[4E] "Curses" PbP ICC


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Evil Evil Evil 666

The Story So Far...
The realms of the lands are unstable; a battle for balance is always taking place. From the far reaches of the Northern Marches to the island kingdoms of Lagos in the south, the light and the dark struggle. For reasons unknown, the fates seem to smile upon you during these times, choosing you out of the thousands to prevail in the name of the light; casting down the darkness that threatens to engulf the world. For many years you have lived and fought together, strengthen by one another in the face of countless challenges that the fates have hurled against you…and you have persevered.
It was during your time spent in the Southern Kingdoms of Abrahil that you met Lord Thernthil, a minor noble of Fallcrest, sent abroad in a desperate search for help. Having been turned down by the kingdom of Abrahil, he begged your company to travel to the Vale to give what aid you could to it’s struggling populous.
Accepting the desperate mans plea, you journeyed to the heart of the Vale towards the town of Fallcrest, picking up various rumors on the state of the realm from those you came across. These rumors told of nothing specific, but painted a disturbing image of monsters roaming unchallenged, the corruption of rulers, and hidden dark forces at work behind the scenes. This, of course, is nothing new to you. Once you arrive at Fallcrest, only then will you be able to tell fact from fiction.

The Nentir Vale

Chapter 1: Into the Vale
The sky is clear and the weather beautiful as you travel from the southern kingdoms northwards towards Harkenwold, a small town within the Nentir Vale. The journey has been uneventful, with only the occasional farmer or merchant to break up the monotony of the near endless wilderness that stretches before you. Abandoned farmstead and burnt out ruins seem to be one of the most common landmarks so far, confirming the rumors you’ve heard about the Vale’s current state of decline.
The past few days however, have been spent traveling north, just east of the outer edge of the Great Forest; a place ruled by the raw power of nature, where no human has dominion. Before you lies the King’s Road, old and in disrepair from lack of use and law, while to the east and north are long stretches of grassland filled with a myriad of bright flowers and the ever present tufts of pollen that flow thru the air effortlessly.

What are you doing as you travel to Harkenwold?


male Half elf wizard 7

Always a friendly soul, Rin whiles away the journey chatting to anyone willing to chat and trying to find out a bit more about what's going on.

Specifically, he's making friendly enquiries the peasants and merchants we've been passing to get a better idea of the lie of the land.


Male Human Bard 7

Ottarr continues to refine his tales of the group's adventures, trying to make a tale worthy of the ages.


male Half elf wizard 7
Ottarr Boddason wrote:
Ottarr continues to refine his tales of the group's adventures, trying to make a tale worthy of the ages.

"Have you put in the bit where we convinced that lord not to make you marry his daughter?"


Ouda keeps his eyes to the ground spying out the tracks of the local fauna (we may get hungry later) as well as studying the flora of the area looking for anything unusual. If anything of note is found he will pass it on to the ever chatty Rin


Male Human Bard 7
Rin Lyulfsson wrote:
Ottarr Boddason wrote:
Ottarr continues to refine his tales of the group's adventures, trying to make a tale worthy of the ages.
"Have you put in the bit where we convinced that lord not to make you marry his daughter?"

"No, still polishing the part where we forced that tribe of orcs out of his lands. The attempted marriage should be ready for telling in a few days."


male Half elf wizard 7

"I'll look forward to it. If you're dealing with the orcs, I'd take it kindly if you'd play down my persistent failure to hit them."


Evil Evil Evil 666
Rin Lyulfsson wrote:

Always a friendly soul, Rin whiles away the journey chatting to anyone willing to chat and trying to find out a bit more about what's going on.

Specifically, he's making friendly enquiries the peasants and merchants we've been passing to get a better idea of the lie of the land.

Rin or anyone, you can make a Diplomacy or Streetwise check to find out more information on what's happening in the area. If you beat the DC's listed below, take a look.

Diplomacy Check DC 15:

Spoiler:
The farmers seem to be a suspicious lot, talking of things moving in the night, strange lights in the sky, the howling of beasts, and the disappearance of livestock and people. Yet for as many times as you've heard those stories, one thing is consistent with all of them: The fear in their eyes when they speak of it.

DC 19:

Spoiler:
As you probe further into these events, several stories surface of the Great Forest to the west. They say it is home to the creatures of myth and legend; elves once made it their realm, until unknown reasons caused them to flee deeper and deeper into the uncharted parts of the woods. Now something else stirs in the forest. Something evil, its presence leaking out past the borders of the forest and into the farmlands surrounding it.

DC 23:

Spoiler:
One farmer even managed to see what appeared to be an apparition of some sort. The thing was too far away to see details, but whatever it was, it howled with a terrifying, yet desperate, tone to it. Of course this man could have questioning sanity as the other farmers suggest.


Male Human Bard 7

Diplomacy: 1d20 + 14 ⇒ (11) + 14 = 25 Second spoiler doesn't work.

"It seems that these people have a problem with restless spirits."

Just read the spoilers.


male Half elf wizard 7

Rin exchanges glances with Ottharr.

"Interesting times."


Ouda says to no one in perticular

"Hhmmm. Don't like spirits, can't smell em' and they leave no tracks."


Evil Evil Evil 666

Traveling up the King's road for a few more hours (about 2pm by now), only stopping briefly to eat, you notice that as you draw closer to Harkenwold the frequency of abandoned farms and ruins slowly drops off. It is then that something to the west, towards the Great Forest, draws your attention...

At first only an animal or two can be seen, then it builds to several dozen animals of differing species; dashing out of the woods, wild eyed and frantic. They seem to be moving away from the Great Forest as quickly as possible...

What would you like to do?


M Dwarf Warlock lvl 7

Streetwise: 1d20 + 8 ⇒ (15) + 8 = 23
"Fools will believe foolish things. Even if one person has encountered some untold evil, that will become the source of every lost goat. Their "Great Forest" seems to be the focus of the stories. It's likely that some kobold that fancies himself a powerful sorcerer is using cantrips to harass the locals. The closest thing to a first-hand account that I've heard is from a half-mad farmer. And his only complaint was that it barked at him."


M Dwarf Warlock lvl 7

Ordagg fingers his hammer in its sling and points to the panicked animals. "There you go. I bet something quite simple spooked the animals, but any of our recent aquaintances would attribute the phenomenom to spectres. I say we put this nonsense to rest."

Draw hammer and approach cautiously.


Evil Evil Evil 666

Perception Check (anyone)DC 25:

Spoiler:
As the animals flee, you notice behind them that the trees are thrashing and shaking violently, as if something large was making a path thru the woods...


M Dwarf Warlock lvl 7

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


Ouda La Ley wrote:
Perception: 1d20 + 13 ⇒ (6) + 13 = 19

"Ohh! look at that 12 point white tail buck!

Draws twin bastard swords and moves to back up Ordagg


Male Human Bard 7

Ottarr draws his blade and wand and follows close behind.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

"Wait! It looks like something big's heading this way."


What! Where?!


M Dwarf Warlock lvl 7

"Don't worry, that moose doesn't want what we're selling."


male Half elf wizard 7

1d20 + 7 ⇒ (6) + 7 = 13 - Perception

Distracted by a previously unseen acid stain on his robe, Rin sees nothing particularly unusual about stampeding animals.

"Hmm?"


Evil Evil Evil 666

The ground shakes violently as two greyish-green skinned, monstrous humanoids and an eight-legged, black scaled reptile come crashing out of the forest, splintering and shattering trees. They bound across the open field with surprising speed, quickly closing the distance between you, roaring furiously as they draw closer, driving the animals past you.

You can take a surprise action if you like before they close in on you, then roll initiative


male Half elf wizard 7

How far away are they?


Evil Evil Evil 666
Rin Lyulfsson wrote:
How far away are they?

They seem to be about 150ft away, give or take, and they're running in your direction at a dead run, moving at a frantic rate (running), covering about 10 squares in a turn. After your suprise actions they will be on the map.

Here's the encounter map, you can also place your characters anywhere in the greyed out area. The white triangles on the map are "difficult terrain", counting as 2 squares of movement as well as cover.
MAP


male Half elf wizard 7

Readying Grasping Shadows.
1d20 + 3 ⇒ (10) + 3 = 13 - init.


Evil Evil Evil 666
Rin Lyulfsson wrote:

Readying Grasping Shadows.

1d20+3 - init.

I'll be rolling initiative in groupings, just fyi.

Green-skinned Creatures 1d20 + 7 ⇒ (2) + 7 = 9
Eight legged reptile 1d20 + 6 ⇒ (11) + 6 = 17

Order
Reptile (17)
Rin (13)
Greenskinned Creatures (9)


Male Goliath Warden 7

Diplomacy Check, 1d20+3=22
Perception Check, 1d20+9=10
Sturdy marches along the road not fearing the unknown of the forest or vast plains. He is used to hearing such stories from people upon his adventures, this is not a safe world for the unprepared. Upon seeing the scared animals fleeing the forest, he hangs his hammer upon his great shoulder and ponders what could cause such a disturbance. "Perhaps they are running from a forest fire ... but I see no smoke..."
Initiative Check, 1d20+3=18
I assume we are traveling left to right on the map and the monsters are approaching from the top of the map?
If, so then Q23 please.


Evil Evil Evil 666
Sturdy Shodden Mahoen wrote:

Diplomacy Check, 1d20+3=22

Perception Check, 1d20+9=10
Sturdy marches along the road not fearing the unknown of the forest or vast plains. He is used to hearing such stories from people upon his adventures, this is not a safe world for the unprepared. Upon seeing the scared animals fleeing the forest, he hangs his hammer upon his great shoulder and ponders what could cause such a disturbance. "Perhaps they are running from a forest fire ... but I see no smoke..."
Initiative Check, 1d20+3=18
I assume we are traveling left to right on the map and the monsters are approaching from the top of the map?
If, so then Q23 please.

Exactly as you say.

Order
Sturdy (18)
Reptile (17)
Rin (13)
Greenskinned Creatures (9)


male Half elf wizard 7

M25 for Rin, please.


Male Human Bard 7

M24 for me. Initiative: 1d20 + 4 ⇒ (2) + 4 = 6

Readied action: Misdirected Mark on the first one in range.(vs Reflex, marked by Sturdy until EOMNT) 1d20 + 11 ⇒ (19) + 11 = 301d8 + 6 ⇒ (8) + 6 = 14


Evil Evil Evil 666

The monsters are about 30 squares away from your current position, if you have a ranged weapon drawn, you can use a ranged attack (with ranged penalties) against one of the targets.

Order
Sturdy (18)
Reptile (17)
Ottarr (14)
Rin (13)
Greenskinned Creatures (9)


L-23 for Ouda

Nature Check 1d20 + 13 ⇒ (4) + 13 = 17 Do I know any thing about green skinned creatures or reptile?

Initiative 1d20 + 9 ⇒ (8) + 9 = 17

Swords at the ready and heart thumping at the sight of these creatures!


Evil Evil Evil 666
Ouda La Ley wrote:

L-23 for Ouda

Nature Check 1d20 + 13 Do I know any thing about green skinned creatures or reptile?

Initiative 1d20 + 9

Swords at the ready and heart thumping at the sight of these creatures!

At this distance you're unable to tell specifics for a knowledge check, once they get "in map" then I'll apply your roll. Also make two rolls for each creature type. Anyone else may do so as well as a free action.

Order
Sturdy (18)
Ouda (17)
Reptile (17)
Ottarr (14)
Rin (13)
Greenskinned Creatures (9)


Male Goliath Warden 7

30 squares is out of my range, Sturdy will ready a ranged basic attack with a javelin when they reach 20 squares though.
Sturdy holsters his hammer and pulls a long javelin from his back, raises it and pulls it back in anticipation of the charging beasts.
Do these monsters look as though they have bad intentions?
Insight Check, 1d20+4=13
How big are these things?


Evil Evil Evil 666
Sturdy Shodden Mahoen wrote:

30 squares is out of my range, Sturdy will ready a ranged basic attack with a javelin when they reach 20 squares though.

Sturdy holsters his hammer and pulls a long javelin from his back, raises it and pulls it back in anticipation of the charging beasts.
Do these monsters look as though they have bad intentions?
Insight Check, 1d20+4=13
How big are these things?

The creatures are all large; as far as intentions go, you can't tell if they're specifically coming for you, chasing the animals, or if they're just running as well. What you can tell, is that the monsters are very, very agitated and are roaring and frothing at the mouth.


Just for fun a charecter composite.


second Nature Check 1d20 + 13 ⇒ (7) + 13 = 20


Evil Evil Evil 666
Ouda La Ley wrote:
Just for fun a charecter composite.

Do you have your backstory for why you have that mutated arm ready? I forgot what you told me, but even though its mostly fluff, you do realize you may get some strange looks in towns...


M Dwarf Warlock lvl 7

Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Surprise action: full defense
Knowledge (green guys): 1d20 + 4 ⇒ (17) + 4 = 21
Knowledge (black thing): 1d20 + 4 ⇒ (13) + 4 = 17

"Well that's different..."


Still working on the backstory, but yes Ouda has suffered strange looks ever since the necromancer had his way with him. In town Ouda wares a large green cloak to cover the right side of his body draped over the front and back. Even though covered it is plain to see that there is somthing there


Male Goliath Warden 7

Elephantitis of the arm


M Dwarf Warlock lvl 7
Sturdy wrote:
Elephantitis of the arm

Ouda needs to start switching hands.


male Half elf wizard 7

"It's amazing how easy he finds opening doors. Gets through a lot of cloaks as well of course, but that's to be expected."

1d20 + 7 ⇒ (5) + 7 = 12 - green things
1d20 + 7 ⇒ (20) + 7 = 27 - black thing

Rin thinks a bit. Mixing up Ouda's arm and the advancing green things, he makes little headway on their identification. The black reptile is another story.

"Now that, I know about," he announces triumphantly.


M Dwarf Warlock lvl 7

Throw me in square Q23.


" I've had to learn to do alot of things left handed an ambidexterity that lends itself to my current fighting style"

on a side note:
handjobs 5gp lol


M Dwarf Warlock lvl 7
Ouda La Ley wrote:
Terrible stuff

Bigger isn't usually what I look for out of one of those.


Evil Evil Evil 666

Action Order
Ordagg (24)
Sturdy (18)
Ouda (17)
Reptile (17)
Ottarr (14)
Rin (13)
Greenskinned Creatures (9)

*Triangles on map are difficult terrain and act as cover*

Grey-green skinned creatures
Monster Checks
DC 15:

Spoiler:
Troll- Large Natural Humanoid-Trolls hunt most other living creatures and are unconcerned about the size or numbers of their prey. They regenerate quickly, even after they are “slain.” Their regeneration is so powerful, in fact, that trolls can regrow severed
body parts. Only fire or acid can kill a troll, and trolls have a
healthy fear of fire and acid for these reasons.

DC 20:

Spoiler:
Powers-Claws, Healing, Regeneration- Trolls travel in packs and without any migration pattern. They move until they discover an environment rich with prey, at which time they create a lair. Trolls then pillage the area for food until they’ve exhausted the resource. When trolls lair near an outpost or settlement, the result is the same: The trolls hunt until every living creature is devoured. War trolls are more intelligent than the common troll, having been bred to wield weapons, wear armor, and employ tactics. War trolls typically travel from battle to battle in mercenary bands, selling their services to the highest bidder. War trolls are often fickle in their services, turning on a patron if the other side tempts them with a greater payment.

DC 25:

Spoiler:
Acid and fire will stop a trolls regeneration till eont

Black scaled reptile
Monster Checks
DC 15:

Spoiler:
Venom Eye Basilisk- Large Natural Beast Basilisks are strangely evolved drakes. As such,they can be domesticated and trained.

DC 20:

Spoiler:
Powers-Bite, Venomous Gaze- The venom-eye basilisk’s poisonous gaze is empowered by the beast’s spirit. The creature itself isn’t venomous; consequently, the venom can’t be captured and used for other purposes.

DC 25:

Spoiler:
Immunity to Poison- A stone-eye basilisk’s jaws are so strong that it can chew up and devour creatures it has petrified with its gaze.

Ordagg, Shodden took that square, pick a new square to start and you can take your turn.

MAP


male Half elf wizard 7

"Oh yes. I know all about that. Not terribly good news I'm afraid." Rin briefly fills in everyone on the micro details of Venomous Eye Baskisks.

Read the spoilers. He rolled 27.


Male Human Bard 7

I assume it's Nature for the trolls: 1d20 + 8 ⇒ (6) + 8 = 14

Also, since none of them are within 10 squares, I'll just save the attack/damage roll for the first attack I make.


Evil Evil Evil 666
Ottarr Boddason wrote:

I assume it's Nature for the trolls: 1d20+8

Also, since none of them are within 10 squares, I'll just save the attack/damage roll for the first attack I make.

They're both Nature checks, sorry I didn't mention that. Go ahead, you can save those rolls for your first attack. Just repost what they were when you do.

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