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Zen Gypsy

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  1. AC: 18 | HIT POINTS: 18 | CURRENT: 18 | HERO POINTS: 1 FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6 ACTIVE EFFECTS: None. CONDITIONS: None. Enoch observed Minerva’s response with a keen eye, his concern deepening with each word she spoke. The casual dismissal of inner strength in favor of raw power struck a dissonant chord within him, echoing the very philosophy that had led his father down, his own, dark paths. The memory of the Cult of Vecna's twisted doctrines loomed large, a constant reminder of the perils that lay in placing power above all else. "You know," Enoch began, his tone even, "I've seen what happens when power is pursued for its own sake. It can consume everything in its path, leaving nothing but ashes. But I understand your point. Power is a tool, and like any tool, its value depends on how it’s used." He paused, glancing at the others before continuing. "I just think it's important to remember that power without restraint can lead to ruin. We all have our own paths, and I'm not here to judge yours. But I've found that the flame within can guide us, keep us grounded, and remind us of what truly matters." Enoch offered a small, weary smile. "Anyway, it seems we’re all in this together now. Let’s focus on the task at hand and make sure we’re ready when the priest arrives." Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  2. AC: 18 | HIT POINTS: 18 | CURRENT: 18 | HERO POINTS: 1 FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6 ACTIVE EFFECTS: None. CONDITIONS: None. Enoch observed the interaction between Minerva, Boz, and Nico with a sense of detachment, his mind drifting to deeper reflections on their conversation. As Boz and Nico exchanged banter about magic and reflections, Enoch couldn't shake the unease that gnawed at the edges of his consciousness. The mention of Hecuba's talents and Minerva's connection to the arcane stirred a sense of discomfort within him, a nagging suspicion that lingered like a shadow in the recesses of his mind. He had heard tales of witches and their familiars, of the power they wielded and the deals they struck in the pursuit of their own desires. It was a path fraught with danger, a slippery slope that led to darkness and despair. Inwardly, Enoch grappled with the notion of trading one's freedom for power, the allure of such a bargain tempered by the knowledge of its consequences. To bind oneself to a patron, to surrender one's autonomy in exchange for fleeting glimpses of power, seemed both selfish and short-sighted. Yet, he couldn't deny the undeniable allure of such forbidden knowledge, the tantalizing promise of unlocking secrets that lay hidden in the depths of the arcane. But Enoch was no stranger to temptation, no stranger to the seductive whispers of dark forces that sought to ensnare his soul. He had walked that treacherous path before, had tasted the bitter fruits of his own folly. And though he bore the scars of his past mistakes, he refused to succumb to the siren song of power and corruption. "You know," he began, "there's a saying my master liked to share: 'The brightest flame burns within oneself.' It's a reminder that true power comes not from external sources, but from within. Perhaps there's wisdom in that, a recognition of the inherent strength that lies dormant within each of us." As he spoke, Enoch couldn't help but reflect on the teachings of the Cult of Vecna, the dark cult that had orchestrated the Hawkmoor's fall. Their devotion to their dark lord had been absolute, their willingness to sacrifice everything for power a testament to the seductive allure of darkness. They elevated their lord above themselves, sacrificing their autonomy and individuality in pursuit of his dark designs. And yet, in the end, their master cared naught for those lesser beings, discarding them like pawns on a chessboard once they had served their purpose. Yet, even as despair threatened to overwhelm him, Enoch clung to a flicker of hope that still burned within his heart. It was a fragile flame, dimmed by the shadows of doubt and fear, but it refused to be extinguished. If he could nurture that spark, if he could keep it alive against the encroaching darkness, perhaps it could ignite once again, illuminating the path ahead and inspiring those around him to greater heights. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  3. AC: 17 | HIT POINTS: 48 | CURRENT: 48 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. Vharag listens intently to Syhlas's suggestions, nodding in agreement with the assessment of the citadel's state and the need for manpower to rebuild and guard it. When the proposal to invite his orc clan to assist is mentioned, Vharag grunts in approval. "The Shattered Skull do not serve; they ally," he states firmly, his voice echoing with the pride of his people. "If my clan agrees to aid us, it will be as equals, not as subjects." He then turns to the matter of residence within the citadel itself, a hint of amusement glinting in his eyes. "Aye, such a momentous occasion demands an orcish rite," he agrees, a low rumble in his throat. "Fermented goat's milk, a boar for feasting, and drums to invoke the rites of camaraderie. But be warned, Syhlas," he adds with a toothy grin, "to wake with scars means you've been taken as mate by one of the Skulls' daughters," he says, jesting in the rough humor of his people. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  4. Cantrips (DC 15): Void Warp 1st (DC 15): Gritty Wheeze 2nd (DC 18): Acid Grip, False Vitality, Gecko Grip, Mirror Image
  5. AC: 17 | HIT POINTS: 48 | CURRENT: 48 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: None. CONDITIONS: None. As the group makes their way back to Breachill, Vharag's thoughts turn to the abandoned fort they had encountered. With the threat of Voz temporarily contained and the gates needing repairs, he sees an opportunity. He gathers the party around him, his voice low but carrying the weight of his responsibility to his tribe, the Shattered Skull. "As we journey back to Breachill, my thoughts dwell upon the Shattered Skull tribe, my kin, who have known the trials of exile and the pain of loss. They are a people of strength and resilience, forged in the fires of adversity. It is my tribe, the remnants of which I led from the blighted lands of Belkzen, fleeing the corrupting influence of the Mother of Monsters." He pauses, his eyes reflecting the weight of his words before continuing with conviction. "I propose that we extend our hand to them, offering not just refuge but a chance to rebuild, to reclaim their honor and forge a new legacy. The abandoned fort we discovered presents an opportunity—a chance for the Shattered Skull tribe to find a home once more, not as marauders, or raiders, but to stand as guardians of the aiudara gateways, protecting both Breachill and their own." Responding to Sendari's inquiry, the massive orc shuffled forward, leaning heavily on his ursine topped staff, "We have encountered evidence of an ancient network of aiudara gateways, relics of a bygone age that hold great significance. These gateways connect various locations, allowing for swift and mysterious travel. With Voz's writings, and our own research, we will discover the manner in which these gates can be controlled." "We were attacked by zealots devoted to a figure known only as Belmazog, who seek to harness the power of these gateways for their own dark purposes. Their activities threaten not only Breachill but the entire surrounding region. It is clear that swift and decisive action is required to address this threat and safeguard your community and it's outlying environs." Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  6. AC: 17 | HIT POINTS: 48 | CURRENT: 24 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. "Justice," Vharag's voice reverberates with the echoes of generations past, each word laden with the weight of his orcish heritage. "A cage wrought of soft words and fragile ideals, has dulled the minds of men, made them weak and complacent." His gaze hardens, a flicker of disdain crossing his features. "In Belkzen, where steel meets flesh and blood paints the earth, there is no room for mercy or forgiveness. Only strength survives, only the fittest endure." With an imposing stature, he looms over Voz like a force of nature unleashed. "But you," his voice a low, menacing growl, "have dared to defy the laws of the wild, to trample upon the ancient ways of my people." His grip tightens around her robe, his eyes blazing with primal fury. "For that, you will answer. To the Shattered Skull tribe, to the laws of the untamed wilderness, you are bound. And when the time comes, when the debt is due, you will face the consequences of your folly." With a dismissive wave of his hand, the abyssal flame floating inches from Voz's face sputters and dissipates in a cloud of acrid smoke. Vharag tears the tome from her belt, turning his back on the woman as he strides purposefully towards the archways. His keen intellect already turning to the mysteries of the archways, the aiudara, dismissing the contempt he had for the mercy being granted his foe by civilized, softer allies. Verjigorm hisses, coiling around the orc's broad shoulders in silent agreement. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  7. AC: 18 | HIT POINTS: 18 | CURRENT: 18 | HERO POINTS: 1 FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6 ACTIVE EFFECTS: None. CONDITIONS: None. Enoch listened to Liam's words, a faint nod of understanding accompanying the younger man's tale. "Aye, luck can be a fickle mistress," he replied, his voice tinged with a hint of ruefulness. "Seems we've both danced to her tune, finding ourselves in places we never imagined." He shifted his weight, the weight of the pouch of coins hanging heavily at his side. "I too once walked halls of luxury, trained by the finest fencing masters in Greyhawk at the academy of Master Lorenzo di Verrocchio," Enoch confessed, a bittersweet nostalgia coloring his tone. "Yet here I am, playing fetch for the fish-god's coin." There was a pause as Enoch glanced around at their surroundings, the bustling streets of Port Torvin a stark contrast to the refined elegance of Greyhawk's noble quarters. "Funny how life leads us down paths we never envisioned, eh? But I suppose it's the journey that shapes us more than the destination." Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  8. With Carthen's determined recovery and Caltrix's authoritative commands, the atmosphere in the fishery shifts once more. As Voss receives Carthen's directive to depart, she offers a curt nod in acknowledgment before swiftly turning on her heel and disappearing into the shadows of the docks. As the group contemplates their next move, the fishery stands silent and foreboding, its secrets lurking beneath the murky depths of the river's edge. Will they search the work floor for clues, or continue their relentless pursuit of Lamm by descending into the depths below? The choice is theirs, but with each passing moment, the treacherous Lamm has opportunity to prepare for the intruder's inevitable assault. Exploration Mode The Group in now in Exploration Mode, please let me know what those activities are. You may assume that you have ten minutes, enough time for a single Treat Wounds check, or another round of Aquila's Ocean Balm. I just need to know if you are searching, or descending down towards Lamm's safe room beneath the fishery's working floor.
  9. AC: 18 | HIT POINTS: 18 | CURRENT: 18 | HERO POINTS: 1 FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6 ACTIVE EFFECTS: None. CONDITIONS: None. Enoch's tired eyes scanned the room as the priest's words sank in. Another job, another task to add to the list of burdens he carried. He accepted the pouch of coins with a half-hearted grunt, the weight of it feeling more like an anchor dragging him down than a reward. "'Spose Procan's coin's as good as any," he muttered under his breath, his voice heavy with weary resignation. As the group exited, Enoch lagged behind slightly, his steps heavy with exhaustion and frustration. The promise of a drink at the Hook and Bar beckoned like a beacon of solace in the storm of uncertainty that engulfed him. He longed for the comforting embrace of a mug of ale, a fleeting respite from the relentless march of duty. As they made their way through the bustling streets of Port Torvin, Enoch's pace quickened with a newfound sense of purpose. The Hook and Bar awaited, a sanctuary amidst the chaos of the city—a place where he could drown his sorrows and find solace in the company of fellow travelers on the road of life. Approaching Liam, Enoch nodded in greeting. "Liam, is it?" he asked, his voice gruff with fatigue. "So what's your story? Surviving a city like this takes more than just a quick blade," he said with a stifled laugh. "Though it helps, I suppose." Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  10. AC: 17 | HIT POINTS: 48 | CURRENT: 24 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. Vharag's imposing presence looms over Voz, his massive form casting a shadow over her prone body. As he crouches low, his gaze pierces through her with an intensity that sends shivers down her spine. "You are not a fool, elf," Vharag's voice rumbles like distant thunder, laced with a dangerous edge. His hand, clad in the dragon-scaled gauntlet worn by Malarunk, grips her robe with an iron grip. "These people wish to bring you to justice, a court of law. In my homeland of Belkzen, we would nail you to a tree and leave you for the scavengers." The threat hangs heavy in the air as Vharag leans in closer, his eyes burning with an unyielding resolve. "Surrender, call off your creation, reveal what you know," he commands, his words carrying the weight of an ultimatum. "And perhaps you will live to see the justice my allies seek." "Elf-flesh-sweeet," hissed the, still invisible, Verjigorm, Vharag's lips curl into a cruel smile. "We shall see, wyrm," he murmurs, his gaze flickering between Voz and the draconic familiar. "Or shall we?" Out of Character Free Action: Reaction: Action 1: Voz Action 2 & 3: to (Moving it to her square) if Voz doesn't call off her pet
  11. Yeah, I'm not switching to combat again. You can KO him as you see fit.
  12. Ionacu, mindful of the scattered children and the potential for further danger, swiftly sends Bran, his trusty familiar, to round up the orphans and guide them back to safety. It appears, at least for the moment, that Lamm's lambs have fled from the vicinity, as the raven is unsuccessful in leading any back towards the Fishery. Stepping outside momentarily, he keeps a vigilant eye out for any returning troublemakers, ensuring the group's security in the aftermath of the chaotic brawl. As Aquila tends to the wounded, her healing magic suffusing the air with a sense of calm, Carthen stirs inside the fishery office, his eyes fluttering open as the pain begins to recede. As the dust settles and the adrenaline begins to wane, Caltrix, her rapier still stained with Ruffio's blood, takes charge of the situation with a steely resolve. Ruffio, his expression a mixture of defiance and resignation, complies begrudgingly, letting the whip fall from his grasp as he eyes the group with thinly veiled hostility. "You think you've won? Lamm won't take kindly to this." Meanwhile, Voss, sensing the shifting dynamics of the situation, cautiously sheathes her daggers and raises her hands in a gesture of surrender. "Not sure who you've got backin' your play, but way I see it, ain't my business. Lamm's holed up 'neath us, down there countin' profit, relivin' his glory days, I 'spose." She shrugged thin, wiry shoulders, "Figure you got, what," her eyes flicked upstairs, as she did some math, "four upstairs, deal with Hookshank, Grakk 'n Tarth? Out the window," she nodded towards the broken window through which she, herself had made her entrance, "down the gangplank. Boss mighta thought of cuttin' his losses but yer trick with the skiff put an end ta that. Through the trawler's hold, 'neath the pilings, his den's there. Careful of the devil-fish, water's all chummed up from the show he put on this afternoon." For his part, Ruffio is glaring a hole through Voss as she talks, she spits on the floor, "You can die fer that sick piece o' filth, but I can see which way the winds blowin'." She looks towards Caltrix, remaining low, looking back towards the window, as if asking permission. "Figure your business with Lamm is of a personal nature, I could vacate tha' premises, 'n give you time to settle your accounts, yea?"
  13. AC: 17 | HIT POINTS: 48 | CURRENT: 15 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. Vharag, his body seared by flames and twisted by necrotic energy, grunts in pain as he casts a mending spell upon himself, willing his charred flesh to knit back together. His hands tremble with dark energy as he sustains the abyssal flames wreathing the skeletal construct, ensuring its destruction. Trusting his companions to deal with the immediate threat, Vharag moves with deliberate steps through the chaos of battle, his massive frame pushing past his companions until he reaches Voz's fallen body. There, amidst the smoldering ruins of the chamber, he kneels beside her, his eyes burning with a fierce intensity as he surveys the damage wrought upon her form. Out of Character Free Action: Reaction: Action 1: [East; West] [Starting in Voz's square, ending in Wyrmling Skeleton's Square [Reflex DC 20] Action 2: Cast on myself. Action 3: Stride (SW-S-S-S-W) Ending immediately South of Voz's form.
  14. AC: 17 | HIT POINTS: 48 | CURRENT: 15 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 3/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: None. CONDITIONS: None. As the fiery explosion engulfs the area, Vharag grits his teeth against the searing heat, feeling the flames licking at his skin. Even as the flames subsides, Vharag braces himself for the next onslaught, but nothing could prepare him for the wave of necrotic void energy unleashed by Voz's skeletal wyrmling. The dark energy washes over him like a torrential wave, seeping into his flesh and bone with a chilling embrace. Agonizing pain courses through Vharag's body as the necrotic void damage twists and warps his skin, leaving a sickening blackened trail in its wake. Despite the torment, the orc's resolve remains unbroken, his hold on the abyssal flame unwavering, with a swing of his staff the azure flames engulf Voz again before moving towards her construct, charring it's bones with it's otherworldly fire. But Vharag is not finished yet. Drawing upon the frigid depths of his arcane power, he conjures an orb of biting cold, which coalesces around Voz with chilling precision. The sudden onslaught of both fire and ice leaves Voz reeling, her form engulfed in a whirlwind of elemental fury. "Elf-meat," Verjigorm hissed from the center of the chamber, "I shall crack your bones and suck the marrow from the shards 'ere we are through!" Out of Character Free Action: Reaction: Action 1: [East; West] [Starting in Voz's square, ending in Wyrmling Skeleton's Square [Reflex DC 20] Action 2 & 3: Cast at Voz [Fortitude DC 20]
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