• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

(CSRHoD) Creamsteak's Red Hand of Doom II [IC]

Tyrla read the letter carefully twice- once silently, then softly aloud for the benfit of those who couldn't read the goblin scribblings. "Given how much necromantic power is bound up in that talisman, I would guess that is what we are looking for. The question is what to do with it? While they say returning it would harm their cause, this 'Ghostlord' that they speak of might not be one we wish to aid either."
 

log in or register to remove this ad

"Somehow it seems so long ago," the cleric says, "so I'm not certain, but didn't the map we found in the Keep mention Ghost Lord?"
 

The object Warren has would fit the box.

Ghostlord was mentioned on the map that you gave to the Lion of Brindol in Terrelton to deliver to Brindol.
 
Last edited:

Tyrla nodded at Siobhan's recollection. "I believe it was mentioned on that map. Did we keep a copy of it? If not, I fear we will have to go to Brindol to find where this 'Ghostlord' lairs... For now, let us finish our search here, before any other foes arrive."

OOC: If we haven't yet, search the other tower where the warlock was. If we have done that, what other buildings or features are nearby, and what would we need to do to reach them.
 

The remaining decaying building's door is locked, but there are three different ways to get in (unlock it with the key, pick the lock, or go in through the roof).

A one-story stone building once stood here, but now its flat roof has almost entirely collapsed. A section to the east remains intact, forming a narrow and mossy platform above the water. The remaining walls stand about a half-foot above the water level, creating an L-shaped enclosure. The entire area has been reinforced with a fence of logs and branches lashed together with ropes, extending the ruined walls of the building up by another ten feet. At the west end of the enclosure lies a large heap of mud and rotting plants. The only easy way inside seems to be a gate in the northeast corner, near a floating bridge that leads back to the boardwalk that surrounds the larger building.

Once inside, there is a 10 foot deep pool within that contains a number of head-sized, green, knobby bulbs. They have a leathery texture and tiny, sharp scales. They are fixed in place along the inner walls of the pool by a sticky resin.
 

Larian takes a close look at the green bulbs, wondering what exactly the goblin and its underlings were growing here. If he doesn't know what it is, he'll cut it open with a dagger.
[sblock=ooc] Know (Arcana) +15? [/sblock]
 


Tyrla watched Larian's investigation cautiously. "Too small to be real dragon eggs, I think. Perhaps those spawn creatures? Whatever they are, I think we ought to dispose of them."
 

I am in complete agreement, Tyrla, Larian says. Anything that Saarvith and his 'pet' were helping hatch is likely to be harmful to the people of Elsir Vale.
 

Avril - Human Druid - AC 20 - hp 24/49+3d8+9 - Spot +13 - Listen +13

Avril felt better now that her wounds had healed, and better yet that they'd managed to destoy the threat this place presented and liberated wealth from the hands of the creatures that threatened the Vale. If they could dent the army in other ways like this, then perhaps they just stood a chance of actually beating the army and saving Elsir Vale.

Recalling what the spirits of Nature had told her about the Thornwaste, she comments to her allies, "The spirits said that the Thornwaste to the south was filled with death and that the army had sent representation there for some unknown reason. Could this be a place for the ghostlord? It would strike me that such a creature would dwell where there is only death." She shuddered at the thought.

Once they reached the egg sanctuarry, Avril immediatly agreed. "These things should be destroyed. This act should put a huge dent in the plans of the army. If we can do something with this knowledge, then we can possibly have hope." She reminded herself quietly what the spirits had told her and Pender again as they'd searched for Jorr. "I think that perhaps our next course of action is to seek out the Ghostlord and return this phylactery to its owner?"

[SBLOCK=OOC]OOC: Forgot about Siobhan's healing touch, so Avril will wait to be healed to half hp, before casting her spells on Pender and herself as mentioned in my last post. So Pender gets CLW for 1d8+5, and Avril gets 1d8+5 from CLW spell, 2 hp from Cure Minor Wounds, and 2d8+2 from her two Cure Light Wounds potions.

Spells and Abilities Active:

Extended Barkskin (140 minutes)
Resist Energy (Acid 20) (Larian. 70 minutes)

Spells Cast and Abilities/Items Used:

Wild Shape (1 Used)
Barkskin
Lesser Metamagic Rod of Extend (1 Used)
Call Lightning
Cure Moderate Wounds
Flame Strike
Cure Light Wounds
Cure Minor Wounds (2)
Pearl of Power (1st)
Pearl of Power (2nd)
Potion of Cure Light Wounds (2)

XP:

3750 XP (Lake Rhest Town Hall)

Spells Prepared (Normal 6/4/3/2/1, Wis 0/1/1/1/0):

Level 0 (6): Cure Minor Wounds, Detect Magic (2), Guidance
Level 1 (5): Enrage Animal, Faerie Fire, Obscuring Mist, Produce Flame
Level 2 (4): Barkskin, Bull's Strength, Cat's Grace
Level 3 (3): Stone Shape
Level 4 (1):

Avril's Character Sheet
[/SBLOCK]
 

Into the Woods

Remove ads

Top