Jawn Stagg's page

284 posts. Alias of markofbane.


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I am here and checking in periodically. I haven't heard anything, but I am game to continue if the GM and others are.


Jawn recovers from his joy at Jak's revival and reacts to the new threat. He steps back a pace and let's fly with arcane darts, sending them into the coalescing dark shape.

Magic Missiles, for 3d4 + 3 ⇒ (4, 4, 4) + 3 = 15 damage.


"He did it." Then more loudly, Jawn says "He did it!"

GM, did the ritual count as a short rest after the fight? I need to know if Jawn got any of his spell slots back or if I need to resort to other means.


While pressing Jak's shoulder and forehead down, Jawn leans in and in hushed tones urges the lad.

"Young Jak, remember our talks! Magic is a matter of focus, belief and will! You have will that far exceeds your youth. Now I need you to believe in me as much as I believe in you. The exercises! Envision a triangle within a circle..."

Jawn urgently tries to lead Jak through mental exercises to help him focus his will to fight off the curse.

Arcana check 1d20 + 6 ⇒ (10) + 6 = 16. Can I somehow give Jak advantage on his roll(s) to fight off the curse?


Jawn nods his consent as well.


I'm beginning to think Jak's not really sick. Maybe he's just sandbagging it. :D


"I've never heard of shadows behaving in this way!" Jawn's excitement at the discovery seems to far out weigh his concern for his life, and maybe that of the others. Still, he fights on to the best of his ability.

Casting magic missile, sending one arcane fragment at each at white, magenta and cyan. Damage is 1d4 + 1 ⇒ (1) + 1 = 2, 1d4 + 1 ⇒ (2) + 1 = 3,1d4 + 1 ⇒ (4) + 1 = 5 respectively.

After casting his spell, he joins the others in the strategic withdrawal reflected on the map and hefts his staff for a swing should one of the shadows get close. He's used his last spell slot, so if a ray of frost won't work on them, he'll be resorting to melee.


Let's do one at each. So that would be 3, 4 and 4 damage to them.


Does the swarm look like it is dissipating?

Jawn prepares his attack then flings out his arm, sending shards of arcane force into the shadow swarm.

Casting magic missile again. Damage 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11.


Jawn throws back his cloak and raises his staff. "You shall not take young Jak from us. Begone!" With an arcane phrase, he casts a trio of arcane darts at the shadow creature.

Magic missiles, damage 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11


Knowledge (religion) 1d20 + 6 ⇒ (4) + 6 = 10

"Is that his soul?!?"

If Jawn thinks it might be a vital part of Jak trying to get away, does he think casting mage armor on the lad might trap it in with him?[/ooc] Knowledge (arcana) 1d20 + 6 ⇒ (9) + 6 = 15.


Jawn helps make sure Jak is settled. He sits next to him and leans the young man against him to keep him from rolling off the planks. To pass the time, he idly waxes on about arcane theories.


Washington State, US. About ten miles from where the first case was in the US. I have been working from home for two weeks now. We are well stocked to stay home as much as possible, though I may go out for one more supply run to round things out. My wife and I are considered 'high risk' and have been staying in most of the time, though I've been getting out for walks to get fresh air and exercise. We have a great family support system close by, too.


Jawn settles in, trying to get more rest after the drama.


Jawn asks Jak "How far do you think we are from Zelkor's Ferry? Do we have time to go there and deal with this nest before we incur the lady's wrath?"


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Jawn slowly regards the wolves around him, thinking If this pack is concerned about the number of spiders... Then he looks at his allies. Brave. Competent. Determined. He nods. We can do this.

Jawn takes the pelt of the worg, and holds it for the woman to see. "We slayed these wolves because this evil worg was leading them. They were aggressive beyond all norms. Are there landmarks you can share that lead to this den of spiders? We are new travelers to this land, and we could become lost for weeks trying to find it without guidance."

I'm not expecting the GM to actually give landmarks. But if you could hand wave it so we don't have to search every square of wilderness on the map to find it if everyone agrees to do it.


Jawn watches the transformation with interest. He examines the woman before them, trying to determine what they are dealing with.

Intelligence check 1d20 + 6 ⇒ (3) + 6 = 9. Can Jawn tell if she is a lycanthrope, a druid, or something else?


Jawn stands and draws his dagger. With an arcane phrase, he causes it to burst with light. He steps closer to Nesserian, offering the hilt of thd dagger and quietly says "Should your vision be able to pierce the darkness and spy what Jak senses, you may hurl this dagger into the area to illuminate it for all."


When the dagger doesn't react to the light, Jawn grimaces. "I suppose it was too much to hope that it would be that simple. Perhaps there is a healer at Zelkor's Ferry that can help with this. We should shield him from the sun as best we can and proceed on. Along the river, I believe he said."

Jawn will use a couple of sticks and a wolf skin to create a tent of sorts over Jak's face to shield it from the sun without being too confining. He'll make sure his hands are also protected by a draped skin.


Jawn furrows his brow in concentration when Jak describes the sensation. "It would be unusual for a poison to cause such a thing, but not inconceivable. Let me try this..."

Jawn uses mage hand to draw Jak's dagger and push it over into a bright sunbeam. Does that cause any sort of discomfort to Jak? Or a visible effect on the dagger?


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As Herrick finds the branches, Jawn gets his rope out to use for the construction. He'll look around for Jak's black dagger. When he finds it, he'll use mage hand to put it back in its sheath so it doesn't get lost.


Jawn points at the one spider and says "It merely slumbers; disturb it at your peril!"

Then he points at the other active spider and sends a shimmering ray of frost at it.

To hit1d20 + 6 ⇒ (5) + 6 = 11
Damage 1d8 + 0 ⇒ (4) + 0 = 4 cold plus slowed 10’ for one round.


"Let's see if we can even these odds." Jawn raises both hands and casts a spell. His voice carries the power in a hush at one of the spiders.

Casting sleep, targeting the spider to the right. 5d8 ⇒ (2, 7, 5, 8, 8) = 30


Jawn sits with Jak while he works on the chore of skinning. He occupies the young man's mind with talk of basic concepts of magic. He starts to demonstrate the use of one of the most basic spells, mage hand, talking him through the disciplines needed to cast, both the tangible gestures and words and the mental focus and will. As complicated as the simple spell casting seems, Jawn reassures him.

"I believe you have the keen mind necessary to do this. Trust me; at some point it will fall into place for you and there won't be any stopping you then."


Jawn stoops over the black wolf's remains.

"A worg. As clever as it is evil. Or rather, was. No wonder they were so aggressive."

If he thinks the pelts will be worth something, he'll recommend to the others that they skin them.


Jawn takes a closer look at the wolves. Do they seem run of the mill to him? Nature 1d20 + 6 ⇒ (15) + 6 = 21. Would their pelts be worth anything?


Jawn marvels at the prowess of his allies, and marshalls his arcane power to try and overwhelm the beasts.

Casting magic missiles. He'll target the black one first. If it falls, remaining missiles to blue, then green.
Damage 1d4 + 1 ⇒ (3) + 1 = 4
Damage 1d4 + 1 ⇒ (4) + 1 = 5
Damage 1d4 + 1 ⇒ (1) + 1 = 2


Jawn will attack the yellow wolf if Herrick does not slay it. If he does, Jawn's attack will go to the orange wolf.

Surrounded by slathering wolves, Jawn quickly assess the situation and fires a blast of cold air at one of them.

Ray of Frost to hit 1d20 + 6 ⇒ (11) + 6 = 17
Damage 1d8 + 0 ⇒ (7) + 0 = 7 cold damage, plus slowed 10’ for one round.

Earlier with Jak:
"What one man knows can usually be taught to another." He narrows his eyes a little at the younger man in keen evaluation. "Magic of the type I practice does not come from the blood or the gods. It takes dedication, practice and a sharp mind." Those words seem a little haughty, but then his face softens. "But from what I've seen you've got the mettle. If you are indeed curious, I can certainly show you a few things."


I'll post after Herrick and Nesserian make their saves in case one needs an intervention.


I've got Jawn's updated character sheet at home. I'll get it into his profile tonight. I'm sorry about the oversight.


He looks to Jak. "Your health is at most immediate risk now. If you think the best way is on foot, I will follow your lead."


"We cannot leave it here, that much is certain. Any troll, or any child, could find it and be affected by it. And it may end up being part of the cure for young Jak. Let me see what I can determine."

Jawn will use mage hand to manipulate the dagger somewhere that he has good light to examine it. He'll cast detect magic and examine it closely. He'll look for any markings or details of its make to try and understand its workings. He'll try to identify its properties and a safe way to carry it.

Arcana 1d20 + 6 ⇒ (16) + 6 = 22


"Zel-Korrr." Jawn lets the name roll across his tongue as he thinks back on what significance the name might carry.

Intelligence (history) 1d20 + 6 ⇒ (3) + 6 = 9.

He shakes his head, struggling to come up with anything meaningful.


Then Longevity check to see if I csn improve on that 2.

1d6 ⇒ 6

Yep!


1d6 ⇒ 2

Huh. Can the longevity points be used for anything other than hit point rerolls?


If it seems Jak is stable, then Jawn will let one of the others try to tend to the poor mule and he'll go back over to the well.

"Herrick, why don't you tie the end of the rope around Malthus. We can pull him up that way."


The modifier is the same for me for Religion and Arcana, +6. Maybe when we bring Jak to and he describes what happens we can take a fresh stab at figuring it out.


If it is a religion check...

As Jawn struggles futilely with the mule, he glances down at poor Jak and sees his blacked hand.

Religion 1d20 + 6 ⇒ (4) + 6 = 10


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When Jawn sees Jak lying on the ground, he glances over his shoulder. Seeing Gilhaut behind him, and knowing that he is better suited to tend to Jak, he rushes over to the mule. He grabs its reins and clucks soothingly at it, hoping to calm him down before he hurts Jak or himself.

Animal Handling 1d20 + 2 ⇒ (2) + 2 = 4

Edit:
He should have known better. Ever since the accident, animals have always been skittish around him.


Athletics for rope climb. 1d20 + 1 ⇒ (11) + 1 = 12


Jawn steps back to the rope and starts climbing up.


Jawn will shine his light this way and that, keeping a watch in case anything else comes their way while the more capable secure their way out.


"Well done, all. It appears the animating force has left him; taking its head off was the key." He pauses, then adds "Of course you are welcome to salt it or burn it out of an abundance of caution. Bear in mind that burning it here may signal our presence. Of course, the sounds of our putting it down may have already done that."


Religion check 1d20 + 6 ⇒ (19) + 6 = 25. Does Jawn have any ideas on the best way to keep this thing down?


Jawn struggles to think of how to put this creature down, but struggles to recall. Instead, he blasts it with another spell.

Ray of Frost. To hit 1d20 + 6 ⇒ (6) + 6 = 12, damage 1d8 + 0 ⇒ (7) + 0 = 7, plus slowed by 10' for one round.


With one hand, Jawn holds the dagger out by its tip, so that Jak (or anyone else) can readily take it from him by the hilt.

With his other hand, he sends a white beam at the undead assailant, hoping it will have some effect.

Ray of Frost. To hit 1d20 + 6 ⇒ (1) + 6 = 7, damage 1d8 + 0 ⇒ (8) + 0 = 8, plus slowed by 10' for one round.


I don't want it! Someone take it!


Jawn steps back a pace, alarmed at the sudden movement. He reacts by casting the spell he had in mind earlier.

Casting magic missiles, doing 3d4 + 3 ⇒ (1, 4, 4) + 3 = 12 damage.


Wisdom 1d20 + 4 ⇒ (9) + 4 = 13


Jawn purses his lips as the excitement of the melee starts to fade from his eyes. He scrunches his eyebrows in concentration as he examines the remains and considers how it moved and attacked.

Religion check 1d20 + 6 ⇒ (7) + 6 = 13

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