The Red Hand of Doom
This thread will be the place the Red Hand of Doom super-adventure will be played out. Please do not post here unless you are one of the PCs.
The Story
A danger from out of history is rising to threaten the peaceful people of the Elsir Vale. While they do not know it yet, the denizens of the Vale face an onslaught of fire and steel the likes of which few have ever seen. Will the PCs be able to save the people, or will the region be reduced to graves and ashes?
A while ago, the PCs defeated a chimera that had been assaulting the seaside town of Mandae, which is located on the eastern coast of the great continent of Adwerrawyn. In the beast's cave, they found a map that spoke of a hidden treasure vault in a place called Vraath Keep. The Keep, the map showed the PCs, was located in a forest called the Witchwood at the western end of the Elsir Vale and in the shadow of the Wyrmsmoke Mountains.
The PCs, following the map's directions, travelled west across the Golden Plains, a vast, rock-littered badland of flats and mesas, towards the Elsir Vale. The Plains were a waterless and inhospitable wilderness which posed a formidable trail, but the PCs were able to travel along the long road known as the Dawn Way with a merchant's caravan heading to Dennovar, a trade-city located at the eastern end of the Elsir Vale on the shores of Lake Ern.
The PCs didn't stay long in Dennovar, for Drellin's Ferry, the town at the western end of the Vale and the settlement nearest to Vraath Keep, was still many days away. Over the next two weeks, they traveled the entire 185 miles or so along the Dawn Way to Drellin's Ferry from Dennovar and now are less than half a day away from the small town.
The Adventure
---Part I: The Witchwood---
--Scene 1: Marauder Attack!!--
The Characters
The intrepid adventurers who, with a little luck and a lot of skill, may just save the lives of thousands.
Gloria Lavvia, Lawful Good Half-Orc Cleric of Heironeous 5. Played by Ironiiku
Riven, Chaotic Good Elven Rogue 5. Played by Gloshuan Ithilgalad
Dimitri Fate, Neutral Human Wizard 5. Played by DimitriFate
Brendon, Dimitri's Tiny Viper Construct Familiar.
Brutoth of Clan Kodiak, Chaotic Good Human Barbarian 5. Played by THE DM
Lunar Moonstone, Lawful Neutral Elf Sorcerer 3/ Monk 2. Played by pretty hitomi
Rules
-- Please put all out of character talk in ((parentheses like this)) and color your character's speech differently than the rest of your actions (keep actions in black please).
-- When combat begins (or at any point when time starts being measured in rounds) only post when it is your turn to act.
-- When casting a spell, please tell me the save DC (if any) to save time. Also, be sure to study your spells and understand how to use them.
-- Whenever you make a roll, be sure to go back and edit your post, showing me the total result of your roll (after modifiers and such)
Hints
--Make friends with the good NPCs. You never know, they might help you when you really need it.
--Killing an enemy might not be the best idea. Sometimes a live enemy will be more valuable than a dead one, especially if you interrogate them.
--Use detect magic a lot on valuable-looking things and get a bunch of scrolls of identify. There's a lot of magic items in this campaign.
--Sometimes you need to run if you want to live to fight again another day. But don't be cowards!
--There is the possibility that your character may die in this adventure. So, spellcasters, choose your spells wisely.
This thread will be the place the Red Hand of Doom super-adventure will be played out. Please do not post here unless you are one of the PCs.
The Story
A danger from out of history is rising to threaten the peaceful people of the Elsir Vale. While they do not know it yet, the denizens of the Vale face an onslaught of fire and steel the likes of which few have ever seen. Will the PCs be able to save the people, or will the region be reduced to graves and ashes?
A while ago, the PCs defeated a chimera that had been assaulting the seaside town of Mandae, which is located on the eastern coast of the great continent of Adwerrawyn. In the beast's cave, they found a map that spoke of a hidden treasure vault in a place called Vraath Keep. The Keep, the map showed the PCs, was located in a forest called the Witchwood at the western end of the Elsir Vale and in the shadow of the Wyrmsmoke Mountains.
The PCs, following the map's directions, travelled west across the Golden Plains, a vast, rock-littered badland of flats and mesas, towards the Elsir Vale. The Plains were a waterless and inhospitable wilderness which posed a formidable trail, but the PCs were able to travel along the long road known as the Dawn Way with a merchant's caravan heading to Dennovar, a trade-city located at the eastern end of the Elsir Vale on the shores of Lake Ern.
The PCs didn't stay long in Dennovar, for Drellin's Ferry, the town at the western end of the Vale and the settlement nearest to Vraath Keep, was still many days away. Over the next two weeks, they traveled the entire 185 miles or so along the Dawn Way to Drellin's Ferry from Dennovar and now are less than half a day away from the small town.
The Adventure
---Part I: The Witchwood---
--Scene 1: Marauder Attack!!--
The Characters
The intrepid adventurers who, with a little luck and a lot of skill, may just save the lives of thousands.
Gloria Lavvia, Lawful Good Half-Orc Cleric of Heironeous 5. Played by Ironiiku
Riven, Chaotic Good Elven Rogue 5. Played by Gloshuan Ithilgalad
Dimitri Fate, Neutral Human Wizard 5. Played by DimitriFate
Brendon, Dimitri's Tiny Viper Construct Familiar.
Brutoth of Clan Kodiak, Chaotic Good Human Barbarian 5. Played by THE DM
Lunar Moonstone, Lawful Neutral Elf Sorcerer 3/ Monk 2. Played by pretty hitomi
Rules
-- Please put all out of character talk in ((parentheses like this)) and color your character's speech differently than the rest of your actions (keep actions in black please).
-- When combat begins (or at any point when time starts being measured in rounds) only post when it is your turn to act.
-- When casting a spell, please tell me the save DC (if any) to save time. Also, be sure to study your spells and understand how to use them.
-- Whenever you make a roll, be sure to go back and edit your post, showing me the total result of your roll (after modifiers and such)
Hints
--Make friends with the good NPCs. You never know, they might help you when you really need it.
--Killing an enemy might not be the best idea. Sometimes a live enemy will be more valuable than a dead one, especially if you interrogate them.
--Use detect magic a lot on valuable-looking things and get a bunch of scrolls of identify. There's a lot of magic items in this campaign.
--Sometimes you need to run if you want to live to fight again another day. But don't be cowards!
--There is the possibility that your character may die in this adventure. So, spellcasters, choose your spells wisely.