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Gore'Thum and Teddy Treeborn (Mitch) HP 23/23AC 12/11/12 CMD 11 Gore'Thum HP 27/27 AC 12/12/11  d20=2 ; d20+5=22 ;
Sunday March 27th, 2022 10:23:50 AM

Gore'Thum is happy to talk about how 'the master' blessed him with intelligence and girth. He doesn't think to explain who the master is unless asked, in which case he will clarify he means Warper Sar. He's quite happy to try to convert some of the ladies, telling them of the wonderful new forms they could get.

The next day they head to the abby and Gore'Thum is far more affected by it then Teddy (3 for him, 23 for Teddy). He tries to hide it but it's noticeable.

DM JamesM: Map - The Abbey 
Monday March 28th, 2022 9:02:44 AM

DM James: See Benni's post above for the events in the night. Also, DM Jon will be subbing for me the week of Good Friday, so I'm filling in for him a week early.

The large central area of the Abbey loomed before them out of the fog as they approached the low stone wall that surrounded the structure. Kristoph asked about the plan, Tae shivered in the cold and misty air though it might not have been the cold air that caused her shivering, Issac seemed at ease and unafraid by the creepy mist and surrounding structure, Benni also seems unaffected by the chill as he reminds everyone that they have two keys. He suggested they try one of the two outbuildings.

Out of necessity they skirt the structure just outside the stone wall until they find a break in the wall and enter into the grounds of the abbey at the rear. Here on the Abbey grounds the long grass has been pressed flat by the winter snow and ice, though in some places you can see fresh green offshoots peeking through the brown and dead grasses.

The heroes saw a small building with a stone walk way leading into the back of the abbey near them and another building on the far side of the larger structure near a well. The second building was much larger than the first, but neither had any windows at ground level. Getting closer to the Abbey is an effort.

Even as the aura of fear worked at each of them they found some solace being near Issac.

DC 16 Will Save (Fear) - If last save succeeded. Highlight to display spoiler: {You are shaken.}

KS: Planes DC 15 Highlight to display spoiler: {The area around the Abbey doesn't seem grounded in the Wold, but part of another place. You feel like another plane might be bleeding into this region.}

“Benni” AC 18/11/17 CMD12 HP 16/16 Onesimos (SteveK)  d20+12=29 ;
Monday March 28th, 2022 2:43:27 PM

Benni feels the oppressiveness of the Abbey and turns to Snark and Tae-Che. ”This feels magical, can you verify?”. He uses his Calming Touch on both the arcane users, removing the Shaken condition.

”Stay near Issac, he can help.”

As a group Benni leads the heroes to the larger outhouse, looking for a door.

….
Calming Touch. 2 of 6 used
Save. 29. (+6, +4 10’ of Issac, +2v enchantment)



Snark Riverstone (MarkB) AC13 T13 F10, CMD 11, HP 21/21  d20+11=29 ;
Monday March 28th, 2022 5:11:26 PM

(I'm a little confused on the saving throw. Do we roll each round?)

Snark's shaken feeling goes away at Benni's reassuring touch. As we are still slowing approaching this situation, he makes it a point to renew the casting of Resistance on each of the party members that need it. This should grant everyone a +1 Resistance Bonus on your next save.

At the cleric's suggestion, he moves near Isaac whom he also finds reassuring. He pulls out his wand, "If there's trouble, I'm making you bigger." (Save 29. Resistance +1, paladin +4)

Finally, he will cast Detect Magic and begin concentrating on the building and surrounding area.

----------------------------
Detect Magic - Range 60'.

1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Knowledge Arcana +7, Spellcraft +12


Kristoph: AC:17/16/14 | CMD:22 | HP: 25/25 - Blusinda: AC:13 | HP:21/21 (Stephen C)   d20+13=30 ;
Monday March 28th, 2022 6:12:22 PM

Kristoph keeps his cool (will:30 includes bonus for being near the Paladin, but succeeds even if he isn't).
"This place is weird"! he says to himself.


Tae-Che (Jim) HP 9/9 AC 12/12/10 CMD 13  d3=3 ; d20+6=18 ;
Monday March 28th, 2022 10:14:12 PM

Tae Che stays near everyone which appears to not be effected.

Isaac Harker (Justin M) HP 24/24 AC20/ T12 / FF 18 
Monday March 28th, 2022 10:14:39 PM

Isaac feels a little weird being huddled around by every one. Isaac points to the building by the well "so should we try exploring the main Abby or start with the outside buildings first?"

Gore'Thum and Teddy Treeborn (Mitch) HP 23/23AC 12/11/12 CMD 11 Gore'Thum HP 27/27 AC 12/12/11  d20=15 ; d20=12 ;
Tuesday March 29th, 2022 7:21:02 AM

This time Teddy and Gore'Thum both manage to remain calm, though Gore'Thum is still a little shaken (19 for Gore'Thum, 21 for Teddy). Teddy hopes they finish quickly.

DM JamesM: Map - The Abbey Outbuilding 
Tuesday March 29th, 2022 10:12:43 AM

The feeling of fear and dread seemed to strengthen the closer they got to the Abbey so staying back to enter an outbuilding seemed just fine to everyone. It also seemed like the fog either was getting more dense or the sun had passed behind a dark cloud as the light faded.

Detect Magic Highlight to display spoiler: {There is a faint bit of background magic on the Abbey itself, but otherwise only the gear carried by the heroes detect as magic.}

KS: Planes DC 15 Highlight to display spoiler: {The fabric between the Wold and the Realms of Shadow is thin here.The sun isn't going behind a cloud, you are going deeper into the Realm of Shadow.}

Crowded together as they were the heroes stepped onto the stone path leading to the larger outbuilding. The structure itself was 20' tall and made of gray sandstone fitted together masterfully. The door appeared to be solid oak with iron bands holding it together. It also was once painted red at one time, but the paint was faded and cracked. Beneath a large door handle was a keyhole that looked like it would work with a key of the size they carried. To either side of the door at waist height were dusky windows with bars set into the stonework to keep anyone from passing through them. Any attempt to peer through the windows failed as it seemed something was piled against the windows on the inside.

Perception DC15 Highlight to display spoiler: {There are claw marks on the bottom edge of the door that look like something tried to claw it's way out.}

DM James: A total scooby doo moment with everyone huddled against Freddy.


Kristoph: AC:17/16/14 | CMD:22 | HP: 25/25 - Blusinda: AC:13 | HP:21/21 (Stephen C)   d20+7=22 ;
Tuesday March 29th, 2022 11:02:12 AM

"Hey look here, there are claw marks on the bottom edge of the door, looks like something tried to claw it's way out maybe"?! . Kristoph says pointing.

Blusinda (next to him) bathed everything in her blue light.


“Benni” AC 18/11/17 CMD12 HP 16/16 Onesimos (SteveK)  d20+6=13 ;
Tuesday March 29th, 2022 2:16:38 PM

Onesimos isn’t ‘huddling’ against Issac, the elf smiles at the joke, only ensures he is within a double arms length. ”Dont feel imprisoned,Issac. There are only five of us, and 20 people can comfortably fit within 10feet of you without crowding!”

With thinking of his friends so much, the cleric notices nothing.

Perception DC 13

Tae-Che (Jim) HP 9/9 AC 12/12/10 CMD 13  d20+8=16 ;
Tuesday March 29th, 2022 9:40:46 PM

Tae Che looked at the marks to determine what it might have been.

Snark Riverstone (MarkB) AC13 T13 F10, CMD 11, HP 21/21  d20+7=12 ; d20+11=27 ;
Wednesday March 30th, 2022 12:03:07 AM

(I took the liberty to relocate everyone near that outbuilding, assuming that is the one with the claw marks.)
(Knowledge Planes 12 - fail. Perception 27 - pass.)

Snark can see the scratch marks. "Huh. Seem like something in there. Or was. I wonder if it's like some sort of werewolf that's usually fine but has to be locked up when it goes nuts?"

He walks over and knocks on the door. "Hey. Anybody in there?"

He looks at the door - does it seem to be secured from the outside?



“Benni” AC 18/11/17 CMD12 HP 16/16 Onesimos (SteveK) 
Wednesday March 30th, 2022 12:17:57 AM

Benni tries his key in the outbuilding door.

Gore'Thum and Teddy Treeborn (Mitch) HP 23/23AC 12/11/12 CMD 11 Gore'Thum HP 27/27 AC 12/12/11 
Wednesday March 30th, 2022 6:30:59 AM

Teddy moans when the scratches are pointed out, now frightened that something is going to jump out at them the moment the door opens.

DM JamesM: Map - That Smell 
Wednesday March 30th, 2022 8:38:15 AM

Kristoph commented on the claw marks on the door as Blusinda lit the area with her faint light.

Benni tried to comfort Issac and mentioned that it wouldn't really get crowded until at least twenty people gathered around him. When Benni gets to the door he tries his key.

Tae tried to determine what the marks on the door belonged to.

Snark commented that something might be in the building and speculated that it might be a were creature. He then knocked on the door and asked if anyone was there.

Teddy looked on the claw marks in fear, concerned that something might jump out at them.

Perception DC 15Highlight to display spoiler: {Other than the lock there are no obvious signs that the door has been secured.}

KS: Nature DC 15 Highlight to display spoiler: {The spacing and number of the claw marks suggest that a humanoid creature made them.}

Overhead the early morning light was fading and at the rate it was going darkness would be upon them soon. It was creepy and except for Issac called for everyone to steel themselves against the dread that was threatening to overcome them.

Will Save DC 17 or become shaken. DM James: As the sense of dread increases it prompts another check to resist it. Once you've failed the shaken condition doesn't get any worse, but if you resist it continues to work at you.

Snarks knock at the door didn't provoke a response from inside. All seemed quiet within.

Benni tried the key and it wouldn't turn, the second key he had did however as the tumblers in the lock turned over loudly with each of the three turns it required to move the mechanism. A quarter turn back and the key released as the door came ajar.

Perception DC 20 or Benni Highlight to display spoiler: {The odor of rot and decay seeped out of the room when the seal was broken as the door came ajar. There also seemed to be something blocking the door on the inside. By the sound of it, it's paper or trash of some sort. You can see bits of it just under the door at your feet.}

DM James: Mark made a good point. The mechanic for shaken was designed to keep people out as the save ramps up over a period of time. Once a DC 25 save was made you'd no longer have to make saves. I think to shortcut that if any of you save against DC25 then you can stop making saves and are unshaken.

Snark Riverstone (MarkB) AC13 T13 F10, CMD 11, HP 21/21  d20+11=27 ; d20+8=12 ; d20+11=12 ; d20+11=17 ;
Wednesday March 30th, 2022 12:02:32 PM

(Perception 27, Knowledge Nature 12, Perception 12, Will Save 17 - pass)

Snark doesn't see any other locks and is a bit surprised the door doesn't swing open easily. Still, he backs up a bit as he again casts Resistance on himself.

-----------------------------------------------------------------------------
Spells/Effects Running: Resistance

Spells, * = cast/used:
0 (DC13): Detect Magic, Mending, Prestidigation, Resistance
1 (DC14): Grease (C), Protection from Evil, Silent Image, Unseen Servant
2 (DC15): Glitterdust (C), Flaming Sphere, Summon Monster II

Abilities/Items
Acid Dart (Sp) 6 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.
Wand of Enlarge - 44 charges left

“Benni” AC 18/11/17 CMD12 HP 16/16 Onesimos (SteveK)  d20+2=22
Wednesday March 30th, 2022 1:34:17 PM

Onesimos wrinkles his fine elfin nose. “Whew! That hasn’t been opened in a while. Let’s have some light over here, anyone? Maybe a good push?”

The elf carefully puts the key away before he tries to force the door with a shove. Grunt!

If that doesn’t work, he steps aside for someone stronger.

………

Nat 20 to open the door!! 22

Kristoph: AC:17/16/14 | CMD:22 | HP: 25/25 - Blusinda: AC:13 | HP:21/21 (Stephen C)   d20+7=9 ; d20+10=13 ;
Wednesday March 30th, 2022 6:42:50 PM

(Perception:9 will:16 - forgot the bonus)


Isaac Harker (Justin M) HP 24/24 AC20/ T12 / FF 18  d20+2=15 ;
Wednesday March 30th, 2022 9:46:47 PM

Isaac takes out his sword and shield ready if anything comes out of the building.
Isaac looks at the door an notices only the lock nothing else. "if this was to house a dangerous creature it's woefully under secured. Their is only a lock no bars or reinforcements are made to the door."
Isaac looks out trying to detect evil in the barn near them.


Kristoph: AC:17/16/14 | CMD:22 | HP: 25/25 - Blusinda: AC:13 | HP:21/21 (Stephen C)  
Thursday March 31st, 2022 5:24:19 AM

Blusinda grins (at the call for light) and steps forward illuminating the area.
Kristoph meanwhile casts Resistance on everyone.

Gore'Thum and Teddy Treeborn (Mitch) HP 23/23AC 12/11/12 CMD 11 Gore'Thum HP 27/27 AC 12/12/11  d20+11=18 ; d20+5=10 ; d20+1=9 ;
Thursday March 31st, 2022 7:29:08 AM

Teddy is able to immediately identify the scratches were from a humanoid (Knowledge: Nature 18). That does not comfort him. "Those were made by a person. Maybe locked inside to die." he tells the others shuddering. The shuddering increases as he fails his save (15 will). Gore'Thum failed a previous save so both are now shaken.

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