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If Thoughts Could Kill

Verra will entertain discussions with Zelestine about the precepts of the colorless lodge, the idea of new psionics or alterations to existing disciplines. Verra's interests have a somewhat martial bent to them with an interest in movement and time.

Verra will stay confined to the lodge if they will have him for safety and defense purposes. He will work on crafting some items for himself and enhancements to existing items with the wealth he has available.
 

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Groknar spends his time at local taverns guzzling cheap ale and devouring roast pigs, as well as busting a few heads in nightly barroom brawls. A good few weeks, in Groknar's mind, but he hungers and thirsts for real battle, the battle with Tulmercy.

When not drinking, eating, or fighting, Groknar follows Zelestine in case some of Tulmercy's thugs show up. Her and Verra's conversation is leagues above Groknar's mental capacity, but Jobu, of course, listens eagerly.
 

The party heads out into the desert west of Uriel. Close watch is kept, as the possibility of scrying or ambush is much higher during the trip. Riding rugged horses and camels, the group goes over their plans for assaulting the animated beast in which the psionic lich lives.
 

While the group prepares for dealing with the next vision and the attack on Tulmercy, Darian frequently Teleports back and forth between Uriel and Lark. When at home, he uses his personal labs for spell research, scribing some scrolls and item creation (I'm assuming that some people will want crafted items). His connections with the wizard's guilds in the north aid the group in liquidating unwanted items.

When at the Colorless Lodge, he attempts to pick up bits of psionic lore to further increase his stores of useful knowledge. He also voices his opinion that psionic enchantments should be made more overt, as much of the distrust of psions is no doubt due the difficulty of detecting their mind altering powers. He talks about the ethics of enchantment magic, the rulings of various arcane organizations on rogue enchanters, etc. In case you haven't noticed, Darian will talk alot given the chance. And when not given the chance, he usually sees it as a chance for a rebuttal.

Finally, about a day before the group set off, he teleports back to Uriel with his horse, which is half normal save for several minutes.

"If anyone needs a spell to ward off the desert heat, I have a few available."

OOC: If anyone thinks we need Resist Scryings, speak quickly.
 
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You are deep in the desert now, and nearing the spot where Tulmercy's base of operations ought to be. Here and there amidst the sands you see the blasted remains of seige weapons, humanoid skeletons, and other mysterious objects.

Cresting a dune of blowing sand, you see a ghastly undead beast in the distance. Standing 15 feet high, 20 feet long, and 10 feet wide - it appears to be the animated skeleton of some terrible bear or bearlike monstrosity. Its ribs are fused or mortared together, while ominous lights move independently within its dark eye sockets.

A chilling roar rises from the creature and it turns in your direction. It is clear you have been spotted.
 


Verra will manifest Haste and begin firing at the creature with the bow (only one attack this round because of the manifesting Haste [See OCC for to hit and damage].

Verra is planning on saving an action when the creature gets close to Dimension Door behind it and continue firing. He could probably take one person with him on the jump if they were touching him when he left.

"Tarkus, my friend, you are mighty, but Kord must truly be a wondrous god to allow you to turn that monstrous creature," Verra said as he was firing.
 

"Verra, keep me apprised of the cadaver's range. I plan of placing a Wall of Force in the montrosity's path when it charges. Everyone be prepared to flank around about 15ft to each side. I've few a unusual spells to cast on Groknar and Bellus too, so stay close."

As the skeletal Dire Bear charges the group, Darian bursts into a flurry of spellcasting, first Hasting himself, then casting Gird the Warrior[/] on Bellus.

Other spells follow, in order: Shield and Strength to Strike on Groknar's axe, See Invisible and Fly, Extended Charge and Protection from Arrows. When the Dire Bear gets close, then the sequence is interrupted for a Readied Wall of Force.

Perhaps the best time to test some of his rather unusual, untested spells was NOT when a giant bear skeleton with a lich inside? was charging. Of course, if the spells were as powerful as he suspected, then this battle would be the perfect opportunity to began employing them.

OOC:
Effects running:
Endure Elements: fire, resist 5
Mage Armor 13 AC
Endurance +? CON
-------------
Haste: +4 AC, 9 rounds 16 AC

Gird the Warrior: 9 min, net +3 to Bellus' attacks and damage and +6 to AC (+4 enchancement to attack and damage, but +1 weapons; +10 force armor, but Mithral Chain)

Shield: 9 min, 23 AC versus that direction

Strength to Strike: 9 rounds, +2d6 damage for Groknar's axe, 2 points of Str damage to Darian

See Invis: 90 min, 130 ft range

Fly: 90 min

Extended Charge on wand: 9 rounds, doesn't use charges 1/round.

Pro Arrows: 90 min, 90 points, 10/+2

Wall of Force: 9 min, 30x30 wall centered in front of Dire Bear perpendicular to his line of charge.
 
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Tarkus lets out a sort of snort grunt that is his version of a laugh and says, Verra, Kord am powerful but not dumb. Kord chooses him's followers wisely. Verra not think that one lone undead is strange? Maybe more that not be seen but Kord find and smash! Tarkus' eyes fill with the strength of Kord and he calls a prayer in Orcish.

Tuskaar follows his masters lead and starts to bellow. the sound of the two could rattle an army.
 

"Very good point, Tarkus! I understand - Kord has chosen a good follower in you, Tarkus," Verra said as he manifested his powers, the air shimmering around him as though he was in a haze, then the moment passes.
 

Into the Woods

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