GM Levi's Eberron PbP - For King and Country

Game Master Levis


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HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I know where we are and Vorik I think you do to. I thought so when he mentioned the mist earlier. Now I am sure. I don't know if Levi considers them to be common knowledge though so I won't say anything.


Male Human Game Master 10
Vorik Kessler wrote:

I have a sneaking suspicion I know where we are, and if I'm right, I HATE you Levi, lol

Oh, the joys of being a DM ;) -- On that note, I'm running into work to close the bar, and will be back around 11:00pm!


Male Human Game Master 10

To seasoned adventurers such as yourselves, I believe you would know. As would the crew of the ship.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic's white eyes sweep over the bleak, grey, misty landscape as he drops his quarterstaff. He wears a smirk as he fishes a wand from his backpack, "Guys, I've a feeling we're not in Karnath anymore." Then he begins to wrack his brains for any information he might have run across of this place in his travels and studies. Knowledge: Arcana 1d20 + 10 ⇒ (11) + 10 = 21.


Male Human Game Master 10

Nic's mind brings up images of a day, not so long ago, when he stood in Flamekeep, and heard news of the gray mist flooding out of Cyre. Praise be, the mists stopped at the river, but the fear of what happened that day still pricked his heart. Nic recalls that the mysterious lingering magical effects make what once was Cyre hazardous and unpredictable. The Day of Mourning itself twisted the land -- giving rise to living spells and mutated monsters. Today, only the insane and brave venture into the mist shrouded country.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Are we just having a slow posting day? Or are people waiting for me to relay that information out loud?


Male Weremonkey Rogue/Ranger/Trickster

"Obviously not, if what that mist is is what I think it is, we're in the Mournlands. Which does not bode well for us"

I haven't chosen what spell to prepare for the day as I wasn't sure if we got a night's rest or not since we leveled.


Male Human Game Master 10

Choose your spells, and all, say that you were rested.


Male Elf Rogue (Poisoner) Lvl 4

Sighing softly, Darius takes a seat on the ground, looking around in a dejected manner. "Cyre... Lovely!" Grinding his teeth softly, he absentmindedly begins to twirl a dagger between his fingers. "Bah! We need to get the hells out of here. Oh Ha-bloody-Ha! You Six think you are so funny. Well curse you all!" Grimacing acidly, Darius glares upwards.


Male Human Game Master 10

"We cannot be here!" whispers Ria.

"And where exactly is here?" asks Kaius, "I do not remember such a place in my studies at Rekkenmark..."

The crackling of the burning ship, pops through the silence.

I owe you an action shot - so here it is: The ship coming down in the Mournland. Sorry for the delay. Obsidian Portal isn't working and they have great customer service.


Male Human Game Master 10

The captain pulls out a compass. Using it she attempt to locate the direction of north, but to no avail. The needle spins randomly, it's functionality ruined by the strange forces of the warped land.


Male Elf Rogue (Poisoner) Lvl 4

Pushing to his feet, Darius stares around slowly. "We need to find shelter for a little. Get our bearings and what not. What say you lady and gents? Stand here or move for shelter?"


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison
GM Levi wrote:


"And where exactly is here?" asks Kaius, "I do not remember such a place in my studies at Rekkenmark..."

The crackling of the burning ship, pops through the silence.

I owe you an action shot - so here it is: The ship coming down in the Mournland. Sorry for the delay. Obsidian Portal isn't working and they have great customer service.

"It seems you have a history lesson that needs to be taught since they did not keep you informed when you were in prison. I can only give you the basics. During the last war Cyre, now known as the Mournland, basically exploded due to some magical mayhem. Now strange monsters among other things make this place very dangerous. Oh, and there is no healing unless you have a druid in your group." This grey mist covers what was once Cyre."


Male Human Game Master 10

"You mean to tell me that this,"Kaius says, gesturing to the bleak landscape around him, "is Cyre?"


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic grunts as the question, "The corpse of it, yah. And Bones is right... a defensible and secluded camp would be smart. Captain, did you have any supplies we can salvage from the ship? Food and water are going to get real important."


Male Human Game Master 10

"I doubt that much of it is salvagable, but we can look. Keep an eye out for the elemental. Til can possibly make us food if we are very desperate."


Male Human Acolyte

Levi, is there any way for me to know that my Lay on Hands would work in the Mournlands? also, we need a ruling on Channel Energy, which is a PF creation, and thus not included in the abilities that work in the Mournland in Five Nations.

"I say we go and investigate the airship, if we can possibly salvage even just some material to build a temporary shelter till we figure out what to do, that would be a huge plus."


Male Human Game Master 10

Channel energy (positive) does not work in the Mournland. Channeling energy (negative) also fails to work. This shows the absence of the divine from the carcass that was Cyre. You may know this with an successful DC 20 Knowledge (Religion) or Survival check.


Male Human Acolyte
GM Levi wrote:
Channel energy (positive) does not work in the Mournland. Channeling energy (negative) also fails to work. This shows the absence of the divine from the carcass that was Cyre. You may know this with an successful DC 20 Knowledge (Religion) or Survival check.

By that logic, neither should Lay on Hands, yet it does according to page 82 of Five Nations. Not looking to argue, just curious why one divine ability works while another doesn't


Male Human Game Master 10
Vorik Kessler wrote:
GM Levi wrote:
Channel energy (positive) does not work in the Mournland. Channeling energy (negative) also fails to work. This shows the absence of the divine from the carcass that was Cyre. You may know this with an successful DC 20 Knowledge (Religion) or Survival check.
By that logic, neither should Lay on Hands, yet it does according to page 82 of Five Nations. Not looking to argue, just curious why one divine ability works while another doesn't

Ah, yeah. I see that now. Ill have to figure it out. There should be some penalty, but I'm not sure as to what that should be. Maybe only 50% as effective?


Male Human Acolyte

I'm not sure a penalty is necessary, after all, we already suffer from not being able to cast any healing spells. However, any divine character still gains access to their normal divine powers, such as other spells, domain powers, etc. But if you feel a penalty is needed, I say it heals one less die. so for me, right now, i'd heal 1d6 as opposed to 2d6. As I said though, I personally feel a penalty is not needed.


Male Human Game Master 10

It's a source of healing that wasn't around when the setting was written. Therefore, it should be penalized. Otherwise, taking a cleric or paladin into the Mournland would be obvious, and defeat the flavor of only having druids being able to heal. Channeling is basically a free heal. For purposes of healing, we will say it is half as effective, but for damaging undead it still works the same.

After a few moments in silence, you all begin to make your way to the wreckage of the ship. The captain has tears in her eyes as she gazes at her "life". Much of the ship is still on fire, but there are parts that may be salvageable. Perception checks, and whatever else is prudent.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Bones starts to look around for any immediate danger or noticeable land marks.
Perception check: 1d20 + 6 ⇒ (1) + 6 = 7


Male Human Game Master 10
Garish "Bones" Boulderdash wrote:

Bones starts to look around for any immediate danger or noticeable land marks.

Perception check: 1d20+6

Unfortunately, Bones misses any land marks he may have the ability to see.


Male Human Acolyte

Vorik sweeps his gaze of the landscape, wary of any threats. 1d20 ⇒ 11 Perception check, activating Detect Evil, also preparing, but not yet casting Protection From Evil


Male Human Game Master 10
Vorik Kessler wrote:
Vorik sweeps his gaze of the landscape, wary of any threats. 1d20 Perception check, activating Detect Evil, also preparing, but not yet casting Protection From Evil

Vorik doesn't notice anything amiss. (Round 1) Vorik does sense the presence of evil.


Male Elf Rogue (Poisoner) Lvl 4

Perception-1d20 + 7 ⇒ (2) + 7 = 9

Darius moves over to the ship and begins working on getting inside, hoping to salvage some of the supplies before it all goes up.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

And he's joined by Nic, white eyes alert for threats as well as anything that could prove useful. Perception 1d20 ⇒ 5. Yep.. we are just killin' these perception rolls.

"So, if a compass won't work, how do we tell which way to go? Or where in this flame-forsaken country we are."


Male Elf Rogue (Poisoner) Lvl 4

"Isn't it obvious?" the Elf grinned, turning to look at the Changeling. "We don't. We have to trust our guts now. We need to get as much food and water as we can out of this wreck, arm the crew and move. We need to stay mobile if we want to get out of here. There isn't anyone going to come save our ass!"

Laughing softly, Darius pushes his way in to the wreck.

'We have to be quick...'


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"Good idea Darius."
Bones then begins to search for anything useful from the ship
Perception check: 1d20 + 6 ⇒ (8) + 6 = 14


Male Human Acolyte

"Guys, be careful. I sense evil nearby." Vorik warns. He concentrates harder, looking to pinpoint the source(s) of evil.


Male Human Game Master 10

"This whole forsaken country is evil ..." muttered Ria as you begin to make your way towards the ship, braced and ready for anything.

Til looks around, nervous, and rubbing his dragonmark.


Male Elf Rogue (Poisoner) Lvl 4

"Evil? Heh! Yeah. This place is evil. Closest thing to pure evil you can find in the Mortal Realm. Lets just get this over with and try to salvage what we can. Best to get moving before Gods knows what hits us!" Pushing in to the wreckage, Darius looks around, casting his gaze for what they need.

Perception-1d20 + 7 ⇒ (7) + 7 = 14


Male Human Game Master 10

As Darius and the captain begin to sift through the burning wreckage, carefully avoiding any burning wood, or molten metal, they find a number of pieces of timber that may be able to provide them shelter. Three jars of pickled herring survive from the kitchen, along with a singed blanket from a cabin.

Kaius still stands in shock, moisture appearing in the corner of his eyes, and confusion on his face.

"I doubt that pickled herring is our ideal meal." Til states, as his dragonmark begins to glow with a faint blue light, "It's not enough for all of us, but we can share."

The meal he conjures feeds three people, and including the crew there are around 11 of you.

Feeling like we lost our druid, it's been over a week...


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

He hasn't posted in the star wars game he's running in longer than that time, either. Hmmm.


Male Human Game Master 10
Nic. wrote:
He hasn't posted in the star wars game he's running in longer than that time, either. Hmmm.

"I suggest that we make a shelter, and hunker down for the night. We can watch in 1/2 hour intervals, as there are so many of us. Does anyone know how to make a proper shelter? In the morning we can watch for the sun to rise, and determine our location. Karrnath is to the north." states Ria.

Despite the dire situation Til laughs, "I feel like we are warforged, heading to Breland from Thrane!"

Kaius volunteers himself to help build the shelter with another party member (Volunteers?), as he has some knowledge from his military background.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Bones volunteers and says "1 hour shifts with a 30 minute overlap are better since that gives the oncoming crew time to get over the groggy feeling of just waking up. There are enough people to make sure everyone gets a good rest, assuming we don't get any visitors of course."


Male Elf Rogue (Poisoner) Lvl 4

"I agree with Bones!" Nodding softly, Darius stands and stretches. "I'll go scout the perimeter and see what I can find!" Walking off in to the slowly advancing Darkness, Darius loosens his sword, ready for anything.


Male Human Acolyte

GM:
I sense nothing beyond the presence of evil?

Vorik also assists Kaius with the makeshift shelter. After a couple of minutes of silence he says "My family and the nobility of Karrnath have apparently been linked for centuries, yet I just learned of their importance. Were you close to any my family?"


Male Human Game Master 10

The aura of evil is a dim aura, or a lingering aura.

"I personally was not close to any of them, as they were slowly dettached from our dealings after my grandfather aligned our family with the Blood of Vol. My aunt, Moranna, made efforts to bring them back into the fold after Kaius II officially banned the cult, but I did not have any dealing with them directly."

Each of you regain hit point, spells, and such as if you have rested for eight hours over the rest of the night/early morning. The sun begins to rise over the land of mist, filling the horizon with bizarrely twisted shapes that seem to move and claw towards the sky. It was a quiet night, and the chaos of the ship's crash must have spooked off any monsters.

The sun rises from the east, and from there you are able to discern north. Til offers each of you pickled herring, and what water was salvaged from the wreck.

What do you do now?


Male Elf Rogue (Poisoner) Lvl 4

Taking the herring and some Water, Darius downs both before setting about readying his equipment. Sliding the vial of poison and dagger up his sleeves, he sets about placing the darts and blowgun in easy reach, before slinging the Quiver on to his back and adding the Shortbow. Unsheathing his sword, he hones the edge with a whetstone, borrowed from the crew, for a time, before sliding it back in to its sheath. He stands.

"Best we make the best of this light and get the hells out of here. By the Dark Six this place makes me anxious!" Pausing for a second, to allow everyone to get ready, he turns North, before setting off. If they didn't follow he was in trouble. If they did... There was still going to be trouble! 'Screwed if we do, screwed if we don't!'


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Do we even know which way north is?


Male Elf Rogue (Poisoner) Lvl 4

Yup. Levi said as much in the post above my last one there. Hopefully the sun does not rise in a different direction in the Mournland, by some trick of evilness! Haha


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"North sounds good to me."


Male Human Game Master 10

You and your companions head into the mist, north, hoping to make it to Karrnath. With no way to tell exactly where you are, you may be doomed to wander the ruins of the Mournland forever.

(I'm going to see if our other players post by tomorrow, if not I have some back-ups already lined up!)


Male Human Acolyte

Vorik nods "North makes sense, I would still like to make it to my ancestral home. Just wish we had crashed in a bit more hospitable land." He girds his armor, straps on his shield and checks to make sure his sword is loose in it's sheath. "By the Nine, Six and One, we will make it out of this land, and I will see my sister again, this I swear!"


Male Human Acolyte

Knock, knock, anybody home??


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I was out of town for about a day. Sorry about that


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic shrugs at the suggested direction, "Gonna have to rely on you guys on this one. I mean, I guess as long as we're either headed north or west we'll be fine, right?" He takes a few steps before frowning, "Well... as fine as anyone shipwrecked in the Mourland..."

Other than that he keeps following the others, happy to find a spot in the middle of the pack. No sense in being the first one attacked by some freaked out monster-thingy.

The stress of the hike is obvious on the thin changeling... and not only on the knee he busted in the ship-wreck. He quickly becomes out of breath, struggling to keep up but never complaining.

He even tries to boost morale a bit after a while, spinning a silly and unlikely tale (that he swears is true.. honest!) to the ship's crew about a one-legged prostitute, a warforged priest, and a talenta halfling.

Diplomacy (or maybe perform: comedy?) to boost morale (again, using the trait to boost a non-trained skill) 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13.


Male Human Game Master 10

Nic's tale draws a smile out of the crew and his companions, and the mood is lightened, despite their struggle.

You continue to move north, eyeing for monsters and ghosts, but finding none. Suddenly, you come across a valley. The mist is not here, and instead you see a small cluster of green trees. The area appears safe, but it is hard to tell. Laying under a tree, in heavily damaged, but bright armor, lies a man.

What do you do?

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