = 23 Miss

Damage: 1d6 + 3 ⇒ (3) + 3 = 6 duration of corporal instability increased

CB #2 has seen through the illusion and identified the square of the medusa? Moves in and makes a swing.
fort vs gaze Dc16?: 1d20 + 9 ⇒ (7) + 9 = 16 pass
claw: 1d20 + 13 ⇒ (18) + 13 = 31 hit
miss chance: 1d100 ⇒ 11 success

damage plus corporeal instability on fail fort DC 17: 1d6 + 3 ⇒ (3) + 3 = 6

CB #3 should have also identified the square the attacks are coming from.
fort vs gaze: 1d20 + 9 ⇒ (8) + 9 = 17
Claw #1: 1d20 + 13 ⇒ (13) + 13 = 26 miss chance: 1d100 ⇒ 70
Claw #2: 1d20 + 13 ⇒ (17) + 13 = 30 miss chance: 1d100 ⇒ 30
damage plus corporeal instability on fail fort DC 17: 1d6 + 3 ⇒ (5) + 3 = 8
Claw #3: 1d20 + 13 ⇒ (13) + 13 = 26 miss chance: 1d100 ⇒ 67
Claw #4: 1d20 + 13 ⇒ (12) + 13 = 25 miss chance: 1d100 ⇒ 54

Ferod should also have an idea of her whereabouts, though she is on the other side of the room. Ferod casts glitterdust, on the invisible medusa, avoiding his companions with the area of effect.

Round 2 of 14 for Chaotic Beasts


1d3 ⇒ 3

Ferod finishes casting his spell and three chaos beasts appear!

#1 attacks the bone devil.
claw 1: 1d20 + 15 ⇒ (1) + 15 = 16 miss
claw 2: 1d20 + 15 ⇒ (13) + 15 = 28 hit
claw 3: 1d20 + 15 ⇒ (17) + 15 = 32 hit
claw 4: 1d20 + 15 ⇒ (2) + 15 = 17 miss

damage: 1d6 + 3 ⇒ (5) + 3 = 8
damage: 1d6 + 3 ⇒ (3) + 3 = 6

#2 and #3 are on the ceiling, in the area of reversed gravity.

#2 attacks the illusion.
claw 1: 1d20 + 13 ⇒ (12) + 13 = 25 hit
will save to disbelieve DC? at least 19: 1d20 + 4 ⇒ (5) + 4 = 9 miss
claw 2: 1d20 + 13 ⇒ (17) + 13 = 30 hit
will save to disbelieve DC? at least 19: 1d20 + 4 ⇒ (18) + 4 = 22 hit?
perception vs invisibility: 1d20 + 13 ⇒ (12) + 13 = 25 probable miss, though having cast her invis stealth would be lower
Wild attacks at two random squares.
claw 3: 1d20 + 13 ⇒ (5) + 13 = 18 hit
miss chance, low: 1d100 ⇒ 21
claw 4: 1d20 + 13 ⇒ (3) + 13 = 16 hit
miss chance, low: 1d100 ⇒ 76

#3 moves forward and attacks the illusion.
claw 1: 1d20 + 13 ⇒ (13) + 13 = 26 hit
will save to disbelieve DC? at least 19: 1d20 + 4 ⇒ (10) + 4 = 14 miss
claw 2: 1d20 + 13 ⇒ (16) + 13 = 29 hit
will save to disbelieve DC? at least 19: 1d20 + 4 ⇒ (13) + 4 = 17 miss
claw 3: 1d20 + 13 ⇒ (19) + 13 = 32 hit
will save to disbelieve DC? at least 19: 1d20 + 4 ⇒ (13) + 4 = 17 miss
claw 4: 1d20 + 13 ⇒ (10) + 13 = 23 miss
will save to disbelieve DC? at least 19: 1d20 + 4 ⇒ (1) + 4 = 5 miss

there is a supernatural curse on hits form the claws requiring DC 17 fort saves.

Ferod casts greater invisibility and moves a step over.


spellcraft: 1d20 + 28 ⇒ (20) + 28 = 48

By the nine hells! That's an illusion! The snake's invisible!Ferod shouts to his companions.

One good deed deserves another! Ferod casts Summon Monster VII.

While I haven't interacted with the illusion, passing the spellcraft check should let me know that it is since the illusion is very limited by the spell.


Kinda hard for her to lock gaze with me, I'm wearing a hellknight mask that has no eye slots. Since she cast a spell on herself, I assume that I don't have to save verses her gaze?

nature medusai don't have spellcasting: 1d20 + 12 ⇒ (16) + 12 = 28
spellcraft detect spell cast by medusa: 1d20 + 28 ⇒ (7) + 28 = 35

Guys, this medusa looks to be smarter than the average snake...

Ferod casts greater invisibility and moves to the side.


reflex: 1d20 + 11 ⇒ (14) + 11 = 25

don't forget your +1 from haste

Ferod moves aside, before the wall of blades crashes over him. Smiling at the medusa, he casts another spell, reversing the gravity around the medusa! Hope you can fly, @#$%

she'll take falling damage of 1d6 per 10' when she slams into the ceiling. I added a blue box of the area of gravity. If she moves out of it, she'll take 1d6 per 10' when she slams into the ground.


Almost wishing I was still blind...

Ferod dances a jig, waves his hands, and I suggest y'all get a move on!

casts haste


Just hold a bottle of booze in front of him...


I don't think we have any other option.

I can't even memorize a new spell since I can't read my spellbook.


Are they gone?

Deciding that the floor is probably the safest place, Ferod sits with his back in the corner and pets his familiar.


Already gave Ferod's actions, casting invis, crawling into corner.


aww, hell... some might get a +2 resistance bonus from the circle of protection:evil. I'm assuming that both spells require sight to work, thus allowing me a +2 from my mask.

fort: 1d20 + 11 ⇒ (1) + 11 = 12 oh god...
fort: 1d20 + 13 ⇒ (7) + 13 = 20 doesn't matter

My eyes, AAAAHHHH!

On his next turn, Ferod casts invisibility on himself and, with a hand on the wall, moves around the corner to the left.


I'm running out of buffs, having expended quite a few in the last couple of battles. I'm also assuming the Azata will have left by now, sticking around for two battles was pushing the limits of the spell.

know:planes?: 1d20 + 16 ⇒ (12) + 16 = 28 What is it?

Here, in this place, I'm going with an assumption they aren't going to offer us tea.

Ferod casts magic circle vs evil.


Umm, before we go in, can we heal up?


Once the creature is gone, Ferod states, in a low echoey voice, YooUUrrr WWWeeelllCCCoooMMMMee.

Being invisible can be fun.


Begone foul creature! Return to the depths of the hell from which you came!

The azata, having moved around the devil, lays into it with her holy greatsword.

holy greatsword I1: 1d20 + 24 ⇒ (2) + 24 = 26

holy greatsword I2: 1d20 + 19 ⇒ (6) + 19 = 25

holy greatsword I3: 1d20 + 14 ⇒ (11) + 14 = 25

She makes a great show of where the invisible devil is for the others, though none of her attacks hit home.

Ferod simply says sorry as he flings his hand at the devil, showering it with a cloud of glitterdust. He is careful to keep Omar out of the cloud.

azata will save vs DC 20: 1d20 + 16 ⇒ (6) + 16 = 22

The devil needs to make a will save, DC 20 or be blinded.


The azata fires off a pair of light rays at the remaining devil.

ranged touch: 1d20 + 14 ⇒ (5) + 14 = 19
ranged touch: 1d20 + 14 ⇒ (17) + 14 = 31
damage: 2d12 ⇒ (9, 9) = 18
damage: 2d12 ⇒ (10, 1) = 11

The asata draws its greatsword and advances on the devil, trying to move into a flanking position.

Ferod readies greater dispel.


The Azata casts hold monster on one of the devils, but fails to bypass their magical resistance.

The black tentacles are unable to maintain their hold on the devils. Well this looks like a good time to get rid of them. Ferod dismisses the spell.

Ferod casts dimensional anchor, and growls as the spell fizzles on the devil. all up to you.

Still invisible, Ferod moves to one side after casting the spell.

Azata SR: 1d20 + 13 ⇒ (6) + 13 = 19 fail
BT grapple: 1d20 + 23 ⇒ (8) + 23 = 31 fail
ranged touch: 1d20 + 13 ⇒ (18) + 13 = 31 pass
Ferod SR: 1d20 + 14 ⇒ (3) + 14 = 17 fail


If you are chucking it at one of the two that are stuck in black tentacles, I would suggest not moving closer than 25', since the tentacles extend 20' from them. (I centered the area on them.)


I think I get out of that roll since I used greater invis and am still unseen?

reflex: 1d20 + 10 ⇒ (11) + 10 = 21


The azata maneuvers to a casting AoO and hurls some chain lightning. reflex DC 19 for half, Dc 17 for other than first target. If they are all within 30' of each other, she will get them all, otherwise she focuses on the two that cast spells.

SR Check: 1d20 + 13 ⇒ (15) + 13 = 28 yeah!

elec dam: 13d6 ⇒ (4, 5, 4, 1, 4, 5, 5, 1, 1, 5, 5, 4, 4) = 48 damage to each devil.

Ferod casts black tentacles on the two that conveniently seperated themselves from everyone else.

CMB: 1d20 + 19 ⇒ (15) + 19 = 34 both stuck, and grappled

damage: 1d6 + 4 ⇒ (6) + 4 = 10 damage bypassing DR.


so they could see me after I moved invisibly?

reflex dc 20: 1d20 + 10 ⇒ (4) + 10 = 14

The azata moves to Omar and casts heal for 130. She can see invis and avoid the devils AoO.

Ferod will next cast see invis on himself.


know:history DC 20: 1d20 + 12 ⇒ (20) + 12 = 32 success
know:nobility DC 30: 1d20 + 12 ⇒ (11) + 12 = 23 fail
know:history/religion DC 25: 1d20 + 12 ⇒ (4) + 12 = 16 fail
know:nobility DC 30: 1d20 + 12 ⇒ (18) + 12 = 30 success
know:nobility DC 15: 1d20 + 12 ⇒ (9) + 12 = 21 success
know:nobility DC 30: 1d20 + 12 ⇒ (3) + 12 = 15 fail
sense motive DC 20: 1d20 + 25 ⇒ (16) + 25 = 41 success
spellcraft DC 19: 1d20 + 28 ⇒ (19) + 28 = 47 success
fort DC 20: 1d20 + 9 ⇒ (14) + 9 = 23 success
know:planes for devils: 1d20 + 12 ⇒ (11) + 12 = 23

Ferod casts greater invisibility and moves 5' to the side.

Is the summoned Azata still around?


Seems pretty simple for a riddle. Stick the family sword in the slot, grab some junk from inside and scatter it outside, watch a vision.


The staff is not for my magic. The pearl on the other hand, is of use.

Agreed, let us see what else this necropolis holds. Though, perhaps these books tell something of the tale?


I cast haste on the first round, summon on the 2nd. Guess I missed a round in there. FOr everyone else, Choon said the wind had been dissipated by the Azata's spell.


Safe to assume that everyone held for a round and the blobs didn't do anything for six seconds? The Azata wouldn't appear until my next round.


I think he declared that right after your previous post.


Ferod begins casting a summon spell. Help is coming, just stay out of the way for a moment!

Summoning a Bralani Azata. DM call if their Whirlwind Blast is strong enough. If not their gust of wind is.


Be swift of sword, and fleet of foot!

Casting haste


Ferod starts humming duunnn dunnn... duuuunnnn duun... duuunnnnnnnn dun dun dun dun dun dun dun dun dun dun dunnnnnnnnnnn dunnnn


I don't see a reason for there to be a current in that overgrown fishbowl. Anyone else see a reason to mess with it?

perc: 1d20 + 1 ⇒ (3) + 1 = 4


Ferod smiles and nods in acceptance of the praise. Just a room, bath, and some hot food. More work we have to ensure no more are stolen like these girls.


Well that's a relief, who knows the damage I may have done under her thrall.

Ferod looks around at the others. I don't know about you, but I need to recharge my spells.

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