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23:51, 8th May 2024 (GMT+0)

Bloodstone Lands: Desperately Looking for Neconlius.

Posted by DM FidoFor group 0
Talvaroff
player, 33 posts
Init. +0, AC 20/20/10
hp 6/26, Svs +4/+1/+1
Fri 3 Aug 2007
at 22:34
  • msg #780

Re: The Cold Lands: Taverns

OOC: 16:33, Today: Talvaroff rolled 79 using 1d100. Percent chance to stabilize..
-3.
Cashel or-Kenset
player, 19 posts
Init +2 AC: 17/15/16
HP: 15/15 SV: 7/5/9
Sat 4 Aug 2007
at 17:13
  • msg #781

Re: The Cold Lands: Taverns

Cashel pushes himself to finish off the bloodhulk before it finishes off his friends, raining several blows on it's head.

13:11, Today: Cashel or-Kenset rolled 5 using 1d6+1. Dam#2.
13:11, Today: Cashel or-Kenset rolled 7 using 1d6+1. Dam#1.
13:10, Today: Cashel or-Kenset rolled 5 using 1d20. Flurry #2.
13:10, Today: Cashel or-Kenset rolled 18 using 1d20. F.
13:10, Today: Cashel or-Kenset rolled 16 using 1d20. Flurry #1.
I didn't know the 2nd roll went through, you can take the 18 or the 5

DM Kremti
GM, 391 posts
*Meow meow*
Don't mess up.
Sun 5 Aug 2007
at 04:09
  • msg #782

Re: The Cold Lands: Taverns

The cleric of Ilmater unleashes the quick and furious strikes yet again, and strikes the undying monster twice and ripping off the left arm that was just hanging with the thread.

"Take that too you overgrown blister!", the busty blonde woman's dagger spins through the air, slicing a big gush into the abdomen of the fleshy monster.  It creates a sprinlker of blood all over the place, covering everyone, and the the monster slumps down, with a big gouge on its abdomen, it splits apart into two from its own weight.

Thamol creates a ray of bright white light that surrounds the remaining skeleton, and it shutters into many pieces of little bones.

Finally, everything goes quiet.  Everyone soaked in very dark, stinky, rotten blood.  Several members fallen down unconsious or dying.

At the same moment, the sun goes down below the Vaasan frozen horizon, and the sunlight winks out and only dim orange light covers the western sky.  The mine has completely collapsed and now quiet.  Everything seems to hush now.

OOC: Congratulations!  You guys made it...The monster finally falls down...

-K
Thamol Liadon
player, 314 posts
+2 Ini AC 15 / 13 / 12
22/22 HP +5ft/+3re/+10wi
Sun 5 Aug 2007
at 15:05
  • msg #783

Re: The Cold Lands: Taverns

Thamol quickly runs over to the down friends and check them over.  Using his healing skills and cure minor woulds which still has left he tries stop everybody from dieing.
Tarmes Werthor
player, 200 posts
Init +4......AC 17/UD/T13
HP 19/22......F+2 R+8 W+1
Mon 6 Aug 2007
at 17:12
  • msg #784

Re: The Cold Lands: Taverns

With the blood spatter still on her face and hands, Tarmes let out an excited cheer! ”Woo hoo! Yeah! Bigger they are, the harder they fall!” Her excitement was short lived as she realized several of those that had fought the monsters were no longer standing. The blonde surveyed the area taking in the casualties. ”Uh oh. Thamol, can you help them all? Is there anything I can do?” She did not have any medicinal herbs or any other way to help the wounded. ”How about a fire? Will that help?” Although she did not feel at all cold, Tames assumed that a warm fire would help the others and went to gather firewood.
DM Kremti
GM, 392 posts
*Meow meow*
Don't mess up.
Mon 6 Aug 2007
at 18:39
  • msg #785

Re: The Cold Lands: Taverns

Checking all the downed people over, Thamol immediately notes that the tall Impilturian warrior is still bleeding and unconscious.  The elf quickly remedy the situation with the minor magical cure to close the wound to stop the breeding.

The rest of the downed members, including Zar'da, appears to be stable, and not bleeding.  In fact, Mundin, Penville, and Depiron actually does not have any sort of external wounds you can immediately see.  They appears to have maybe suffer some sort of concussion, or something that simply knocked them out, rather than killing them.  There does not seem to be immediate danger that they will die.

Aside from warmth, Tarmes also notices that it is also getting darker by the minute, and just for that reason, you think some sort of fire might be a good idea.

-K
Cashel or-Kenset
player, 20 posts
Init +2 AC: 17/15/16
HP: 15/15 SV: 7/5/9
Tue 7 Aug 2007
at 13:40
  • msg #786

Re: The Cold Lands: Taverns

“A bloodhulk,” Cashel mutters in dismay, nudging the bloated corpse with his foot. “I had heard stories, but I never imagined we’d be plagued with such this far from Thay,” he ponders for a moment, then as a groan of pain reaches his ears, the monk turns away from the enigma, focusing on the wounded.

Calling forth the light of day (Daylight), Cashel, begins examining the wounded, tending them as he may.

09:38, Today: Cashel or-Kenset rolled 20 using 1d20+5. Heal check.

OOC: I still have a couple of cure light wounds left in me for whoever needs it.

This message was last edited by the player at 14:54, Fri 10 Aug 2007.
Sophia
player, 29 posts
Tue 7 Aug 2007
at 16:55
  • msg #787

Re: The Cold Lands: Taverns

Thanks for the light. Should we make camp here? It seems to be getting dark... walking back to the party.

I'm happy I'm back and sorry for keeping you waiting.
Tarmes Werthor
player, 201 posts
Init +4......AC 17/UD/T13
HP 19/22......F+2 R+8 W+1
Wed 8 Aug 2007
at 19:43
  • msg #788

Re: The Cold Lands: Taverns

Dropping off the first bundle of firewood, Tarmes turns to go find some more. "I think we should make camp here. The ruddy mage of the dead destroyed the bloody mine so there's no reason for him to come back here. Plus it is dark, aside from the maigic light, and I do not wanna risk our horses and wagon trying to ride in the dark." She stomps off again to get more wood. "I am getting the wood. One of you start a fire ay?"
DM Kremti
GM, 398 posts
*Meow meow*
Don't mess up.
Thu 9 Aug 2007
at 04:16
  • msg #789

Re: The Cold Lands: Taverns

OOC: Give me listen checks with next post, everyone...

Tarmes starts to make a camp, and Lexis and Sophia joins her to start making the bonfire.  5 unconsious members of Chillbane are now tended by the priest of Ilmater by the fire, and hot water was started.  All the horses are still here, and the wagon is in tact and untouched.  The wind begins pick up and chills everyone, and hunger sets in.  Bigby howls as he stays right by Penville, and tries to keep him warm.  Opa Merrywheather also tends the wounded, paying special attention to Mundin.

-K
Thamol Liadon
player, 316 posts
+2 Ini AC 15 / 13 / 12
22/22 HP +5ft/+3re/+10wi
Fri 10 Aug 2007
at 17:32
  • msg #790

Re: The Cold Lands: Taverns

Seeing that the monk is able to look after the humans.  Thamol leave the work of helping them to him.  He turns his attention to the animals and goes over and check they alright.  The elves sense are aleart as ever even if Thamol hiself is not.
The first animal he tries help is own elf and wakes it up.

roles
11:54, Yesterday: Thamol Liadon rolled 30 using 1d20+12. Listen.


OOC: Take it that while Thamol was checking everybody he would wake them up see how they are doing.  It the sort stupid thing he do.  Ask each how they are even thought can see they been knock into ground by nasty undead.
Cashel or-Kenset
player, 23 posts
Init +2 AC: 17/15/16
HP: 15/15 SV: 7/5/9
Sat 11 Aug 2007
at 01:08
  • msg #791

Re: The Cold Lands: Taverns

<quote>
Calling forth the light of day (Daylight), Cashel, begins examining the wounded, tending them as he may.

09:38, Today: Cashel or-Kenset rolled 20 using 1d20+5. Heal check.

OOC: I still have a couple of cure light wounds left in me for whoever needs it.



Finding Zar'da and Talvaroff the worst off of the lot, Cashel channels the last vestiges of his healing powers into the unlucky pair.

"I'm sorry I can't do more, this whole ordeal has left me almost completely drained," he apologizes as they begin to revive.


21:00, Today: Cashel or-Kenset rolled 3 using 1d8+2. Cure Light 2.
20:59, Today: Cashel or-Kenset rolled 4 using 1d8+2. Cure Light.
20:59, Today: Cashel or-Kenset rolled 5 using 1d20+2. Listen.

DM Kremti
GM, 403 posts
*Meow meow*
Don't mess up.
Sat 11 Aug 2007
at 16:29
  • msg #792

Re: The Cold Lands: Taverns

Both Zar'da and Talvaroff come around to consciousness, but extremely groggy and still very weak.

OOC: Let's say both of them are at 0 hit point and disabled, but conscious, since you guys had -3 and -4 hit points...

Zar'da can activate his aura without straining himself if he wants to.


-K
Talvaroff
player, 35 posts
Init. +0, AC 20/20/10
hp 6/26, Svs +4/+1/+1
Sun 12 Aug 2007
at 23:51
  • msg #793

Re: The Cold Lands: Taverns

As Talvaroff came to, he quickly struggled to get on his feet, but gasped as his ribs strained.  He was brought back from the brink of death, it seemed, but still not fully healed.  The knight turned to Cashel and said,
"I did not think that when we met in that unfortunate village that one day I would owe you my life.  Now I swear by Tyr, may my oath be strong as steel, that I will not leave you until I have repaid that debt."
He looked down ruefully at his slightly battered breastplate.
"Not a bad knock, but enough to cost me a few hours, perhaps.  It will have to wait until I can get at a forge-  I mean, blacksmith."
Zar'Da
player, 208 posts
init+2/AC20/FF18/T12
HP-4/33 Saves F+6/R+3/W+3
Mon 13 Aug 2007
at 13:04
  • msg #794

Re: The Cold Lands: Taverns

Things were dark, dark and peaceful.
"I must have passed, yet I would have thought I would be at the feet of my mistress by now. Maybe I had done something..." the young half-drow thought to himself when he felt warmth. Unfortunetly the warmth faded quickly to be replaced by the hard and coldness of the ground. He began to sit up when he felt what was left of his ruined shoulder grind together sending blasts of white hot pain flashing through him. He hit the ground once again, grimacing in pain. Once the pain subsided he reached within himself and activated one of his gifts granted him by his scaly benefactor, which also enveloped the human warrior laid next to him.
"Thank you, Cashel. I need only be concious to take up where you left off." he sai with a smile, already feeling the bones, muscles, and tendons beginning to knit back together.
Sophia
player, 30 posts
Mon 13 Aug 2007
at 15:19
  • msg #795

Re: The Cold Lands: Taverns

Leaning beside Zar'Da Sophia tries to help him heal. After seeing he is coming along fine she heads off to help the others prepare camp. She starts stacking the wood in a small design and uses a bit of dry grass to start a fire. Placing a big log and a few smaller ones she tends to the fire until it was powerful enough to last through the night. She then quickly gets to work cooking the food. Might I ask how everyone likes their meat? after recieveing answers from the rest of the party she quickly prepares the meat how everyone liked it.
This message was last edited by the player at 18:43, Mon 13 Aug 2007.
Tarmes Werthor
player, 202 posts
Init +4......AC 17/UD/T13
HP 19/22......F+2 R+8 W+1
Mon 13 Aug 2007
at 18:34
  • msg #796

Re: The Cold Lands: Taverns

After gathering the firewood Tarmes takes a load off her feet and pulls a stone from the ground which she uses to begin sharpening her blades. As often as she does this they are all plenty sharp, but maybe she can get just a little more edge on this one...and maybe this one too.

14:31, Today: Tarmes Werthor rolled 7 using 1d20+3. Listen check.
DM Kremti
GM, 410 posts
*Meow meow*
Don't mess up.
Mon 13 Aug 2007
at 23:34
  • msg #797

Re: The Cold Lands: Taverns


Now, about 15 mintues after the bloodhulk fell, the group tries to settle in with the bonfire and camp.  The temperature dips low, but there's fair amount of cloud in the sky and a little bit of overcast, which helps to keep the temperature from going down too low.  Unfortunately, some of the members are bloodsoaked from the abomination, and they feel a bit more chill  than the mostly clean Sophia, Tarmes and Lexis.  The elven wizard starts to cook some meal.  There's not much stuff for cooking.  Some salted meat, pickled vegetables, a bit of root vegetables, and some grain.  But after the bloody long day, anything probably tastes good, as long as it's not a blood sausage.

Both Zar'da and Talveroff finally comes around fully, thanks to the aura that appeared to have infused them with some vigor.  Their bruises fade a little, and bleeding stopped.  Slight soreness still persists, but mostly, they both feel good enough to run around.

-K
Thamol Liadon
player, 319 posts
+2 Ini AC 15 / 13 / 12
22/22 HP +5ft/+3re/+10wi
Tue 14 Aug 2007
at 18:39
  • msg #798

Re: The Cold Lands: Taverns

Thamol looks up to northwest.
"I can hear winged creature coming in.  Keep your eye open.  I suggest we move the bones and flesh from the camp.  The smell could attract creature we don't want."
He keep looking in direction of sounds he can here until sure what they are.
Zar'Da
player, 210 posts
init+2/AC20/FF18/T12
HP17/33 Saves F+6/R+3/W+3
Tue 14 Aug 2007
at 20:40
  • msg #799

Re: The Cold Lands: Taverns

Zar'Da stood, his shoulder quite stiff and soar but able to move once again. At Thamol's urging he begins to move as much of the refuse away from the camp. Once done with that he scoops up his crossbow and makes his was to his still unconcious friends, letting them feel the healing touch of his scaly mistress.
Tarmes Werthor
player, 203 posts
Init +4......AC 17/UD/T13
HP 19/22......F+2 R+8 W+1
Wed 15 Aug 2007
at 14:08
  • msg #800

Re: The Cold Lands: Taverns

Likewise, Tarmes help move the skeletal remains but she looks doubtful. "There still all that rotten blood from the huge ugly monster. It's in the ground and everywhere. Light! We shouldda gone someplace else to make camp." With an armful of bones she mumbles a few choice curses as she carries them away in the direction that Zar'da went.
Sophia
player, 32 posts
Wed 15 Aug 2007
at 14:12
  • msg #801

Re: The Cold Lands: Taverns

Would you like me to blast the ground where the blood is and the remains to "cremate" the remains? while looking in her spellbook for the right spell.
Cashel or-Kenset
player, 24 posts
Init +2 AC: 17/15/16
HP: 15/15 SV: 7/5/9
Wed 15 Aug 2007
at 15:05
  • msg #802

Re: The Cold Lands: Taverns

“To do so may attract attentions more unwanted than that which we attempt to avoid, though the fire already provides a beacon to our presence” the monk cautions gently.

“I could summon a small deluge of water, but I doubt it would be enough to wash away this much blood, and would do nothing to dispel the scent already in the air.”
DM Kremti
GM, 412 posts
*Meow meow*
Don't mess up.
Thu 16 Aug 2007
at 01:59
  • msg #803

Re: The Cold Lands: Taverns

"Ugh....", Mundin, starts to come around first.  The vigor-infusing aura of Zar'da's appears to help the three remaining unconscious bodies.  "Mundin!", Merryweather looks ecstatic, and brings some water to the dwarf to drink.  "Oh, my head!  Such a headache!  Thank you, Lass.", Mundin rubs his eyes and takes a sip from the water.  Then his eyes opens wide, and the smile of joy surfaces upon his face.  "Opa!  Opa!  We finally found you!  You are live!"

The joy of reunion was abruptly interrupted by a winged-horse sweeping into the scene, with a halfling on top.  Sporting a deep dark cloak and shining Mithral breastplate, the halfling swiftly hops out of the pegasus, and looks around with a worried look.

"Is everyone OK here?  Anyone grievously injured?", the halfling trots towards you while the pegasus remains upright and with alart.

-K
Zar'Da
player, 211 posts
init+2/AC20/FF18/T12
HP17/33 Saves F+6/R+3/W+3
Thu 16 Aug 2007
at 14:09
  • msg #804

Re: The Cold Lands: Taverns

Zar'Da stands his ground over his fallen companions as the site of the pegasus comes into view. He grabs his cloak and face wrap and quickly covers his dark features.
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