DM Papa.DRB - Moru Country (Inactive)

Game Master Papa-DRB


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Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Yup.

1d20 ⇒ 6
1d20 ⇒ 17


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Reptile;DC 17 Fort: 1d20 + 12 ⇒ (14) + 12 = 26
Kreig;Seeker +11/+6 (1d6+1) 19-20/x3: 1d20 + 11 ⇒ (7) + 11 = 181d20 + 6 ⇒ (17) + 6 = 231d6 + 1 ⇒ (6) + 1 = 7
Reptile;Touch attack+12: 1d20 + 12 ⇒ (10) + 12 = 228d6 ⇒ (1, 2, 6, 5, 5, 2, 6, 2) = 29Telman Touch 14
As the huge creatures are flying about ten feet in the air, Telman shoots four arrows at the wounded on on the left, hitting three times and wounding it severely. Kreig(bot) fires two arrows at the wounded reptile but only his second one hits. Misha takes out her whip and using it as a lasso, manages to wrap it around the foot of the wounded reptile but she is too light in weight and not strong enough to do anything but hold onto the whip. Rikar waits a moment so one of the spell casters can enlarge him, as he currently can not reach either creature. Josef shoots two arrows, one critically wounding the creature and kills it. As the creature thrashes and falls, Misha just manages to move out of the way and is not crushed, however the shock knocks her off her feet and she is prone. Therena, throws a snowball at the remaining creature and hits it.

The reptile, confused by which of these puny things represents the greater threat, settles on Telman and belches a sonic blast at the archer, wounding him severely.

Next?
Moru Level I map updated

@ Everyone - Hasted 2/9 rounds
@Rikar & Latys - Rage: +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC, however you are not fatigued when the spell ends. 1/6 rounds

Telman UP
Init (HP Cur/Max, AC)

Telman: 22 (68/97, 19)
Kreig: 22 (80/80, 22)
Misha: 21 (81/81, 21)
Rikar: 19 (92/113, 24)
Latys: 18 (96/96, 24/28)
Josef: 11 (84/84, 20)
Therena: 8 (70/70, 13/17)
Foe(s): 7

Ogre - dead

Reptile:
HP dead 80 AC 23 ; F 12 R 12 W 7


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Seeker: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Damage|Vital Strike: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (4) = 10

Seeker 2: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 miss

Hasted: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 miss

Kreig take careful aim on his first shot (vital strike) but misses with his other 2.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

DRB - I don't know exactly how these things are flying (I assume wings) or how adept they are at it, but they should be making Fly checks when trying to hover or when they take damage, per the Fly skill description. Though maybe they're naturally good enough at it that they automatically succeed at such low DC's.

Rikar grips his scythe eagerly and waits to be transformed by Josef, so he can swat the remaining beast out of the air!

Delay until enlarged.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Josef begins to cast enlarge person on Rikar.

Full Round casting: Size to Large, +2 Str, -2 Dex, for 9 minutes

"Go get 'im, big guy!"


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Telman pauses for a second to let the ringing in his ears subside enough that he can steady his hand on the bowstring. Right back at ya, ya b@st@rd.

Manyshot, w Rapid, Haste: 1d20 + 16 + 1 - 2 ⇒ (19) + 16 + 1 - 2 = 34
Many Damage: 2d8 + 14 ⇒ (6, 5) + 14 = 25

Iterative, w Rapid, Haste: 1d20 + 11 + 1 - 2 ⇒ (5) + 11 + 1 - 2 = 15
Iterative Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Rapid, Haste: 1d20 + 16 + 1 - 2 ⇒ (16) + 16 + 1 - 2 = 31
Rapid Damage: 1d8 + 7 ⇒ (6) + 7 = 13

Haste Attack: 1d20 + 16 + 1 - 2 ⇒ (11) + 16 + 1 - 2 = 26
Rapid Damage: 1d8 + 7 ⇒ (6) + 7 = 13

Manyshot Crit Confirm: 1d20 + 16 + 1 - 2 ⇒ (3) + 16 + 1 - 2 = 18
Many Damage: 4d8 + 28 ⇒ (4, 4, 4, 4) + 28 = 44

No crit confirm (too bad, a manyshot crit would have been SWEET), 1 miss, grand total 51 damage


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha lies on the ground, saying, "That is not a view of a monster I ever needed to see."

Delay action to after Rikar's turn.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Reptile;Touch attack+12: 1d20 + 12 ⇒ (15) + 12 = 278d6 ⇒ (4, 1, 6, 2, 5, 3, 2, 6) = 29Telman Touch 14
Kreig takes careful aim, and hits with his first shot scratching the creature, while Telman using his Manyshot ability with the haste puts a serious hurt on it. Misha stares up at the creature and waits for Rikar to grow large, while the ranger hears Josef casting the spell that will allow him to whack at the creature while is is hovering above them. Therena(bot) sees that the creature is almost dead so she holds off.

The creature, unable to flee since it had been in the corner, continues to belch sonic blasts at the man hitting it with so many stinging arrows, and the blast wounds Telman.

Next Round
Between Telman and Kreig shooting arrows, and an enlarged Rikar stepping up and swinging, the final reptile falls down in a dead heap.

Next?

All dead (the last one was at 19 hp after the next to last round). It got its "dieing" shot at Telman then you guys would have toasted it.

(HP Cur/Max, AC)[/b]
Telman: (37/97, 19)
Kreig: (80/80, 22)
Misha: (81/81, 21)
Rikar: (92/113, 24)
Latys: 18 (96/96, 24/28)
Josef: 11 (84/84, 20)
Therena: 8 (70/70, 13/17)

Wife and I are leaving tomorrow (Friday) morning for the Boston, MA area (4 hour drive) and we won't be back home till quite late Tuesday night. I won't be bringing my computer, so my next post will not be till Wednesday, 20 January 2016.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Josef casts detect magic and scans the area.

"Nicely done, especially that lead off swing, Rikar."


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Grinning down at the others from his new height, Rikar gives his massive scythe a celebratory swing through the air, then says, "Thanks, Josef. As usual, we all worked well together."

Turning to his aasimar companion, he asks, "Any chance you could patch me up a little, Therena? Those flying, screaming lizards didn't get me too bad, but who knows what's lurking around the next corner in this place, eh?"

Have fun, DRB. I'm from Boston and love it there, but this time of year I'm glad to be a Californian.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha rolls away before reptile crashes down on her, then kips up.

"So, what brought these fine gentlemen here?" She searches the Ogre Mage in particular, as the reptiles, as nasty as they were, seemed like minions.

Perception: 1d20 + 18 ⇒ (2) + 18 = 20


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena starts with a channel 2d6 ⇒ (1, 2) = 3, then begins on the wand.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Heavenly Fire: 1d4 ⇒ 4
Heavenly Fire: 1d4 ⇒ 2

62 back for Telman, 19 for Rikar.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

"Many thanks, Therena." the archer says as her healing magics remove the ringing in his ears and the weakness from his limbs. He moves among the corpses, retrieving arrows and looking for clues to answer Misha's question, the very same question that is on his mind as well.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 121d4 ⇒ 4
Morning all. Well the trip to Boston was great, and yesterday we spent the day with a sick grand daughter so our daughter & hubby could go to work. I hate getting up before 06:00 now that we are both retired.

While Therena heals up the two wounded combatants in the group, Josef, Kreig and Misha search for clues as to why this ogre mage is here in the depths of this mountain.

First searching the grave yard, you find several open and excavated graves, with pieces, mostly bone, of the bodies missing. In one of the graves you find 3,992 gold pieces, two golden burial masks (135 gold pieces each), a silver bracelet (80 gp), a jeweled silver torc (380 gp) and a bronze necklace with a skull pendant (65 gp), plus six smoke sticks and two animate dead scrolls.

On the ogre mage you find a large masterwork halberd, a large mithral chain shirt, a silver holy symbol of the deity of death and 2 oils of magic weapon.

Delving deeper into the area where the flying reptiles were, you find several bodies, partially bone and partially desiccated flesh that are obviously some sort of necromantic experiment.

(HP Cur/Max, AC)[/b]
Telman: (97/97, 19)
Kreig: (80/80, 22)
Misha: (81/81, 21)
Rikar: (111/113, 24)
Latys: (96/96, 24/28)
Josef: (84/84, 20)
Therena: (70/70, 13/17)

Next?


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

From a safe distance, Therena starts casting disrupt undead spells at the bodies, to see if they are animate or not.

Damage: 1d6 ⇒ 6, if applicable


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 131d4 ⇒ 3
As Therena spell hits the bodies, there is no reaction. Apparently the necromantic experiments were not successful or not completed yet.

Next?


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Whoops, some how I missed the "move on" post from Papa. Also I could have sworn I responded to the end of fight, but I didn't. Sorry!

Misha suggests that most of the grave goods and treasure go into their bag of holding designated for such a purpose, noting, "We should donate the masks and the torc to the Society's collection of ancient artifacts. For an appropriate finder's fee, of course. As for the more practical items, why don't I put at least half the smokesticks in my haversack, where anyone can access them. I wouldn't mind holding onto one of those magic oils, in case I need to, gods forbid, fall back and use my crossbow."

"As it is, I'm glad we halted whatever experiment the big guy was doing. This is otherwise a dead end, so northeast, everyone?"

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"Sure, sounds like a plan to me."

Josef stashes the non-pointy bits in a BOH, strapping potential bag-rippers on his person.

Casting dancing lights, he takes up his customary position with bow in hand.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Rikar;track;left - right: 1d20 + 18 ⇒ (8) + 18 = 261d20 + 18 ⇒ (5) + 18 = 23
Moving to the northeast, you go thru a narrow, for this area, passage that heads into a large cavern with two tunnels exiting. Both tunnels head down further into the mountain. The tunnel on the right(I18), quickly has a decrease in temperature as you enter the passage and the cold breeze only gets stronger as you advance, even slightly down the tunnel.

Backing out, you check the tunnel on the left(I17) and as you approach this tunnel, you are assaulted by a waft of hot air, accompanied by the smell of burning fire and a faint reddish glow.

Both tunnels seem to go down substantially before you are no longer able to see.

Rikar notices giant sized tracks coming both up, and going down the tunnel, with the ones from the cold tunnel being the more recent, perhaps several weeks old.

Next?
Level I Map Updated


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Added the gold and gems and such from the graveyard to the treasure sheet.

Rikar studies the tracks carefully, trying to determine if they belong to the ogre mage he recently cut in half or to some other large creature. As he does this, he ponders the two tunnels they've encountered, and offers his thoughts, "Well, if we're going to find our fiery friend, taking the hot tunnel seems to make the most sense. But before we go down, let's make sure we're not leaving any unpleasant surprises behind us. Wasn't there a direction we didn't explore, back when I was laid out with the cursed poison?" I5 on the map.

DRB - are the tracks the right size to be from the ogre mage, or are they obviously someone else's?


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

@Rikar - something else, but about the same size. (ie. large)


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

"That's the road to Sekamina, Rikar. I don't know about you, but traveling to drow territory is neither in our mission description nor high on my general to-do list. And we've let that efreet get far enough ahead of us as it is. My only argument for taking the cold path would be to see if we can find something that can hurt her. If she's a fire being, stands to reason she might not like cold." She stretches. "And I'm just as good for choosing 'hot' and hoping we can deal with her and she's not gotten too powerful yet."

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"Well, those tracks aren't from a fiery flying Spellcasting witch lady, so why don't we check them out first, then we can double back to the other passage."


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Consensus? - Down one of the tunnels I17, or I18 to the next level, or back over to I5 to see what is over there


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

I vote we continue the approach we've generally been taking, where we don't leave unexplored ground behind us. Let's go to I5 and see what's behind the big black box.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

agree


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

I am sorry, but I have to disagree. I5 is the road to Sekamina and we have absolutely no good narrative reason to go there--our mission is to to explore the mountain, not the Underdark. "Clearing away the black" is not a good enough reason especially when we're also trying to follow a monster who is up to no good. This isnt a video game where we unlock an achievement for 100℅ completion, nor do i trust/believe all events are triggered only when PCs show up, but rather time moves forward for the NPCs too. If Misha's outvoted she won't fight it, but I'm not changing her stance on this.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Cold tunnel with footprints. Totally.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Misha - I misread your post and misunderstood which path you were saying is the road to Sekamina. Now that I understand it better, I'm fine with your suggestion of taking the cold tunnel and will change my stance to support that plan. For what it's worth, I don't play video games. ;)


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

While I have played a video game or two in my time, tactically I am always against leaving unexplored areas (and therefore potential threats) behind us. Regardless, I will of course follow the majority.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena supports exploring the cold tunnel, and though she mutters that they might encounter enemies that have more resistance to her favourite snowball spell, her infectious smile never leaves her lips.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha smiles at Therena. "Don't worry, Therena. I'm sure your sunny disposition can melt their icy hearts."


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 141d4 ⇒ 4
Ok, Consensus is going down the cold tunnel.
I have updated the Campaign Page. Chapter headings and links to Maps for your information.

After discussing the options, you all come to consensus that the best course of action is to head down the cold tunnel. This tunnel is about thirty feet wide, and gets colder. About fifteen minutes into the journey, you see a ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be, however there is something familiar about the figure. The creature is holding a staff made from a supple length of willow and the top of the staff contains a small bronze tear drop shaped gem in its forked grasp.

The creature simply says "‘My son… he survived… he is alive… please find my son…"

Next?

Misha or Josef - Knowledge (history) DC 20:
This looks to be Aedhaine, the leader of the Dragon Clan who took many of the clan into the mountain to seek out the the Dragon God. Her son, Aogarn, must still be alive further down into the mountain.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Rikar can't help but grip his scythe tightly as the ghostly figure appears, though the thing seems to mean them no harm. As it becomes clear that the poor soul is seeking help, rather than to attack them, he says, "Who's your son? Who are you? And why's it so cold in here?"


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Knowledge History: 1d20 + 14 ⇒ (19) + 14 = 33

Misha thinks back to Fiall's journal and her studies and manages to pull out some relevant names from memory.

"Great Clanleader Aedhaine, forgive my friend for not knowing who you are. We will look for Aogam... can you please tell us which way he went? What danger may he be in?"


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 191d4 ⇒ 4
"He went down one of these tunnel with the remnants of the Clan. The rest of the clan is buried in the graveyards to the west above. He still searches for Archaneroth and the Wyrm-Worm, the very embodiment of death and despair, who is the spawn of the Old Dragon God itself.

A bit of advice: Dragons love riddles. Dragons are riddles. Do not fight a dragon if you cannot defeat a riddle. Specially, do not seek the Dragon Lord if you do not have the answer to all the riddles" and with that her shade dissolves, leaving behind the staff clattering to the ground.

Next?

Misha or Josef: Knowledge (history) DC 20:
Archaneroth is the ancient city of the Athans that Fiall journal says did exist somewhere below the mount but the gods banished it from the Mortal Plane and sent it to Hell.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Telman grips his bow tighter, his eyes darting back and forth as the spectral creature dissipates.

"Hate riddles."

Not very good at them. Not very good at letting them go either........

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

"The embodiment of death and despair? Spawn of the Old Dragon God? It would seem we have really stuck our hands in the hornets' nest this time."

Josef ponders the tip about riddles for a moment,

"Well, I suppose we must be very careful of our words dealing with these foes. A misspoken guess might be as dangerous as a misstep on the cliffs above."


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Knowledge History: 1d20 + 14 ⇒ (3) + 14 = 17

Misha knows nothing further about the ghost woman's words.

"Oh, I'm pretty sure our hands have been covered in stings for a good while now. That's part of the fun of being a Pathfinder."

She pauses to put the tear she is using in her haversack for a moment, then leans over and picks up the staff. Touching the bronze tear, she waits to see if anything happens.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

1d20 + 17 ⇒ (6) + 17 = 23 Knowledge(History)

"If I recall correctly, Archaneroth is the ancient city of the Athans. Fiall's journal says it once existed somewhere below the mount but the gods banished it from the Mortal Plane and sent it to Hell."


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

"I'm with you, Telman," Rikar comments, "I'm good with leaving the riddles to Misha and Josef, unless I happen to stumble on the answer- which I'm not going to do standing here."

He tips his head to Latys, gesturing for her to follow along, and moves to examine the alcoves on either side of the hallway. J2, in case we haven't looked in them.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

@Rikar, et.all. - You have not gotten to that portion of the mountain yet J2. Sorry, my bad for putting it up already. You are still only 30 minutes or so into the tunnel and it is about a 2 hour trip till you get there.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

No problem. If there's nothing else to see here in the hallway, Rikar will just walk a little further before he gets to check out those alcoves. If there's something else that needs doing here, he'll wait.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

DRB, Did anything happen when Misha picked up the staff or tear? To summarize, she temporarily put the gold tear in her haversack then picked up the staff and touched the bronze one.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Apologies for being away the last few days. Between 2nd Tuesday of the month hassles (staff meeting at hospital), an extra shift, a very sick dog, and my volunteer work stepped up some, it has been exhausting and busy since Sunday afternoon.

DM rolls:

?: 1d20 ⇒ 201d4 ⇒ 1
Misha:

As you touch the Bronze tear, you have the same vision of a small circular courtyard, with ancient stone walls to the left and right and two wide passages leading into the darkness. Eight standing stones flank the courtyard. You understand that the tears must be placed in a specific order in the statues, according to the Dragon Monolith Poem. You see ten tears total, and realize that you are missing the White, Black and Blue Tears.

Mechanical effects: Untyped +2 to hit bonus, no other affect.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha gets "that look" on her face again, and then as she comes out of it she looks excitedly at the group. "These are getting clearer and clearer. Same courtyard, and one tear belongs to each dragon statue. There's three tears still out there: white, black, and blue. Also, I feel like I could be really good at hitting things right now."

She holds it up. "Anybody want it? I'd rather keep the one that makes me more noticeable." She adds with a grin.

She also looks at the staff, wondering if it has any value outside of a place to hold the tear. Detect magic.

This tear gives a +2 untyped to-hit bonus. Very nice, but I'll let y'all fight over it as I think the Charisma bonus from the gold tear makes Misha of better service to the party. I think at this point everybody has a tear, so you have to pick which one you want.

Ready to continue down these tunnels when everyone else is


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 111d4 ⇒ 3
Misha:
Staff of Divination - 8 charges in it

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

I don't have a tear listed on my sheet, I don't know if that's an oversight on my part or what. If that is as it should be I could use that staff thing for real.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

I have this listed on the Campaign Info Tab:

Red Ruby; +2 constitution; Necromancy; Josef


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

"I'll stick with the tear I've got, Misha," Rikar replies, "and I'm glad you're doing the same. Your usual one puts a certain gleam in your eyes that is quite compelling."

He takes a step or two down the hall, speaking as he walks, "White, black and blue tears left, eh? I wonder what they do, and who or what we'll have to go through to get 'em."

Also ready to go.

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