Feywild: Into the 'Wild Blue Yonder':
Feywild: Into the 'Wild Blue Yonder':
This is an expedition thread set up for those committed to investigating the root cause of the Lignification of Arturo and any further Impurax Pestilence which seemingly afflicts the 'Feywild' alternative plane.
Whilst not strictly 'in the Barrow Moor' or part of the Duchy of Aerik, certain afflictions have come to light which suggest that Impurax and aligned cultists are behind the current environmental virus afflicting the region and another pestilential outbreak in the Feywild which may be related.
Initially a team are forming to visit druid Bjornark with a view to 'phase' into the Fey realm and investigate the truth behind the suspicions and halt further biohazards from happening.
Currently I have Dalin, Moriartus, Dougal, Dufr, Jorly, Raven & Hake with Two-Birds and the Bennerjake twins coming as npc's, plus wolfhound Conmhaol and Ash the gnolem.
I will open up this thread with a prologue shortly as I conclude a few players downtime and character sheet adjustments.
Whilst not strictly 'in the Barrow Moor' or part of the Duchy of Aerik, certain afflictions have come to light which suggest that Impurax and aligned cultists are behind the current environmental virus afflicting the region and another pestilential outbreak in the Feywild which may be related.
Initially a team are forming to visit druid Bjornark with a view to 'phase' into the Fey realm and investigate the truth behind the suspicions and halt further biohazards from happening.
Currently I have Dalin, Moriartus, Dougal, Dufr, Jorly, Raven & Hake with Two-Birds and the Bennerjake twins coming as npc's, plus wolfhound Conmhaol and Ash the gnolem.
I will open up this thread with a prologue shortly as I conclude a few players downtime and character sheet adjustments.
Re: Feywild: Into the 'Wild Blue Yonder':
I will script the introduction post here tomorrow so any last preparations and questions, just ask then you guys can set off.
Re: Feywild: Into the 'Wild Blue Yonder':
apologies, I will get to this next between visits to Ma'.
Re: Feywild: Into the 'Wild Blue Yonder':
Impurax: continuing threats.
July 10th 1066.
2.00pm: Concluding personal research, skills upgrades or just resting (with a bottle or two or three even ...) the group round out downtime activities and over midday tavern fayre, enjoy the last hospitalities of the Brazen Strumpet.
Dalin has gone and come back. His travels often stunted by encounters that hamper progress or throw tangents into well laid plans. Auspiciously this time he returns just as others are setting for the Druid's abode and investigating a mystery generated by his own encounters. It makes sense to rejoin old comrades. He has a companion dwarf Froed, a rogue liaison to brigand groups.
Moriartus, Dougal, Raven, Jorly, Dalin, Dufr, Hake, Two-Birds, Ben n' Jake, Froed, Conmhaol & Ash Gnolem & pack mule.
Arcane spell casters are studied up, leather bound tomes and memory bonded spells appropriated. Divine prays for blessed spells petitioned and by God's graces, cleric receive their chosen virtues.
The trek to Bjornark's Moathouse is not too far, about 10 miles from Helix going eastwards along the trade route to Ironguard and then taking a southwest direction towards the Moorwash River. The Moathouse on an ox-bow curve of the wide waterway.
You hope to arrive no more than six uneventful hours of travel, the first of which takes you to the edge of the militia patrol territory. Then 'the bandit road' and after the misty wilderness fringe in the north side of the river.
Uneventful ...
Trek upon Ironguard Road vs 1 [1d6]=1 [1d6]=3 [1d6]=2 option: [1d10]=1
not quite ...
Anky panky: vs victim #1-12: [1d12]=9 [1d20]=9 mandibles [3d6]=12
A group of woodcutters lumber in the northern woods, busy at their tasks they acknowledge your passing, trading the time of day and blessings for a safe journey. Two riders, 'pony express' types
couriers give you a wide berth, racing their mounts and hurrying with just the sharpest of "Make way if you please." or please not, these guys don't stop for man or beast or each other. A caravan of small clinker planked covered wagons. Each hauled by an ox, driven by four faced gnome farmers who brace crossbows warily. They point down the road behind them, towards Ironguard, berating Duke Kell for lack of roadwork improvements and mentioning breaking wheels more than once. "We needs an iron rail and carriages pulley-hauled suitable for all weathers." one suggests.
An hour along after the frontier and you come to a much rutted and pitted section of the trade route. A steep hillside on the north side releasing a torrent of mud and boulders to churn up further an already boggy and waterlogged section. Passable easy enough, even for thin wheeled caravans, certainly you can walk it though ankle deep in most places. Halfway though the ground shudders which might make some instinctively think of another hillside landslip. However it is from directly under your feet that the disturbance is felt.
Surprise, surprise: Dougal vs 1 [1d6]=6 Jorly vs 30% [1d100]=3
Dougal perhaps has more 'earth' based survival sense and pulls the monk Jorly by the collar, harshly so but it prevents him from the savage mauling that might otherwise rend his limbs apart.
Two creatures emerge from the ground, mere juveniles to their kind but in length, twice the height of a man. Though for now, half of that is buried beneath the peaty earth. Ankhegs!
Anky panky: vs victim #1-12: [1d12]=9 [1d20]=9 mandibles [3d6]=12
While the vanguard are not caught off guard, those at the rear are surprised. The second of the creatures is more stealthy or those above just less able to perceive the unseen ambush. It is Ben of the Twins who is nabbed and pulled to the ground, the giant insectoid begins to churn up his body into rutted and pitted pieces.
-12hp
Actions everyone please
July 10th 1066.
2.00pm: Concluding personal research, skills upgrades or just resting (with a bottle or two or three even ...) the group round out downtime activities and over midday tavern fayre, enjoy the last hospitalities of the Brazen Strumpet.
Dalin has gone and come back. His travels often stunted by encounters that hamper progress or throw tangents into well laid plans. Auspiciously this time he returns just as others are setting for the Druid's abode and investigating a mystery generated by his own encounters. It makes sense to rejoin old comrades. He has a companion dwarf Froed, a rogue liaison to brigand groups.
Moriartus, Dougal, Raven, Jorly, Dalin, Dufr, Hake, Two-Birds, Ben n' Jake, Froed, Conmhaol & Ash Gnolem & pack mule.
Arcane spell casters are studied up, leather bound tomes and memory bonded spells appropriated. Divine prays for blessed spells petitioned and by God's graces, cleric receive their chosen virtues.
The trek to Bjornark's Moathouse is not too far, about 10 miles from Helix going eastwards along the trade route to Ironguard and then taking a southwest direction towards the Moorwash River. The Moathouse on an ox-bow curve of the wide waterway.
You hope to arrive no more than six uneventful hours of travel, the first of which takes you to the edge of the militia patrol territory. Then 'the bandit road' and after the misty wilderness fringe in the north side of the river.
Uneventful ...
Trek upon Ironguard Road vs 1 [1d6]=1 [1d6]=3 [1d6]=2 option: [1d10]=1
not quite ...
Anky panky: vs victim #1-12: [1d12]=9 [1d20]=9 mandibles [3d6]=12
A group of woodcutters lumber in the northern woods, busy at their tasks they acknowledge your passing, trading the time of day and blessings for a safe journey. Two riders, 'pony express' types
couriers give you a wide berth, racing their mounts and hurrying with just the sharpest of "Make way if you please." or please not, these guys don't stop for man or beast or each other. A caravan of small clinker planked covered wagons. Each hauled by an ox, driven by four faced gnome farmers who brace crossbows warily. They point down the road behind them, towards Ironguard, berating Duke Kell for lack of roadwork improvements and mentioning breaking wheels more than once. "We needs an iron rail and carriages pulley-hauled suitable for all weathers." one suggests.
An hour along after the frontier and you come to a much rutted and pitted section of the trade route. A steep hillside on the north side releasing a torrent of mud and boulders to churn up further an already boggy and waterlogged section. Passable easy enough, even for thin wheeled caravans, certainly you can walk it though ankle deep in most places. Halfway though the ground shudders which might make some instinctively think of another hillside landslip. However it is from directly under your feet that the disturbance is felt.
Surprise, surprise: Dougal vs 1 [1d6]=6 Jorly vs 30% [1d100]=3
Dougal perhaps has more 'earth' based survival sense and pulls the monk Jorly by the collar, harshly so but it prevents him from the savage mauling that might otherwise rend his limbs apart.
Two creatures emerge from the ground, mere juveniles to their kind but in length, twice the height of a man. Though for now, half of that is buried beneath the peaty earth. Ankhegs!
Anky panky: vs victim #1-12: [1d12]=9 [1d20]=9 mandibles [3d6]=12
While the vanguard are not caught off guard, those at the rear are surprised. The second of the creatures is more stealthy or those above just less able to perceive the unseen ambush. It is Ben of the Twins who is nabbed and pulled to the ground, the giant insectoid begins to churn up his body into rutted and pitted pieces.
-12hp
Actions everyone please
- Attachments
-
- Trade route Ankhegs
- Screenshot_2023-11-14-02-21-37-924~2.jpg (112.13 KiB) Viewed 8700 times
Last edited by Spearmint on Wed Nov 15, 2023 1:40 pm, edited 1 time in total.
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Re: Feywild: Into the 'Wild Blue Yonder':
Dougal
Although it might already be too late for Ben, Dougal fires two arrows at the Ankegh eating him, cursing through his teeth at the mercenary's fate.
Short Bow +1 - To hit: [1d20+2]=18+2=20; Dmg S/M/L: [1d6+1]=2+1=3
Short Bow +1 - To hit: [1d20+2]=11+2=13; Dmg S/M/L: [1d6+1]=5+1=6
Although it might already be too late for Ben, Dougal fires two arrows at the Ankegh eating him, cursing through his teeth at the mercenary's fate.
Short Bow +1 - To hit: [1d20+2]=18+2=20; Dmg S/M/L: [1d6+1]=2+1=3
Short Bow +1 - To hit: [1d20+2]=11+2=13; Dmg S/M/L: [1d6+1]=5+1=6
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Re: Feywild: Into the 'Wild Blue Yonder':
Jorly scrambles away as the thing erupts from the earth and can't do much of anything but fend it away.
Open Hand Attack [1d20]=7; Damage S/M/L: [1d4]=2
Open Hand Attack [1d20]=3; Damage S/M/L: [1d4]=1
Open Hand Attack [1d20]=7; Damage S/M/L: [1d4]=2
Open Hand Attack [1d20]=3; Damage S/M/L: [1d4]=1
Re: Feywild: Into the 'Wild Blue Yonder':
Dufr
Dufr launches a bullet at the closest ankegh.
Sling Bullet [1d20]=10 to hit [1d6+1]=2+1=3 damage (large)
Dufr launches a bullet at the closest ankegh.
Sling Bullet [1d20]=10 to hit [1d6+1]=2+1=3 damage (large)
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Re: Feywild: Into the 'Wild Blue Yonder':
Dalin
Loads his crossbow and fires at the nearest foe that is not blocked by someone in melee.
Light Crossbow [1d20+2]=20+2=22 to hit [2d4]=5 dmg
"Freod go ranged if you can." Dalin says to his companion. "Try and protect the spellcasters if you can." he adds.
Light Crossbow [1d20+2]=20+2=22 to hit [2d4]=5 dmg
"Freod go ranged if you can." Dalin says to his companion. "Try and protect the spellcasters if you can." he adds.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Feywild: Into the 'Wild Blue Yonder':
Trade Road to Ironguard
The giant insect aberrations emerge to snatch at the group. While the ranger's danger-sense prevents Jorly from being surprised, the mercenary twins are not so fortunate.
Ben is snatched away by the Ankheg and lacerated critically by the slicing mandibles.
In response the group consolidate, Jake critically injuring the Ankheg, -14hp which allows Perseverance Hake to drag the comatose Ben, -1hp clear of being chomped on further. Moriartus invokes a Sleep spell but the beast shakes off the pacifying stupor. It lunges at Two-Birds who fends it away.
Dalin injures the other Ankheg, -13hp, Dougal adds a second shaft, -3hp. Froed hurls one of his hammers but the weapon simply bounces off the hard, chitinous shell that covers its upper body length. It rears up and lunges, plucking up the dwarf and starts to drag him to its hole under the peaty trail. -11hp
Next actions please
The giant insect aberrations emerge to snatch at the group. While the ranger's danger-sense prevents Jorly from being surprised, the mercenary twins are not so fortunate.
Ben is snatched away by the Ankheg and lacerated critically by the slicing mandibles.
In response the group consolidate, Jake critically injuring the Ankheg, -14hp which allows Perseverance Hake to drag the comatose Ben, -1hp clear of being chomped on further. Moriartus invokes a Sleep spell but the beast shakes off the pacifying stupor. It lunges at Two-Birds who fends it away.
Dalin injures the other Ankheg, -13hp, Dougal adds a second shaft, -3hp. Froed hurls one of his hammers but the weapon simply bounces off the hard, chitinous shell that covers its upper body length. It rears up and lunges, plucking up the dwarf and starts to drag him to its hole under the peaty trail. -11hp
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Re: Feywild: Into the 'Wild Blue Yonder':
Moriartus
Casts Magic Missile at the anhkheg.
Magic Missile: [_2d4+2]=(4+4)=8+2=10
Spell retention (17): [_4d6+1]=(2+2+6+2)=12+1=13
Casts Magic Missile at the anhkheg.
Magic Missile: [_2d4+2]=(4+4)=8+2=10
Spell retention (17): [_4d6+1]=(2+2+6+2)=12+1=13
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Re: Feywild: Into the 'Wild Blue Yonder':
Jorly ducks and weaves around the strange creature but that's about it - he can't find purchase in the turned up soil to land a solid blow.
Open Hand Attack [1d20]=9; Damage S/M/L: [1d4]=1
Rear Attack Chance (15%) [1d100]=17
Open Hand Attack [1d20]=3; Damage S/M/L: [1d4]=3
Open Hand Attack [1d20]=9; Damage S/M/L: [1d4]=1
Rear Attack Chance (15%) [1d100]=17
Open Hand Attack [1d20]=3; Damage S/M/L: [1d4]=3
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Re: Feywild: Into the 'Wild Blue Yonder':
Last edited by GreyWolfVT on Thu Nov 16, 2023 11:25 pm, edited 1 time in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Feywild: Into the 'Wild Blue Yonder':
sorry if I didn't make it clear. Froed is on -5/6hp currently.Freod tries to get his hands on his other hammer to try and smack the beast.
I will edit here with a Health Status list.
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Re: Feywild: Into the 'Wild Blue Yonder':
fixed my post.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Feywild: Into the 'Wild Blue Yonder':
Hake
Hake manages to drag himself out of the paralyzing fear that seems to have gripped him. He lays a prayer of healing upon Ben.
Cure Light Wounds [1d8]=6
Hake manages to drag himself out of the paralyzing fear that seems to have gripped him. He lays a prayer of healing upon Ben.
Cure Light Wounds [1d8]=6
Last edited by Jernau35 on Mon Nov 20, 2023 3:15 am, edited 1 time in total.
Chance of being Suprised: 33%
Re: Feywild: Into the 'Wild Blue Yonder':
Dufr
Dufr launches another sling bullet at the closest giant insect thing.
Sling Bullet [1d20]=10 to hit [1d6+1]=6+1=7 damage (L)
Dufr launches another sling bullet at the closest giant insect thing.
Sling Bullet [1d20]=10 to hit [1d6+1]=6+1=7 damage (L)
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Re: Feywild: Into the 'Wild Blue Yonder':
Dougal fires again.
Short Bow +1 - To hit: [1d20+2]=18+2=20; Dmg S/M/L: [1d6+1]=6+1=7
Short Bow +1 - To hit: [1d20+2]=19+2=21; Dmg S/M/L: [1d6+1]=3+1=4
Wow. I'm being lucky lately.
Short Bow +1 - To hit: [1d20+2]=18+2=20; Dmg S/M/L: [1d6+1]=6+1=7
Short Bow +1 - To hit: [1d20+2]=19+2=21; Dmg S/M/L: [1d6+1]=3+1=4
Wow. I'm being lucky lately.
Re: Feywild: Into the 'Wild Blue Yonder':
Ankheg angst.
With one victim dragged free and one being dragged into the trail side burrow, Moriartus switches target to impale the Ankheg making a meal from Froed. Dougal find weak links in the heavy bony plated armour with some accurate archery. -10hp, -7hp, -4hp The trio of piercings bring the thrashing insectoid to a still and Jorly can nimbly grab the stricken dwarf from under the jaws of death so that he can be ministered too.
At the other end of the line, the mercenaries combine to drive the second Ankheg backwards, -3hp as Perseverance Hake blesses Ben with back to life health restoration, +6hp. Raven & Two-Birds batter it ineffectually with their quarterstaffs, Jake adds another hacking blow. -3hp
Ash waddles away, keeping the mule safe, Lenore the cat on the saddle and Conmhaol on a leash beside. A veritable menagerie of barking, braying and caterwauling noise.
Jake: battle-axe melee: [1d20+1]=18+1=19 damage [1d8+2]=1+2=3 Shield Bash [1d20+1]=10+1=11
The juvenile Ankheg is a voracious and relentless critter, unwilling to just retreat into its lair. It fails to nab another twin and thus being critically injured and sorely pressed, it raises itself up like a snake about to strike, filling up enzyme glands in its mouth that help digest prey with excessive amounts of acidic drool that it intends to spit out and melt you all with.
Anky panky: vs victim B, J, H, TB, Rav : [1d5]=2 [1d20]=7 mandibles [3d6]=7 misses Jake with bite attack.
Actions everyone please.
With one victim dragged free and one being dragged into the trail side burrow, Moriartus switches target to impale the Ankheg making a meal from Froed. Dougal find weak links in the heavy bony plated armour with some accurate archery. -10hp, -7hp, -4hp The trio of piercings bring the thrashing insectoid to a still and Jorly can nimbly grab the stricken dwarf from under the jaws of death so that he can be ministered too.
At the other end of the line, the mercenaries combine to drive the second Ankheg backwards, -3hp as Perseverance Hake blesses Ben with back to life health restoration, +6hp. Raven & Two-Birds batter it ineffectually with their quarterstaffs, Jake adds another hacking blow. -3hp
Ash waddles away, keeping the mule safe, Lenore the cat on the saddle and Conmhaol on a leash beside. A veritable menagerie of barking, braying and caterwauling noise.
Jake: battle-axe melee: [1d20+1]=18+1=19 damage [1d8+2]=1+2=3 Shield Bash [1d20+1]=10+1=11
The juvenile Ankheg is a voracious and relentless critter, unwilling to just retreat into its lair. It fails to nab another twin and thus being critically injured and sorely pressed, it raises itself up like a snake about to strike, filling up enzyme glands in its mouth that help digest prey with excessive amounts of acidic drool that it intends to spit out and melt you all with.
Anky panky: vs victim B, J, H, TB, Rav : [1d5]=2 [1d20]=7 mandibles [3d6]=7 misses Jake with bite attack.
Actions everyone please.
Last edited by Spearmint on Sat Nov 18, 2023 8:45 pm, edited 1 time in total.
Re: Feywild: Into the 'Wild Blue Yonder':
Dufr
Dufr launches another bullet at the young Ank.
Sling Bullet [1d20]=12 to hit [1d6+1]=3+1=4 damage (L)
Dufr launches another bullet at the young Ank.
Sling Bullet [1d20]=12 to hit [1d6+1]=3+1=4 damage (L)