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The Doom of Glenn Hollow - IC


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Music: Sons of Forgotten Kings - LOTR: War in the North

Bjarvren Mountain Pass

image.jpeg.d2338722f0d8a2210b4a823354f4afd4.jpeg

Amira's assessment was correct; whatever happened to them in the night was not a natural occurrence. There was a will behind the nightmares, a powerful one. But she couldn't say for certain whether it was a hag or a demon or a god or anything of the sort. As the party packed up camp and set out for the long road that awaited them, they could feel the nightmare dog their steps. Zeff and Riksha's wills were hardy enough to shirk its burden, but Amira and Dolly only felt troubled, as if the shadows that lunged for them in the dream could be waiting for them in any dark corner of the world.

Still, the best any of them could do was put one foot in front of the other. The sooner they could arrive at Glenn Hollow, the better. By the end of their first day of travel, they had put a decent amount of distance between them and Myrna's camp, though the hills they were forced to march through certainly hindered their speed. Camp was troubled, with fear of the nightmares returning quietly souring the mood, but at least their rations kept them fed and their fire kept them warm.

The following day was much of the same, though a harsh wind fell down upon them from the mountains. It ravaged their cloaks, whipped their faces, and almost threatened to topple them over completely. Long gone was the small, cozy forest in the hills they met Myrna in. All around them were bare, empty foothills where even the very grass struggled to grow. The one sign of life they spotted here, however, were the bison. They traveled in great numbers off in the distance, heading southeast. As the sun began to descend, camp once again had to be pitched. But this time, as the last light in the sky began to diminish, Zeff thought he caught sight of something moving just beyond the ravine they were sheltering in...

Mechanics & OOC

OOC: If you are checking the map, you are in the hex 20 miles northwest of Glenn Hollow.

Party Effects: (Amira, Dolly) Bestow Curse: -4 penalty to attack rolls, saving throws, ability checks, and skill checks

Everyone, feel free to roleplay your experience crossing this daunting terrain. However, I need Zeff, as the Look-out, to roll a Spot check.


Map of the Area

glennhollowmap.PNG.f30b1e1741faa0b932c55bf8af062be0.PNG legend.PNG.dc90229e897b5902477e737590668a7a.PNG


@nexiss @Rudolf @spikehed @paladinred

Edited by rogueblade0729 (see edit history)
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Riksha

Riksha.png.f3241de41b0b5f3278dd77fa0c3f519a.pngRiksha is quiet for most of the time, accepting food from Zeff with gratitude when offered. He is not built for long marches, but keeps the pace as best he can, offering assistance in setting up camp and typical associated chores.

 

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spacer.pngAmira continued to trek on in relative silent. She wondered quietly what manner of thing would be strong enough to level a curse against a being such as herself. The rough terrain held no difficulty for her, either floating over areas she could not evenly step on or passing directly through the obstacles as if they were not there.

 

Better to keep moving than try to investigate the source of the curse...

 

When they next stopped to set up camp, she refused to rest. The grim woman shared the watches with the others if they desired, or kept them by herself.

 

 

 

Character Sheet

 Actions

Motivate Charisma: +6 all cha checks

Motivate Care: +1 ac

Cursed: -4 att / save / skill / ability checks

 

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IMG_1870.jpeg.7bd47db7d706e22270ab620bce28e57d.jpegZeff trudges forward, not minding monotonous work as much as others do. "They shoulda said it’ll be cold.” He felt bad for his smaller companions, especially the red guy. He looked like he came from someplace warm.

Zeff was grateful for the campfire, and did his share by bring in a sizeable quantity of wood to burn through the night.
 

Looking over at Amira, he adds “Can’t sleep?”


Link to sheet:

https://www.myth-weavers.com/sheets/?id=2825737

 

Name
Spot check
8
1d20+1 7
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Dolly the Deva: Dolly :: Dungeons & Dragons 3.5e :: Myth-Weavers Online Character Sheets

Deva 3// Bard 3

SLA

1 - Aid, Detect Evil, each 2/day for every HD she has
2- Bless Weapon, Remove Fear, each 1/day for every HD she has
3- Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has

SR14

Diva

HD: d8

Level Bab Fort Ref Will Feature
1 +1 +0 +2 +0 Movanic Body, Heavenly Soul, +1 Dex
2 +2 +0 +3 +0 Deva, +1 Cha
3 +3 +1 +3 +1 Soothing Presence of Nature, +1 Dex
4 +4 +1 +4 +1 Wings, +1 Cha
5 +5 +1 +4 +1 Lesser Protective Aura, +1 Dex
6 +6 +2 +5 +2 Heavenly Deflection, +1 Cha
7 +7 +2 +5 +2 Divine Equilibrium, +1 Dex
8 +8 +2 +6 +2 Greater Protective Aura, +1 Cha
9 +9 +3 +6 +3 Cleansing Weapon, +1 Dex, +1 Cha

Skills: 2+int modifier, quadruple at 1st level. Class skills are  Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival.

Proficiencies: Movanic Deva are proficient with simple weapons, two martial weapons of their choice and no armor.

Features
Movanic Body:At 1st level a Movanic Deva loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is a medium outsider with base speed 40 ft and a Nat Armor bonus equal to her Con  modifier.

Heavenly Soul: At each Movanic Deva level she becomes able to use soma SLAs a certain number of times per day, acording to the following list. Save DCs are 10+1/2HD+Cha Mod.

1-Aid, Detect Evil, each 2/day for every HD she has
2- Bless Weapon, Remove Fear, each 1/day for every HD she has
3-Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has
4- Protection from Arrows, Daylight, each 1/day for every 2 HD she has
5-Create food and Water, Prayer, Discern Lies,  each 1/day for every 3 HD she has, plus Tongues permanent effect on self.
6- Remove curse, remove disease, Neutralize poison each 1/day for each 4 HD she has
7-Death Ward,  Divination, Holy Smite, each 1/day for every 5 HD she has
8-Polymorph,  Hallow, each 1/day for every 7 HD she has
9- Attonement, Raise Dead, Commune, Ethereal Jaunt, each  1/day for every 9 HD she has.

*Note: unless she pays the material component, a Movanic Deva's Continual Flame only last 1 minute per HD.

A Movanic Deva who multiclasses for a divine casting class can count her Movanic Deva levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a  Movanic Deva  2 who took 1 level of cleric could choose to have CL 3 and get 2 2nd level spell slots (1 normal and 1 domain). She wouldn't get the spell knowns and spell slots of a cleric 2 however, neither would her Movanic Deva levels count towards turn undead and domain abilities.

In adition, a Movanic Deva may always use Charisma as her key ability score in any class she takes, instead of the normal one (like wisdom for normal clerics).

Ability Increase:the Movanic Deva gains +1 Dex at levels 1, 3, 5, 7, 9 and +1 Cha at levels 2, 4, 6, 8, 9, for a total of +5 Dex and +5 Cha at level 9.

Deva: At 2nd level, gains a bonus on saves against petrification and resistance to Acid, Cold and Electrecity equal to her HD, and a bonus on saves against poison and resistance to Fire equal to half her HD.

Soothing Presence of Nature:  At 3rd level, unless magically compelled to do so, no animal or plant will attack a Movanic Deva.

In adition, she gains SR equal to 11+HD and DR/magic equal to ½ her HD. She may lower or raise back her SR as a free action at any time even if it isn't her turn.

Wings: At 4th level, the Movanic Deva grows beatifull featherly wings that allow her to fly at a speed of  10 foot per HD with good maneuverability.

Lesser Protective Aura: At 5th level, as a free action, a Movanic Deva can surround herself with a nimbus of light that acts as circle of protection against evil with a radius of 20 feet, with CL equal to her HD. The circle can be dispelled as normal but the Movanic Deva can create a new one as a free action at the start of her next turn.

Heavenly Deflection:As an immediate action, as long as she's holding a melee weapon, a Movanic Deva can deflect any ranged attack targeted against her, as well as spell and supernatural abilities, as long as they have the Movanic Deva as a specific target. This includes rays, orbs and spells with a single target that don't have attack rolls.

To succeed the Movanic Deva must suceed ona Reflex Save with DC 20+Enanchment of the weapon (in the case of a ranged attack)/Level of the spell(in the case of spell or SLA)/ half the HD of the attacker (if it isn't a spell, SLA or weapon). If the Deva suceeds the attack is deflected and completely nullified.

The Movanic Deva must be aware of an attack to try to deflect it.

Divine Equilibrium:Movanic Devas are immune to the harmfull effects of Positive-dominant or Negative-dominant planar energy traits.

Greater Protective Aura: The Movanic Deva's aura now replicates a minor globe of invulnerability with 20 feet radius, CL equal to her HD, in adition to the magic circle against evil,  and blocks spells up to (Half HD)-3 level.

Cleansing Weapon: At will, as a swift action, the Movanic Deva may grant any weapon she wields the flaming property for 1 round. If the weapon already had the flaming property, it's upgraded to Flaming Burst and ignores resistance to fire equal to the Monavic Deva's HD and has 50% chance of ignoring immunity to criticals and fire. If the weapon already had the flaming burst property, double the extra fire damage and it now has 75% chance of ignoring immunity to criticals and fire. At 20 HD this ability is always active.
 

 

Dolly looked at Amira and asked "is something bothering you Amira, we might not view the world through the same eyes as it were but I still care about you".

Edited by paladinred (see edit history)
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Music: Sons of Forgotten Kings - LOTR: War in the North

Bjarvren Mountain Pass

image.jpeg.d2338722f0d8a2210b4a823354f4afd4.jpeg

While Zeff has better vision in the dark than most humans, he can't quite make out what it is that he's seeing. It reminded him of spotting the distant herds of bison in the southern fields, at least in terms of the scale. In plainer terms, the best he can determine is that a large group of something is out there. Whatever it is, it's far enough away that it probably won't disturb the camp, but close enough that he could investigate further if he wished.

Mechanics & OOC

OOC: If you are checking the map, you are in the hex 20 miles northwest of Glenn Hollow.

Party Effects: (Amira, Dolly) Bestow Curse: -4 penalty to attack rolls, saving throws, ability checks, and skill checks


Map of the Area

glennhollowmap.PNG.f30b1e1741faa0b932c55bf8af062be0.PNG legend.PNG.dc90229e897b5902477e737590668a7a.PNG


@nexiss @Rudolf @spikehed @paladinred

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spacer.pngAmira almost ignored the others' inquiries on her current state, but seemed to realize that would be considered rude.

 

"I have no desire for rest while a being lurks that could further reduce my abilities."

 

She remained up through out the entire time the group was resting. She took no meal and drank none of the water supply. One could say that she was the perfect sentry.

 

 

 

Character Sheet

 Actions

Motivate Charisma: +6 all cha checks

Motivate Care: +1 ac

Cursed: -4 att / save / skill / ability checks

 

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Music: Sons of Forgotten Kings - LOTR: War in the North

The Road to Glenn Hollow

image.jpeg.d2338722f0d8a2210b4a823354f4afd4.jpeg EqLjYwgRGFRKmy05DS0s--1--yalyl.webp.31396c30732c25485085408015fe46a2.webp

As the party settled in for the evening, the dark shapes in the distance that Zeff pointed out remained where they were. Amira's vigilant watch did not determine much more, but she was certain that whatever was out there, it did not notice them. In the morning, once everyone was packed up, consumed a light breakfast, and set out, they quickly came across what had lurked in the darkness: a muddy field, all that remained of an abandoned camp site. No fires had been lit, but the number of footprints in the mud made it clear that this was no mere group of travelers. This was a large caravan, or worse, a warband. It's not immediately clear how many were present last night, but some investigation may turn up more details.

The tracks they left behind were easy enough to follow, leading southeast towards Glenn Hollow. The mud hadn't even begun to dry by the time the party arrived, indicating that were fresh. Whoever company this was, they left maybe an hour ago, and intended to reach the town with haste. If our heroes were quick, they could catch up to them.

Mechanics & OOC

OOC: If you are checking the map, you are in the hex 20 miles northwest of Glenn Hollow.

The party has come across the remains of a large group that was encamped here last night. To learn more about them or to catch up to them, here are your options:

  • The Guide can roll a Survival check, to plot the quickest route they can travel to intercept the group.
  • The Scout can roll a Search check, to estimate how many individuals are present in the group.
  • The Hunter can roll a Survival check, to follow the (very obvious and numerous) tracks.
  • The Look-out can roll a Spot check, to spy on the group from a distance.
  • Anyone trained can roll Knowledge (local), to recall more about the forces present in the area.
  • Anyone trained can roll Knowledge (history), to recall what is expected from large movements like this.
  • Anyone can roll other skills that may be relevant to the situation, if you can provide a reasonable explanation.
  • Anyone can cast spells that may be relevant, or to give each other a buff to your checks.

Party Effects: (Amira, Dolly) Bestow Curse: -4 penalty to attack rolls, saving throws, ability checks, and skill checks


Map of the Area

glennhollowmap.PNG.f30b1e1741faa0b932c55bf8af062be0.PNG legend.PNG.dc90229e897b5902477e737590668a7a.PNG


@nexiss @Rudolf @spikehed @paladinred

Edited by rogueblade0729 (see edit history)
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Dolly the Deva: Dolly :: Dungeons & Dragons 3.5e :: Myth-Weavers Online Character Sheets

Deva 3// Bard 3

SLA

1 - Aid, Detect Evil, each 2/day for every HD she has
2- Bless Weapon, Remove Fear, each 1/day for every HD she has
3- Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has

SR14

Diva

HD: d8

Level Bab Fort Ref Will Feature
1 +1 +0 +2 +0 Movanic Body, Heavenly Soul, +1 Dex
2 +2 +0 +3 +0 Deva, +1 Cha
3 +3 +1 +3 +1 Soothing Presence of Nature, +1 Dex
4 +4 +1 +4 +1 Wings, +1 Cha
5 +5 +1 +4 +1 Lesser Protective Aura, +1 Dex
6 +6 +2 +5 +2 Heavenly Deflection, +1 Cha
7 +7 +2 +5 +2 Divine Equilibrium, +1 Dex
8 +8 +2 +6 +2 Greater Protective Aura, +1 Cha
9 +9 +3 +6 +3 Cleansing Weapon, +1 Dex, +1 Cha

Skills: 2+int modifier, quadruple at 1st level. Class skills are  Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival.

Proficiencies: Movanic Deva is proficient with simple weapons, two martial weapons of their choice and no armour.

Features
Movanic Body: At 1st level, a Movanic Deva loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is a medium outsider with a base speed 40ft and a Nat Armour bonus equal to her Con modifier.

Heavenly Soul: At each Movanic Deva level she becomes able to use soma SLAs a certain number of times per day, according to the following list. Save DCs are 10+1/2HD+Cha Mod.

1-Aid, Detect Evil, each 2/day for every HD she has
2- Bless Weapon, Remove Fear, each 1/day for every HD she has
3-Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has
4- Protection from Arrows, Daylight, each 1/day for every 2 HD she has
5-Create food and Water, Prayer, Discern Lies,  each 1/day for every 3 HD she has, plus Tongues permanent effect on self.
6- Remove curse, remove disease, Neutralize poison each 1/day for each 4 HD she has
7-Death Ward,  Divination, Holy Smite, each 1/day for every 5 HD she has
8-Polymorph,  Hallow, each 1/day for every 7 HD she has
9- Atonement, Raise Dead, Commune, Ethereal Jaunt, each  1/day for every 9 HD she has.

*Note: unless she pays the material component, a Movanic Deva's Continual Flame only last 1 minute per HD.

A Movanic Deva who multiclass's for a divine casting class can count her Movanic Deva levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a  Movanic Deva  2 who took 1 level of cleric could choose to have CL 3 and get 2 2nd level spell slots (1 normal and 1 domain). She wouldn't get the spell knowns and spell slots of a cleric 2 however, neither would her Movanic Deva levels count towards turn undead and domain abilities.

In addition, a Movanic Deva may always use Charisma as her key ability score in any class she takes, instead of the normal one (like wisdom for normal clerics).

Ability Increase: the Movanic Deva gains +1 Dex at levels 1, 3, 5, 7, 9 and +1 Cha at levels 2, 4, 6, 8, 9, for a total of +5 Dex and +5 Cha at level 9.

Deva: At 2nd level, gains a bonus on saves against petrification and resistance to Acid, Cold and Electricity equal to her HD, and a bonus on saves against poison and resistance to Fire equal to half her HD.

Soothing Presence of Nature:  At 3rd level, unless magically compelled to do so, no animal or plant will attack a Movanic Deva.

In addition, she gains SR equal to 11+HD and DR/magic equal to ½ her HD. She may lower or raise back her SR as a free action at any time even if it isn't her turn.

Wings: At 4th level, the Movanic Deva grows beautiful feathery wings that allow her to fly at a speed of  10' per HD with good manoeuvrability.

Lesser Protective Aura: At the 5th level, as a free action, a Movanic Deva can surround herself with a nimbus of light that acts as a circle of protection against evil with a radius of 20 feet, with CL equal to her HD. The circle can be dispelled as normal but the Movanic Deva can create a new one as a free action at the start of her next turn.

Heavenly Deflection: As an immediate action, as long as she's holding a melee weapon, a Movanic Deva can deflect any ranged attack targeted against her, as well as spell and supernatural abilities, as long as they have the Movanic Deva as a specific target. This includes rays, orbs and spells with a single target that don't have attack rolls.

To succeed the Movanic Deva must succeed on a Reflex Save with DC 20+Enanchment of the weapon (in the case of a ranged attack)/Level of the spell(in the case of spell or SLA)/ half the HD of the attacker (if it isn't a spell, SLA or weapon). If the Deva succeeds the attack is deflected and completely nullified.

The Movanic Deva must be aware of an attack to try to deflect it.

Divine Equilibrium Movanic Devas are immune to the harmful effects of Positive-dominant or Negative-dominant planar energy traits.

Greater Protective Aura: The Movanic Deva's aura now replicates a minor globe of invulnerability with 20 feet radius, CL equal to her HD, in addition to the magic circle against evil,  and blocks spells up to (Half HD)-3 level.

Cleansing Weapon: At will, as a swift action, the Movanic Deva may grant any weapon she wields the flaming property for 1 round. If the weapon already had the flaming property, it's upgraded to Flaming Burst and ignores resistance to fire equal to the Monavic Deva's HD and has a 50% chance of ignoring immunity to critical and fire. If the weapon already had the flaming burst property, double the extra fire damage and it now has a 75% chance of ignoring immunity to critical and fire. At 20 HD this ability is always active.
 

 

Dolly looked around the camp for signs of the attack, looking for arrows and any dead enemies.

Name
Search
7
1d20+1 6
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Music: Sons of Forgotten Kings - LOTR: War in the North

The Road to Glenn Hollow

image.jpeg.d2338722f0d8a2210b4a823354f4afd4.jpeg EqLjYwgRGFRKmy05DS0s--1--yalyl.webp.31396c30732c25485085408015fe46a2.webp

Searching around the campsite revealed a few things. Riksha was able to estimate that anywhere between 12-20 individuals were encamped here last night, based on the number of unique tracks he could identify and guesses at tent locations. All of them were boot-wearing humanoids, none smaller than an elf or larger than a half-orc. In one corner of the camp, he located a few feathers and arrowheads half-buried in the mud, as well as some used whetstones. He also discovered what appeared to be a ruined arcane ritual circle, though it was poor in quality. If there was a recognizable symbol to a higher power here, it has since been trampled underfoot.

Dolly and Zeff's searches were not as fruitful as Riksha's, too much being muddled in the mud for them to discover. However, Zeff's ability to detect the presence of evil revealed to him that only one aura was strong enough to linger until now, despite the camp only being vacant for about an hour. It was powerful, but not overwhelming to experience. This aura no longer resided in the camp, but he could determine it headed in an eastward direction, along the muddy path taken by the rest of the camp. If he followed the tracks for a little while, he would begin to pick up on some moderate auras also traveling in that group, approximately 6 of them.

At this point, all the party had to decide was whether they wished to intercept the group that encamped here the night before, or simply follow them from a safe distance. After all, both the party and the large group seemed to be heading in the direction of Glenn Hollow, though the adventurers would be able to move faster than and outmaneuver this company if they so wished.

Mechanics & OOC

OOC: If you are checking the map, you are in the hex 20 miles northwest of Glenn Hollow.

You've learned a decent amount, but there is more to consider. Also, if you intend to pursue them, that will require some skill checks too:

  • The Guide can roll a Survival check, to plot the quickest route they can travel to intercept the group.
  • The Scout can roll a Search check, to estimate how many individuals are present in the group.
  • The Hunter can roll a Survival check, to follow the (very obvious and numerous) tracks.
  • The Look-out can roll a Spot check, to spy on the group from a distance.
  • Anyone trained can roll Knowledge (local), to recall more about the forces present in the area.
  • Anyone trained can roll Knowledge (history), to recall what is expected from large movements like this.
  • Anyone can roll other skills that may be relevant to the situation, if you can provide a reasonable explanation.
  • Anyone can cast spells that may be relevant, or to give each other a buff to your checks.

Party Effects: (Amira, Dolly) Bestow Curse: -4 penalty to attack rolls, saving throws, ability checks, and skill checks


Map of the Area

glennhollowmap.PNG.f30b1e1741faa0b932c55bf8af062be0.PNG legend.PNG.dc90229e897b5902477e737590668a7a.PNG


@nexiss @Rudolf @spikehed @paladinred

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Dolly the Deva: Dolly :: Dungeons & Dragons 3.5e :: Myth-Weavers Online Character Sheets

Deva 3// Bard 3

SLA

1 - Aid, Detect Evil, each 2/day for every HD she has
2- Bless Weapon, Remove Fear, each 1/day for every HD she has
3- Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has

SR14

Diva

HD: d8

Level Bab Fort Ref Will Feature
1 +1 +0 +2 +0 Movanic Body, Heavenly Soul, +1 Dex
2 +2 +0 +3 +0 Deva, +1 Cha
3 +3 +1 +3 +1 Soothing Presence of Nature, +1 Dex
4 +4 +1 +4 +1 Wings, +1 Cha
5 +5 +1 +4 +1 Lesser Protective Aura, +1 Dex
6 +6 +2 +5 +2 Heavenly Deflection, +1 Cha
7 +7 +2 +5 +2 Divine Equilibrium, +1 Dex
8 +8 +2 +6 +2 Greater Protective Aura, +1 Cha
9 +9 +3 +6 +3 Cleansing Weapon, +1 Dex, +1 Cha

Skills: 2+int modifier, quadruple at 1st level. Class skills are  Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival.

Proficiencies: Movanic Deva is proficient with simple weapons, two martial weapons of their choice and no armour.

Features
Movanic Body: At 1st level, a Movanic Deva loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is a medium outsider with a base speed 40ft and a Nat Armour bonus equal to her Con modifier.

Heavenly Soul: At each Movanic Deva level she becomes able to use soma SLAs a certain number of times per day, according to the following list. Save DCs are 10+1/2HD+Cha Mod.

1-Aid, Detect Evil, each 2/day for every HD she has
2- Bless Weapon, Remove Fear, each 1/day for every HD she has
3-Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has
4- Protection from Arrows, Daylight, each 1/day for every 2 HD she has
5-Create food and Water, Prayer, Discern Lies,  each 1/day for every 3 HD she has, plus Tongues permanent effect on self.
6- Remove curse, remove disease, Neutralize poison each 1/day for each 4 HD she has
7-Death Ward,  Divination, Holy Smite, each 1/day for every 5 HD she has
8-Polymorph,  Hallow, each 1/day for every 7 HD she has
9- Atonement, Raise Dead, Commune, Ethereal Jaunt, each  1/day for every 9 HD she has.

*Note: unless she pays the material component, a Movanic Deva's Continual Flame only last 1 minute per HD.

A Movanic Deva who multiclass's for a divine casting class can count her Movanic Deva levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a  Movanic Deva  2 who took 1 level of cleric could choose to have CL 3 and get 2 2nd level spell slots (1 normal and 1 domain). She wouldn't get the spell knowns and spell slots of a cleric 2 however, neither would her Movanic Deva levels count towards turn undead and domain abilities.

In addition, a Movanic Deva may always use Charisma as her key ability score in any class she takes, instead of the normal one (like wisdom for normal clerics).

Ability Increase: the Movanic Deva gains +1 Dex at levels 1, 3, 5, 7, 9 and +1 Cha at levels 2, 4, 6, 8, 9, for a total of +5 Dex and +5 Cha at level 9.

Deva: At 2nd level, gains a bonus on saves against petrification and resistance to Acid, Cold and Electricity equal to her HD, and a bonus on saves against poison and resistance to Fire equal to half her HD.

Soothing Presence of Nature:  At 3rd level, unless magically compelled to do so, no animal or plant will attack a Movanic Deva.

In addition, she gains SR equal to 11+HD and DR/magic equal to ½ her HD. She may lower or raise back her SR as a free action at any time even if it isn't her turn.

Wings: At 4th level, the Movanic Deva grows beautiful feathery wings that allow her to fly at a speed of  10' per HD with good manoeuvrability.

Lesser Protective Aura: At the 5th level, as a free action, a Movanic Deva can surround herself with a nimbus of light that acts as a circle of protection against evil with a radius of 20 feet, with CL equal to her HD. The circle can be dispelled as normal but the Movanic Deva can create a new one as a free action at the start of her next turn.

Heavenly Deflection: As an immediate action, as long as she's holding a melee weapon, a Movanic Deva can deflect any ranged attack targeted against her, as well as spell and supernatural abilities, as long as they have the Movanic Deva as a specific target. This includes rays, orbs and spells with a single target that don't have attack rolls.

To succeed the Movanic Deva must succeed on a Reflex Save with DC 20+Enanchment of the weapon (in the case of a ranged attack)/Level of the spell(in the case of spell or SLA)/ half the HD of the attacker (if it isn't a spell, SLA or weapon). If the Deva succeeds the attack is deflected and completely nullified.

The Movanic Deva must be aware of an attack to try to deflect it.

Divine Equilibrium Movanic Devas are immune to the harmful effects of Positive-dominant or Negative-dominant planar energy traits.

Greater Protective Aura: The Movanic Deva's aura now replicates a minor globe of invulnerability with 20 feet radius, CL equal to her HD, in addition to the magic circle against evil,  and blocks spells up to (Half HD)-3 level.

Cleansing Weapon: At will, as a swift action, the Movanic Deva may grant any weapon she wields the flaming property for 1 round. If the weapon already had the flaming property, it's upgraded to Flaming Burst and ignores resistance to fire equal to the Monavic Deva's HD and has a 50% chance of ignoring immunity to critical and fire. If the weapon already had the flaming burst property, double the extra fire damage and it now has a 75% chance of ignoring immunity to critical and fire. At 20 HD this ability is always active.
 

 

Dolly pondered her knowledge of the forces in this area to see if she could recall something of use.

Name
Knowledge Local
18
1d20+4 14
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Music: Sons of Forgotten Kings - LOTR: War in the North

The Road to Glenn Hollow

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Having learned everything they could from the campsite, the party began their pursuit. While they traveled, Dolly considered all she had come to learn about this land. As it turned out, the Amostivans who dwelt in the Tavern spoke often about home. Several of them were well-traveled, and could be overheard discussing their wanderings after a pint or two of ale. The angel recalled one such storyteller, a huntress, who had spent several years in this corner of the continent.

This region was on the edge of the wild. Glenn Hollow is the nearest settlement for miles around, a small but independent community of mixed peoples. However, just across the river is Clan Bjarvren, a powerful nation of dwarves. They are allied with other mountainous folk who live alongside them, mostly gnomes and goliaths. Many of their cultural elements rubbed off on the rugged outlanders, including their gods. Perhaps a temple to them could be found in the village, ones which could purge the curse that afflicts both Dolly and Amira. If the party was persuasive enough, they may even be able to gain additional support against the Barrow King in the form of blessings.

As for the Barrow King himself, it is sung that he was once a great ruler of a ruined nation, dating back thousands of years. The cult that now flocks to his banner must be far more recent, more likely than not led by a powerful necromancer or high priest who seeks to use the slumbering power of this ancient monarch for their own. Whether this villain believes in the legend of the Barrow King, or is simply a tomb-robber with a convenient legend to hijack, remains to be seen. However, when considering the curse placed on them, Dolly suspects the necromancer / high priest is to blame, but how they were able to do that at such range is concerning. If the party catches up to the large group they are tracking, it is likely they will encounter undead along with the cultists.

But there are other factions at work in this land. To the north of the mountain pass is a swamp, out of which can be found a number of tribes. Goblins often raid south into the borderlands for resources and slaves, despite Clan Bjarvren's best efforts to oppose them. Trolls sometimes form hunting parties of their own, and when they do, it is very bad news for anyone who gets in their way. A coven of hags is rumored to live deep in the swamp, and sometimes they send agents forth to spread misery or lure unwary victims to their lairs. With a bit of negotiation (or intimidation), any of these groups could be used to work against the Barrow King.

Lastly, there is a large and mostly untamed forest to the east. Glenn Hollow itself rests in its eaves. If one is fortunate, they may come across a troupe of wandering wood elves, or maybe a circle of druids. If one is less than fortunate, they may encounter a pack of wild animals led by a cunning, dire creature. Not to mention, there are all sorts of more ferocious monsters that could be found within. To seek aid from the woodlands is a gamble, one which has equal measures of being to the party's benefit or their folly.

Mechanics & OOC

Journey Roles

  • GuideDecides on the direction the party travels, as well as determines when they stop to rest and how supplies are rationed. They need good Survival and Knowledge (geography) skills. - Dolly
  • ScoutSeeks what lies ahead of the party, determines where they will make camp each night, and forges new paths if needed. They need good Hide, Move Silently, and Search skills. - Riksha
  • HunterKeeps the party fed beyond their supply of trail rations. They need good Survival and Knowledge (nature) skills. - Amira
  • Look-outMaintains vigilance at all times while on the road, can rotate during camp at night. They need good Spot and Listen skills. - Zeff

OOC: If you are checking the map, you are in the hex 20 miles northwest of Glenn Hollow.

You've learned a decent amount, but there is more to consider. Also, if you intend to pursue them, that will require some skill checks too:

  • The Guide can roll a Survival check, to plot the quickest route they can travel to intercept the group.
  • The Scout can roll a Search check, to estimate how many individuals are present in the group.
  • The Hunter can roll a Survival check, to follow the (very obvious and numerous) tracks.
  • The Look-out can roll a Spot check, to spy on the group from a distance.
  • Anyone trained can roll Knowledge (local), to recall more about the forces present in the area.
  • Anyone trained can roll Knowledge (history), to recall what is expected from large movements like this.
  • Anyone can roll other skills that may be relevant to the situation, if you can provide a reasonable explanation.
  • Anyone can cast spells that may be relevant, or to give each other a buff to your checks.

Party Effects: (Amira, Dolly) Bestow Curse: -4 penalty to attack rolls, saving throws, ability checks, and skill checks


Map of the Area

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@nexiss @Rudolf @spikehed @paladinred

Edited by rogueblade0729 (see edit history)
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