Escape from Azlant Ridge (Inactive)

Game Master Gilthanis

Battle Map


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HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils will rage then move up and engage the closest Gnoll.

rage, power attack
to hit: 1d20 + 14 ⇒ (2) + 14 = 16 damage: 1d8 + 15 ⇒ (1) + 15 = 16 electricity: 1d6 ⇒ 6 nevermind


Round 1:

Teclis: GO
Balthe: rushes forward, trips orange, bashes him over head for 18
Oreads: ready attacks (5;7;5)
-----
Red:
Orange: 18 + prone
Green:
Blue:
-----
Nils: pre-posted to charge and attack Gnoll


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Teclis warps the winds of magic and opens a pit below the blue gnolls feet.. Spending a mythic point forceing him to roll twice and take the lower. He can ignore this effect if he is mythic himself.

Casting Spike Pit(DC 23), roll twice etc..

If he fails the Reflex save..

Fall Damage: 3d6 ⇒ (2, 3, 1) = 6
Spike Damage: 2d6 ⇒ (4, 4) = 8

DC is 20 to climb out and he takes 1d6 per round if he tries too climb.. Pit is 30' deep.


blue ref: 1d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (11) + 3 = 14

A pit opens up, that seems destined to swallow the Gnoll whole. The sand gives way, adn he falls into the pit, suffering some wounds. He tries to climb out, and suffer more wounds as he tries to get to solid ground. He scratches and claws at the wall, but only manages to further injure himself as he clambers at the rough surface.

blue climb: 1d20 + 5 ⇒ (4) + 5 = 9

The remaining gnolls, grab their flindbars and all engage their targets, even if on his back with the one nearest Balthe. The one prone next to Balthe takes a swing, which catches him off guard. Balte suffers a small leg cut, but nothing more severe. Another gnoll, charges Balthe, and almost gets by the monk's defenses, but only hit air. The monk's training kicks in, as he retaliates with a strike of his own. The gnoll in the pit, only scratches at the wall, and suffers minor wounds as he tries to climb out. The final gnoll rushes one of the oread guards, and both miss their intended targets.

Nils, rushes the one on Balthe and takes a mighty swing of his own, but he misses by mere inches as the gnoll ducks a the last second.

Balthe prone: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
crit?: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
damaage: 1d8 + 3 ⇒ (2) + 3 = 5

red charge Balthe: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

green charge oread: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Oread readied: 1d20 + 5 ⇒ (10) + 5 = 15

blue climb: 1d20 + 5 ⇒ (13) + 5 = 18
1d6 ⇒ 1
======================================
Round 1:

Teclis: GO
Balthe: AOO on red gnoll
Oreads: ready attacks (5;7;5)
-----
Red:
Orange: 18 + prone
Green:
Blue: 15 + pit
-----
Nils:


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe beats the crap out of his foe

Unarmed Strike: 1d20 + 13 - 1 - 2 + 4 ⇒ (9) + 13 - 1 - 2 + 4 = 23 for 1d8 + 9 + 5 ⇒ (6) + 9 + 5 = 20
Unarmed Strike: 1d20 + 13 - 1 - 2 + 4 ⇒ (15) + 13 - 1 - 2 + 4 = 29 for 1d8 + 9 + 5 ⇒ (8) + 9 + 5 = 22
Unarmed Strike: 1d20 + 8 - 1 - 2 + 4 ⇒ (1) + 8 - 1 - 2 + 4 = 10 for 1d8 + 9 + 5 ⇒ (1) + 9 + 5 = 15

using a ki point Unarmed Strike: 1d20 + 13 - 1 - 2 + 4 ⇒ (3) + 13 - 1 - 2 + 4 = 17 for 1d8 + 9 + 5 ⇒ (5) + 9 + 5 = 19


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Blue Gnoll take 1d6 ⇒ 4 for trying to climb out. 5 more rounds left.

Teclis moves 30' then uses a swift action to sudden shift. He then casts Haste affecting all allies..

+1 hit, ac, reflex and an additional attack on a full attack.


I had completely forgot that Nils' had pre-posted his round 1 action. No wonder I thought I was waiting forever to wrap up this round. Sorry guys

Nils, rushes forward, and takes a massive swing at the gnoll. He connects with a solid hit, sending bits of flesh of fur flying on the sand. Balthe then pummels the prone Gnoll into the sand. All that is left is a pool of blood in the sand. Teclis, casts haste, causing his party to feel quicker on their feet and able to react better.

The Oreads attack the Gnolls, hoping that seeing Balthe pummel one into fine mist gives them pause for concern.

Oread Green: 1d20 + 7 ⇒ (9) + 7 = 161d10 + 2 ⇒ (10) + 2 = 12

The Gnoll in the pit once again tries to climb out, but only scratches at the wall causing his hands to become raw and painful/

blue climb: 1d20 + 7 ⇒ (2) + 7 = 91d6 ⇒ 4

red Balthe: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 3 ⇒ (5) + 3 = 8
green oread: 1d20 + 7 ⇒ (15) + 7 = 221d8 + 3 ⇒ (3) + 3 = 6
--------------------------
--------------------------
Round 2:

Teclis: GO
Balthe: GO (5 damage)
Oreads: done (5;7;11)
-----
Red: done
Green: done, 10 daamage
Blue: 19 + pit
-----
Nils: GO

==================================


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Continue to attack the gnoll in front of him.

power attack, rage
to hit: 1d20 + 14 ⇒ (18) + 14 = 32 damage: 1d8 + 15 ⇒ (7) + 15 = 22


Round 2:

Teclis: GO
Balthe: GO (5 damage)
Oreads: done (5;7;11)
-----
Red: done
Green: done, 10 daamage
Blue: 19 + pit
-----
Nils: beats on red for 22

Nils takes another swing. He connects, sending armor into the fleshy bits of the Gnoll. The Gnoll still stands, even if looking mangy and blood soaked.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

forgot the electricity on the sword
electricity: 1d6 ⇒ 2


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

And everyone forgets haste.. It affected the Oreads too btw..

Teclis sends a magic missile at Nils target.

Dam: 4d4 + 4 ⇒ (3, 3, 4, 4) + 4 = 18


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe continues his assault, putting in some non lethal for good measure

Unarmed Strike: 1d20 + 13 - 1 - 2 + 1 + 4 ⇒ (8) + 13 - 1 - 2 + 1 + 4 = 23 for 1d8 + 9 + 5 ⇒ (6) + 9 + 5 = 20
Unarmed Strike: 1d20 + 13 - 1 - 2 + 1 + 4 ⇒ (1) + 13 - 1 - 2 + 1 + 4 = 16 for 1d8 + 9 + 5 ⇒ (3) + 9 + 5 = 17
Unarmed Strike: 1d20 + 8 - 1 - 2 + 1 + 4 ⇒ (8) + 8 - 1 - 2 + 1 + 4 = 18 for 1d8 + 9 + 5 ⇒ (5) + 9 + 5 = 19
haste Unarmed Strike: 1d20 + 13 - 1 - 2 + 1 + 4 ⇒ (10) + 13 - 1 - 2 + 1 + 4 = 25 for 1d8 + 9 + 5 ⇒ (6) + 9 + 5 = 20


Round 2:

Teclis: MM Red for 18
Balthe: destorys red(5 damage)
Oreads: done (5;7;11)
-----
Green: done, 19 damage
Blue: 19 + pit
-----
Nils: beats on red for 24
===============================
Round 3

Teclis: GO
Balthe: GO (5 damage)
Oreads: done (5;7;11)
-----

Green: done, 10 damage
Blue: 19 + pit
-----
Nils: GO

===============
===============

Nils, lands a heavy blow on the Gnoll attacking him. It still stands tall, even after Teclis sends 4 balls of force hurtling into the Gnoll's chest. It looks like it has seen better days. It spins on its feet, just in time to see fists, feet and elbows flying towards it. The first fist lands. The Gnoll than falls to the sand. You see its chest having labored breathing, but it still is alive. Balthe than lets up, choosing to exercise leniency. He hopes to get information out of the now captured foe.

The Oreads, surround the remaining Gnoll that is still above ground, and attacks it with fury.

up, up right: 1d20 + 7 ⇒ (11) + 7 = 181d20 + 7 ⇒ (12) + 7 = 191d20 + 7 ⇒ (6) + 7 = 13
total damage green: 1d8 + 2 + 1d8 + 2 ⇒ (2) + 2 + (1) + 2 = 7

The Gnoll in the pit, once again tries to climb from the pit of doom he is stuck in. He almost gets to the top, when he looses his grip and falls back down.

climb: 1d20 + 7 ⇒ (12) + 7 = 191d6 ⇒ 3

The remaining Gnoll, retreats. He may be simple minded, but he knows when he is beat. He full round retreats away from the caravan.

COMBAT OVER!!

You have an unconscious Gnoll in "red". Green retareats. He is 12 feet away from the group currently, and the Oreads let him go. They were tasked to guard the caravan, ad they did. The "blue" will either die in the pit or be surrounded and be killed off by the heroes upon exit :)


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"You sure it's worth keeping him alive Balthe? He's probably just another raider. Those are all over the place in these parts. "


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"I see no reason to question a common bandit about his actions, but if you all think it wise then by all means keep him alive."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Never hurts to have the option, I figure we can make sure he is just a bandit, then deal with him after. Or just leave him here. Doesn't matter to me


Your group decides that interrogation would be pointless, and you leave the desert to claim him. You continue forward to your destination of Eto. You reach Eto after another 4-5 days of sandy travel. Once in Eto, the caravan master leads to to the Eto main office. Once he gets the coin promised to him, he gives you all an equal share of the funds received. Each of you gets 200 gold pieces as a thank you for protecting his goods.

After bidding the leader farewell, you begin to search out Ezo, as he was the main reason for braving the harsh desert. You ask around, and it only takes you a few people before they tell where where he can be found...he owns an import warehouse down in the industrial district.

You head over to Ezo's Emporium. Inside you see tables and shelves galore. You see suits of armor, swords, polearms, maces, old toys, your imagination is the limits.

Straight ahead, in the smack dab middle of the warehouse is a man, about 45 years old. He has graying hair, and a long, skinny beard that flows to the middle of his chest. He looks up as you enter and take a gander of his wares.

Howdy folks, my name is Ezo and what brings you to my wondrous warehouse? Everything has a price, and my prices are always negotiable.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"The Trine sent us. "


Ezo lets out a large sigh as Nils mentions The Trine.

Ugh, not you guys again. I have told you time and time again...I AM NOT JOINING YOUR CRAZY CLUB!

He takes a deep breath, and once he is more calm and relaxed he looks to Nils,

You guys must be new to his crazy little club. Sorry that he duped you all, but the world we live in...as messed up as it may be at times is not gonna be ending any time soon. How did he manage to dupe you lot into believing his crazy ideas anyhow?


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"When you end up traveling in time, it's easier to believe odd stuff. "


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Indeed.. It was not the Trine that convinced us to join, it was the Keeper of Time, Ariana. She told us of a future where Rovagug is realeased and destroys all.. She sent us through time and try and help stop this. The Trine tasked us with bringing strong warriors into the fold and you are first on the list. What must we do to convince you to help?"


Ezo strokes his beard as Nils and Teclis respond to his question and general angst. He asks a simple question of "can you travel back and forth through time". When you reply it was only a one way trip, he lets out a sigh of both sadness and the fact that there would be no easy way to establish you are telling the truth or just bonkers like The Trine.

He walks around his warehouse, touching his various goods, and trying to think of a good way to both test your mettle, as well as your claims to be time travelers. After a few minutes of slowly pacing his goods, he stops, turns to face you three and lets out a smile.

I enjoy a good bargain, and you three are welcome to counter my offer. My offer is this as he extends his index finger towards the roof of his building as an idea had hit him.

I will join you, without question and lend my talents to The Trine, but you will have to solve a puzzle for me. One of my associates had found a puzzle box inside an old Osirian tomb. We had agreed on a price, but I cannot seem to get it open for the life of me. If you can open it, and preferably survive, then I will join you.

Presuming you agree to the offer, he leads you to a room, that is 30 feet by 30 feet, with an intricate box on a table. The box is multicolored; red, yellow, black, white, blue, green. The colors are in no distinct patter, but rather in an incoherent muddle of color. The chest appears to be made from polished glass reinforced by magic to make it stronger.

Think a basketball sized Rubix Cube or shiny glass

Disable Device or Knowledge Engineering to solve. Perception check to notice something as you "move" the colors around trying to solve the puzzle.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

When I originally built this guy, he was a trapfinder/disabler but then a rogue was added to the party, so I removed that stuff. I've got nothing for this, and at best I hope we have someone with knowledge engineering. I've got nothing.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Teclis steps up to have a look.. Casting Heroism, Heightened Awareness, Detect Magic, Indentify and using mythic points Aram Zey's Trap Ward, Aram Zey's Focus.

Know Engin: 1d20 + 16 ⇒ (16) + 16 = 32

Perc: 1d20 + 11 + 3 ⇒ (6) + 11 + 3 = 20

Spellcraft on Aura's: 1d20 + 20 ⇒ (17) + 20 = 37
Indentify: 1d20 + 22 + 10 ⇒ (6) + 22 + 10 = 38

He also has access to 4th level and below divinations if any would be useful..


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

perception: 1d20 + 14 ⇒ (7) + 14 = 21


Teclis casts detect magic, and senses two distinct strong auras on the multi-colored cube: abjuration and conjuration. He focuses on the schools, trying to decipher what spells are actually Banishment and Ice Crystal Teleport. Teclis cast a few protective spells before he actually handles the box.

Teclis looks at the box, and remembers a similar brain teaser back home. It wasn't to this scale, but the concept was similar enough. He fiddled with the box, moving the parts around, matching the blue squares and the green sqaures on the same face,


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe looks tough


Teclis, do you still want to open the box, since you know what magic protects the box


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Just so im clear here.. He's figured out how to open it, but realizes it is trapped with these spells right?


Yes


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Alrighty then.. Well it's trapped with a Ice Crystal Teleport and a Banishment. I'm not worried about the banishment, but the teleport could take you somewhere nasty with no way of getting out.. Im not sure how to handle this because I cannot disarm the trap. I suppose I can try to dispel the magical effects for a bit I guess.. Thoughts?"


Teclis, I presume you put that question towards Balthe and Nils?


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"That's as good an idea as any. I'm no use with traps. "


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Well them or Ezo.

Teclis sets the box down and summons up his arcane might, putting a little extra into it.. Burning a MP to cast Dispel Magic, using surge as well.. He rolls twice via Eldritch Breach

Dispel Check: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (1) = 28
Dispel Check: 1d20 + 9 + 1d6 ⇒ (4) + 9 + (4) = 17

The will dispel up to caster level 17..


Teclis stares at the box, and casts dispel magic. He feels that he was able to disable the traps of the puzzle box, even if only temporarily so. He carefully opens the box, and is quite relieved when he isn't stuck in black of ice teleporting to who knows where.

Inside the puzzle box, he finds two things; a longsword, and a key. Well rather, it is part of a key.

I know what you all are thinking; why the hell is there a sword in a trapped box, as well as part of a key?

The three of you look around, and see not a single soul other than Ezo. And the tone of the voice, is not like that of Ezo.

Down here, inside the box. The sword to be precise young man. I am intelligent, and have been around for hundred of years. My name is Elgin, and I have but a single purpose.

The sword lets all of it sink in for a bit, and then continues.

So, who are you, and how did you come to find me


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Do you want the quick version or the complicated version?"


Well, I have all the time in the world, it is you who have the lifespan to worry about. Whichever is fine by me


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Well we got shipwrecked on this island that turns out to be part of ancient Azlant. There we found a bunch of odd stones which when combined got us through a portal to meet some odd mystic sort. They said they needed to send us into the past to save the world. Then we ended up in Osirion and the Trine sent us to meet this Ezo fellow and get him to join the club. He told us to open this box. That seems like a fair summary. "


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe grunts, nodding his head in agreement. not much for talking is bathe


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

If Nils is to be our ambassador, we're in trouble. Then again, you do like fighting.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Well Teclis has a high self image and feels most everyone else is beneath him so he's not a very good talker either lol..

Teclis goes wide eyed at the sentient sword.. "While I have heard of such things, I have never seen one in person. I am Teclis, Mage of the the White Tower, well met Elgin. Now that you have heard our story do you care to tell us yours? What is your single purpose? And what is that partial key for?"


Hmmm, the sword seems like it is pondering after hearing your tale as well as trying to find an easy way to explain his own purpose.

The easiest way I can describe my purpose is to ensure that a great evil is Rovagug to stay in eternal slumber. Whether you believe me is up to you


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Ok so whats the key for?"


The key...ah yes the key. If you collect all four parts, you will have access to a great treasure to be able to combat whatever evil wants to rear its ugly head upon Golarion.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Why is everything in parts? Balthe shakes his head Stupid ancients


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Somehow I'm not surprised. Do you have any inkling where we find the other parts? Also, where does the key actually fit?"


Everything is in parts as a means to ensure safety. Just because it can be used against evil, doesn't mean the same evil wouldn't want to destroy it. As far as the other parts of the key, and the location of the vault. I know where there is another part of the key, but I am unsure of the location of the vault. I would presume if you find more or all of the key, you may learn the location of the vault. The mage, had a knack of puzzles and games, so I blame her for the puzzles this represents.

Elgin, takes a moment to let you ponder what he has expressed, and begins again.

Find the other pieces, and you shall be able to defeat whatever evil you were sent to guard against. Another section of the key is located somewhere in the Mana Wastes. This section of the key, should act as a "compass" of sorts to aid you in finding the section hidden there.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Oh great. The Manna Wastes. That's a hell of a vacation spot. "

and to the sword "I imagine someone is supposed to wield you? I don't really want to be your puppet if that's how this works. I've heard about talking swords. "


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Ok so we have a new path set before us. Ezo, we have completed your task so you will join us yes?"


Ezo, stands there in awa with his mouth hanging open. Once he is addressed, he quickly shuts it, then takes a gulp in trying to process everything.

Uh..uh...yea, sure. said if you could open it, so. He looks to the three of you, tell The Trine, I will jloin them, but I cannot leave my shop you see. Come back every now and then, I may have some interesting new things that may interest you on your battle to save the world.

With that, Ezo leaves the side shop you are in, and goes back to his job.

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