Jump to content

The Doom of Glenn Hollow - IC


Recommended Posts

Riksha

Riksha.png.f3241de41b0b5f3278dd77fa0c3f519a.pngRiksha turns to Zeff questioningly.

 

"Are you saying we should take this group on ourselves? I am as anxious as anyone to rid the land of this scum. but are you sure we can defeat the whole group?"

 

Link to comment
Share on other sites

image.png.f7ba7c73f9311e392762f70f34d11f83.png

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 at Zeff and Riksha and says "we have magical assistance and they do not, we will be just fine masters Zeff and Riksha" she said.

Link to comment
Share on other sites

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

The Road to Glenn Hollow

image.jpeg.d2338722f0d8a2210b4a823354f4afd4.jpeg

Led by Dolly and Amira, the party set off on the hunt! Despite the warband's size, the hard ground occasionally made the tracks difficult to follow, especially over stony terrain. Zeff's detect evil spell informs him that the most powerful presence he detected at the camp did not continue on with the warband. Perhaps some sort of overseer visited the camp before departing in a separate direction? He is still able to sense a number of other, lesser auras. While he isn't sure what these auras are, it is enough for him to know their party is greatly outnumbered, but perhaps not outmatched.

As the afternoon sun began to sink into the west, the warband began the last mile of their march towards what looked to be a bald hill with a stockade erected about an empty campsite. It is at this point that the party caught up to them, marching in two files along a narrow trail through a valley. For the time being, the party has not been discovered, but they do have time to maneuver around the slower group and set up an ambush before they reach their camp.

Mechanics & OOC

Journey Roles

  • Guide - Dolly
  • Scout - Riksha
  • Hunter - Amira (?)
  • Look-out - Zeff

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

Link to comment
Share on other sites

  • 3 weeks later...

Music: The Haunted Burrow - Lord of the Rings Online

The Road to Glenn Hollow

image.jpeg.d2338722f0d8a2210b4a823354f4afd4.jpeg image.jpeg.70c57d204cd6407054a6f7bc607398d2.jpeg

The party prepared their ambush, kicking down rocks into the narrow gap before taking up positions. At some point during these preparations, Amira seemed to just... vanish. No trace of her could be found. Perhaps she was drawn away by some unseen calling? No one is sure where she got off to, or why, but maybe she'll find her way back. Soon, everyone settled into their hiding places, and waited for the approaching warband.

They felt the approach before they saw it. The ground trembled faintly beneath their feet rhythmically, as if the beat of a mighty drum heralded the incoming force. Even as the sun hastened towards the horizon, those of keener sights began to see the glint of metal on the horizon: weapons and armor catching the fading light of day. At a rough head count, there seems to be twenty individuals in this warband, though what is most interesting is that in the middle of the large group are four individuals that really do not seem to fit in. As they near the ambush zone, it becomes obvious that these are prisoners: bound and gagged, disarmed of weapons but with their armor still on, they must have been taken recently. Another adventuring party, maybe?

Taking a look at the rest of the warband, these seem very much like the cultists that were described in Myrna Swiftbow's letter: hooded figures, darkly dressed, wicked to behold. While the majority of them appear to be of a more brutish inclination, several are dressed more priestly. Reinforcing their numbers are also a number of skeletal warriors, mindless undead servants that do not pose much of a threat individually, but could be dangerous in large numbers.

"Captain, the path's been hit by a rock slide!" one of the forward-most cultists shouted, turning back to a large, burly woman in their midst. Upon closer examination, the party may be able to tell that this woman was a goliath, and a rather fierce one at that. Zeff recognized her as one of the more potent auras he detected while pursuing this group. Maybe she was some sort of warpriest? In her hand was a thick rope, to which the remainder of the captives were tied.

"And? You afraid of twisting an ankle?!" she bellowed back, sneering with crooked teeth. "Climb over, we don't stop 'till we reach camp!"

With that, the goliath shoved the nearest prisoner forward, causing the prisoners to each collide into one another. While they struggled to return to their feet, the forward group of cultists began to carefully traverse the rocky road, weapons at the ready.

Mechanics & OOC

Journey Roles

  • Guide - Dolly
  • Scout - Riksha
  • Hunter - ?
  • Look-out - Zeff

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

QUICK NOTE! I will be sending our new characters some private information about their introduction to this adventure. I just ran a little out of time at the moment and wanted to get this posted. I'll update the map with all the enemies later as well, you can expect it later tonight.

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 @paladinred @Ensou @darlis moonbeam @Grudge @Dnd4life

Edited by rogueblade0729 (see edit history)
Link to comment
Share on other sites

armored giant with axeZeff’s eyes narrowed. There were very few good reasons to keep prisoners like that. And goliaths? They always thought they were as good as true giants. It would be entertaining to prove them wrong.

 

He tightened his grip, and waited for them to get closer…

 


Link to sheet:

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

Link to comment
Share on other sites

 

 

Niko| AC 18 | Ini: 4 | BAB +3 | Hit Points: 39/39 | Size: Medium | Speed: 20/30 ft |
Touch: +10| Fort: +6 | Ref: +3 | Will: +5 | FF: +18

 


https://i.pinimg.com/564x/a7/1f/da/a71fda84f6e4eeafb19b72b11bd26714.jpg

 

 

 

 

 

 


Tools of the Trade

Weapon:

 

Mwk Greatsword: 1d20+8, 2d6+3, (19/20x2)

Warhammer: 1d20+6, 1d8+3 (x3)

Dagger: 1d20+6, 1d4+3 (19/20x2)

 

Armor:

Mwk Full Plate

Actions/OOC

Free:

Swift: I

Move:

Standard:

Immediate:

Powers: [8]=Max Number Of Psi Points, [8]= Current Number Of Psi Points

Level 1:

Expansion

Force Screen

Precognition, Offensive

Prevenom Weapon

OOC:


 

 

 

 

 

 

 

Edited by Grudge (see edit history)
Name
Fortitude save
21
1d20+6 15
Link to comment
Share on other sites

×
×
  • Create New...