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The Cursed Ones

Mirnx's eyes lose their usual childlike gleam as he stares at Maur. "So says the blood" He snaps as he throws the bloody rag right back in the dwarfs face. He then stomps off back to Fez's body. "We had best gather what remains we can before it is blown away in the wind. I have some vials in my pack those may be the best to hold him, although they were ment for the blood of victims not the remians of allies"
 

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"all of you act upon false pretenses, do you even have knowledge of this subject? And if so, can you prove the beast isnt dead as we speak? No, your guess is as good as his, or his, or mine." Maur starts pointing at the members of the party.
 

just for the people with heal the creature had 70 hp Maur did 54 in one shot.


Argent you just barely made the spellcraft dc for the spell he used to leave, Teleport.

Casar as you move back towards the fire you feel something brush your foot, once you look at it it is an arm from the creature. Seems Maur did do some damage.

Maur intimidate total is 14 not close enough.

Seres diplomacy 30 total which is good enough for a NPC to buy you a drink for example and intimidate 28 total which would mean you are willing able to take on an Forest Giant.

Seres and Justiel know enough about the creature to fill in each others holes in what they know and so Argent and Serpent can look in MM2 to answer ya'lls questions.

OOC Ok I hope that fixes all loose ends and now I got me pc back I can keep up.
 
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"Now that we are all done with our bickering, can we either move on or get some rest. Seems like we have a long and dangerous road ahead of us and us fighting amungst ourselves just makes things worse." Looking around the camp at the signs of the previous battle Cara continues. "We all need some rest but I hate to stay in a place where I have been attacked. Makes things easier for the enemy if they decide to come back. Plus the smell of blood and that severed arm may draw in other creatures that I would prefer not to have to deal with."
 

You are correct fair Cara. We should move to a more defencible position. As to the arm. It could be both boon and bane. We might be able to use it to track the creature who teleported away or it could be used to trace us. Divinations are potent things. Justiel stands down and gathers Fez's ashes into a tin cup he keeps for drinking. He seals up the cup with some cloth so it's not going to be spilled and puts it in his bag.

(I don't have access to the MMII. what is our attacker?)
 
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ooc it was a spell weaver "These monsters are infamous for their ability to cast more then one spell at a time, Casting a spell occupies a number of arms equal to the spells level." that was the bad part
 

"well, using it to resurrect him is a noble cause, but taking it for your own good like you proposed doing earlier is not right. The only thing his riches will be spent on is this cause, until we reach the city and see what his nephew says, or until he is back from the dead."

Smiling warmly at seeing Maur shaken by his threat, Seres seizes the advantage and proceeds with a more diplomatic approach.
Then we are in agreement. The treasure on Fez's person will be used by us in our fight against the Red Wizards (the Gods know we'll need every advantage we can get). If Fez wishes to be resurrected (there are spells that can tell us that), we will have the resources needed to finance his return. If he owes us any money after that, for our payment as merchant-guards, for our investigations in Homeglen, and for whatever extra cost we have in financing his resurrection, I'm sure we can all agree to insist upon getting what is ours by right.

Seres picks up an item from the ashes and turns it around gently in his hands. Now let's see what this could be...

ooc: He's been detecting magic ever since Fez died.

_
"Now that we are all done with our bickering, can we either move on or get some rest. Seems like we have a long and dangerous road ahead of us and us fighting amungst ourselves just makes things worse." Looking around the camp at the signs of the previous battle Cara continues. "We all need some rest but I hate to stay in a place where I have been attacked. Makes things easier for the enemy if they decide to come back. Plus the smell of blood and that severed arm may draw in other creatures that I would prefer not to have to deal with."


Quite right, just let me finish checking out these items here... Oh, I'm sure Mirnx will want to keep the arm. For a while at least, he says absentmindedly.
 
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Mirnx stands tall, feeling that he is being called in under his realm of authority. With a serious attitude and voice tone he says "Quite right quite right. Yes I will be needing that for just a moment, must collect the blood and all. Hmmm hmm let me see if I just cut it here...." He trails off taking the arm from Justiel and examining it. He the proceeds to take one of his dagger and make a slit in the arm causing it to expose what blood was left. He dabs a bit on his finger and takes a wiff. Then slowly begins to decant what blood he can into one of his vials. Taking out ink and pen. He rights a few symbols on the vial of blood.
 

You search the remains and find a ring of immense size for a gnome and immense gaudiness, but it is almost off the scale when you look at it very long with your detections ongoing.

A quick inventory of the carts and you find a map that Fez had marked as well a wand which is labeled in gnomish(phantasmal steed) and a box of gold coin(5000 coin) and a note.

If you are reading this it means that for some reason I failed to make the journey. Well that is fine I did not think I would but that is neither here nor there. Please take this on to Homeglen and take the box for payment and please as one final request make sure my ring gets to my nephew. Fez Flinktersnoot Master Illusionist and Cunning Chemist

On the back of the letter is the map.
 
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Into the Woods

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