Human (Kellid) He/Him
Will: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 vs DC 23 Yambul's eyes begin to glaze, but he digs deeply into himself and tries again to resist (improved iron will). Will: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 vs DC 23 He throws off her shackles! "You shall not have me! My honor and will resides with the Zzvkith!" ...more to come.
Roll20 Map - Tracking Sheet
Level Up! I do believe you should now be level 3. Please note the things that have changed or been added, and put it all in a spoiler so those who don't want to know your build can remain in the dark. For those of you with character sheets off site, please send me your updated sheets for reference if applicable. Thanks. You gain all of your new abilities right away, including new spells and the like. Normally, you do not regain what you’ve already used/cast for today. However, the blessings of Desna are upon you and you may refresh your abilities as if you had rested a day.
Male Halfling Hunter 7 | AC: 21 tch 14 flat 19 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm
Tucci, not being very good at telling stories (he tends to jump to the end in his excitement) tries instead to sell plunder and tries to obtain a few crew members during the week. Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6 vs DC 20 for no crew
Profession Merchant: 1d20 + 8 ⇒ (11) + 8 = 19
There are 15 more plunder to be unloaded if anyone else wants to try. I’m putting plunder cash into our ship improvement/purchase fund unless folks want to do something different. Party Divvy!
Tucci approaches his captain as he doles out the wealth. ”Say, Veronica, could you make something for me? I want a Runestone of Power (2nd) (8,000gp) to give to Eric. I’ll get heroism like you guys, and he’ll get a little spell flexibility. Seems a fair trade - if you can make it for me.” He gives her the 4kgp if she agrees to the commission. Additionally he’ll buy a few things from the locals if he can.
Mithral Breastplate (+6 AC, +5 maxdex, -1 ACP) (4,200gp) Rod of Extend Lesser (3,000gp) Aegis of Recovery (1,500gp) Total spent, 14,150gp, net income 1,898gp
Human (Kellid) He/Him
When Zzvkgrogk stops the smoking, Yambul is glad. ”Thank you my friend, that is much improved! I wonder if we can turn it on again on our return, but without the belching smoke. Seems like Xoud might have done that on purpose for his own experiments.” Either way, he’s glad they’re leaving the region better than they found it. Better by far! He helps bury Anada, doing the bulk of the digging, if Chaance approves, as he is the heavy lifter in the party. And it’s a righteous thing to do as well. He feels good about it. GM Rutseg wrote: With a sense of solemn purpose, Longdreamer turns then to Yambul and fixes her gaze upon him, her eyes shining with ancient wisdom, her voice resounding in your brains "Child of the Fallen Stars, bearer of the bloodline; as you journey forth, remember this: the legacy of your forebears guides your steps. Seek out the truth that lies hidden in the heart of Numeria, for it is there that you will find the answers you seek." Child of the Fallen Stars wonders Yambul, for her statement to him sounds rather more impressive than he feels he himself to be. None the less, he’s often confused, and rolls with it, thanking her profusely for the ride back to town, and for her statement, ”Thank you, thank you! You are too kind, and wise beyond your appearance - which is saying something!” He chuckles to himself. He listens to Rüha’s admission, and considers Chaance. He looks at Zzvkgrogk too. What an odd bunch of folks we are. Only Rhoreen and I seem in any way ‘normal’. He studies Rhoreen a moment, wondering if in fact he’s the only normal one here. He shrugs, not caring - for these are his friends and allies and together they will do great things for the people. Chaance wrote: Chaance turns to the Zzvkith, en toto. "For our journey into the Scar of the Spider, are we returning to our land transport, or are we petitioning Longdreamer for assistance?" ”We have much to sell.” Yambul begins slowly… Please check the treasure sheet. There are MANY things I’m making assumptions about, and I would very much like people to take what they want. Rüha, you should consider taking the +2 EMP pistol and we can sell your old one. ”Iadenveigh won’t buy our tech, and I fear we have too much for the nearby cities as well. We should take our bikes and make our way slowly so we can shop on the way.” GM Rutseg, what’s the sell limit of Iadenveigh again? We’ll sell a few things here, but I remember they won’t buy tech, and their economy can’t manage much.
Human (Kellid) He/Him
Status:
HP: 101/103 AC: 25 (t14, f22) (included: shield) Hero Points: 2
Weapon Equipped = Chainsaw (60m) Conditions = -1 con drain, low radiation, Heroism (165m), Shield (+4ac, 7m) Chainsaw: Att: 9/4 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 4/10 Falchion: Att: 9/4 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine Chef’s knife: Att: 9/4 BAB +1 MW +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) Crit: 19-20x2 DR: none Rng: 10’ Studied: (wormy) (mv|sw|im; +2 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival) Improved Iron Will (1/1d, reroll will save) Spell (0/1d, st, Shield, cl7) Spell Like (1/1d, st, Prestidigitation, cl1) - - - Yambul laughs as he remains hasted and wormy is frustrated. ”Get used to disappointment worm!” He swings repeatedly, trying to whittle down the images for himself - and others.
Chainsaw: 1d20 + 8 + 5 ⇒ (17) + 8 + 5 = 30 (hero, studied, haste) Blur: 1d100 ⇒ 71
Hasted Chainsaw: 1d20 + 16 + 5 ⇒ (4) + 16 + 5 = 25 (hero, studied, haste) Blur: 1d100 ⇒ 57
Roll20 Map - Tracking Sheet
Mukluk ignores the goblin and starts moving to the front of the caravan. Kisaiya moves up on a goblin. Rory, ignoring the huge ogre right next to him, stabs the goblin successfully though Storm misses. Durgan moves up a bit and clobbers the goblin in his way - who drops like a stone. Ameiko descends the wagon drawing her rapier and swats at a goblin. Shalelu draws her bow and starts hunting goblins with a smile on her face, skewering one. AoO Purple on Mukluk: 1d20 + 2 ⇒ (5) + 2 = 7 Damage: 1d4 ⇒ 2 Ameiko Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22
Shalelu on Pink: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 damage: 1d8 + 1 + 3 ⇒ (4) + 1 + 3 = 8
Blue attacks the horses. Purple attacks Kisaiya, fiercome as she is.
Orange rushes Rory yelling, ”Flank! I’m in flank!” though he’s not.
Red closes with Durgan and attacks him, nicking him to the glee of the goblin.
The ogre clobbers Storm before turning to Durgan. "Funny doggie."
- Round 2 -
• Next up - everyone.
Roll20 Map - Tracking Sheet
That's a very good idea. I was thinking of a crafting wagon of some sort, but the idea hadn't 'gelled' yet. So I spent some time thinking on it. :) I'm imagining a wooden wagon, with wooden walls and a roof much like the armored or prison wagons in that they're reinforced. You can have a small charcoal fired forge within, a few small tables for projects. Throw a Traveler's Any Tool (link) in there and you'll have a masterwork crafting area for say 3 projects at a time if you cram in, though 2 is more comfortable. Let's call it 3,000gp, holds 4 travelers and 3 cargo, consumption 2. I do recommend this eventually. As Durgan says, it doesn't matter now, but it'll really help later I think.
Human (Kellid) He/Him
Status:
HP: 64/94 AC: 21 (t14, f18) Hero Points: 3
Weapon Equipped = Chainsaw (59m) Conditions = -1 con drain, low radiation, Heroism (165m) Chainsaw: Att: 9/4 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 5/10 Falchion: Att: 9/4 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine Chef’s knife: Att: 9/4 BAB +1 MW +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) Crit: 19-20x2 DR: none Rng: 10’ Studied: (Xoud, robot) (mv|sw|im; +2 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival) Improved Iron Will (1/1d, reroll will save) Spell (1/1d, st, Shield, cl7) Spell Like (1/1d, st, Prestidigitation, cl1) - - - Fort: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 (heroism) vs DC 19 for 0 con dam Yambul is stoked, stoked I say! that the fog has dissipated. He takes further advantage of the creature’s blindness to whomp it twice, before 5’ stepping away from the blind robot. Chainsaw: 1d20 + 16 + 6 ⇒ (15) + 16 + 6 = 37 (hero, studied, advice)
Chainsaw: 1d20 + 8 + 6 ⇒ (1) + 8 + 6 = 15 (hero, studied, advice)
Yambul comes in hard on the first strike - as usual, and nearly lops off his own toes on the backswing as he steps away.
Roll20 Map - Tracking Sheet
Mukluk Muletender wrote: "I could use the money and the work, however. But me and Moose are a package deal. I'll have to clear it with him in any case." ”Moose is certainly invited to come along, and may even have a job if he wants one.” Durgan Far-Walker wrote: If that sounds agreeable, I would join you. I would follow Ameiko as a leader, or join in a partnership of equals.”[/b] ”You are a precise one! That will be helpful at times I am sure. Don’t want to run out of food for example.” She thinks, and replies, ”I had thought more a partnership of equals, between us - though there will be others in our employ, and a few hangers on.” Durgan Far-Walker wrote: I've been in parties of the "orchestra" style and of the "jazz ensemble" style. Either can work. [ooc]I’m fine however you lot want to handle it, as long as Ameiko isn’t in charge. :) Durgan Far-Walker wrote: How would crafting work if there are few shops? Where would we buy materials?[/ooc] There will be opportunities to buy materials at a series of jumping off points (like this one), so that shouldn’t be too hard to obtain. But finished goods are harder to get - especially the powerful magics high level parties tend to accumulate. I’ll be lax on selling - I won’t limit you to the purchasing power of the communities you travel through - because that’ll just get painful to track. But buying magics will be harder as you travel. Ameiko may take some crafting to fill a gap or two, but I’d rather the bulk of the crafting come from within the party if possible. Rory Cornelius wrote: Smiling, he wipes some of the desert from his mouth with his sleeve, "I'd love to join a group going north, see the world and all that." He nods towards Ameiko, "I can follow orders, or take votes." As he speaks he lifts the porkchop bone off his plate and slips it to the wolf, smiling, "Though Storm tends to like to do his own thing." Ameiko grins, ”Storm is most welcome.” Kisaiya Shiraishi wrote: Kisaiya beams at Ameiko's offer. That she would have an opportunity to go out on an adventure and stay at her side is everything she could ever want in the world. "I am so deeply and thoroughly honored that you would offer me this chance, Ame." She takes a deep breath, trying to keep her composure and avoid too much overt emotion. "When do we leave?" Ameiko smiles at Kisaiya, and avoids platitudes. Instead she answers her question, ”Oh, I imagine it’ll take a few days to sort out our affairs. At least.” ”As adventurers, let us share out the wealth from your last haul shall we? I would like to claim the jewelry, but against my share of course. Family heirlooms - you understand. And I know someone in Magnimar who will buy the Whispering Shrike at a fair price and treat it with the respect such a fine weapon deserves, unless any of you would weld it?” (She’s also going to keep the jade and cherry wood chest, but again as part of her share.) ”Now, we shall also need transportation and supplies. In anticipation of your acceptance, I’ve hired Sandru Vhiski’s caravan to take us north. It’s a two or three week journey to Brinewall, and there are others with their own itch who have offered to follow along as well.” Koya Mvashti, whom many of you know as an elderly Varisian fortune teller here in town wishes to make a grand journey before she dies ”…a withered old crone” - by her own admission, laughingly told. She may be old, but she’s spry. Also, an elf, known to some of you, Shalelu Andosana. She is a skilled goblin hunter in her own right, and she is joining you to Brinewall - a region she considers far north of her usual haunts. ”But only we five are in the company. The others will need to be paid. And between us, Sandru is a fine trader, and a decent man behind horse or mule, but he’s not good at planning. Would you, please, take that over from him? We’ll need provisions for 21 days, but we’ll be able to supply in a few towns along the way also. And do a little trade with luck. But otherwise, get what you think we might need.” She puts a pouch of gold and jewels on the table for outfitting the caravan. It contains 2,000gp in wealth for caravan preparation. Note: caravan funds go on the second tab of the tracking sheet where group things are usually tracked. These funds do not count against Wealth By Level and are just for the caravan. Also, provision are consumed per week, instead of per day so we’re not just buying food all the time. Lastly, we will not be doing wagon combat. Please check the treasure sheet for anything in the ‘To Sell’ column you might want and I’ll do a divvy.
Roll20 Map - Tracking Sheet
Generally speaking, the goal here is to not pin healing on the cleric so the cleric can be whatever sort of character they want to be. However, here we have a cleric who wishes to heal. I’ve played those - they can be much fun. Let's embrace that. That means you won’t need many, if any, more wands of CLW. No need to set aside even a half share, quite a large sum of money, toward something you may not ever need again. It is something we should avoid. I’d rather proceed with the cleric doing what clerics do well, and not worry about separate tracking for a healing budget that my not be needed. After all, you’ll also get potions, as you just did, scrolls, and other odds and ends from the AP - which may be enough to fill any gaps that may occur. If the party feels they need something in the future we can discuss it then. If the party wants to do shares in the future we can cover that then too. We're not talking about a lot of gold over time since there's a healer in the party, so I'm even fine covering the cost by GM fiat so as to avoid any problems. I even have a way in game of doing so (Ameiko), so it's all seamless. Now as far as feeling like healing is a bit of a jaded concept, well, it is a bit I admit. Not sure if there is a solution for that. Adventurers get hurt. A lot. And so there’s a lot of healing that takes place. Hard for it not to feel a little commonplace. That said, it’s true - this sort of healing is still somewhat miraculous. I'll try to keep that more in mind. My two bits. Happy to make whatever we all decide work.
Roll20 Map - Tracking Sheet
For clarity, a few points that might be helpful as my last post was a little rushed. - Taldaris is believed to be beyond these doors, somewhere inside this complex.
Human (Kellid) He/Him
Yambul, blocked by the wall for the moment, shrugs. "I can likely carve out a passage, but it'll be slow going. Let's try another door." Zzvkgrogk III wrote: "Calliope?! he calls. "Oh where has she gotten off to?" Yambul retraces his steps until he sees Rhoreen getting a hernia. He sighs, revs his chainsaw, and goes to work on the altar. Do you want some rolls? Let me know what if so.
Roll20 Map - Tracking Sheet
I would have sworn I posted this the other day, but I looked behind all the pixels, and it's not there. Sigh... Level Up! I do believe you should now be level 2. Please note the things that have changed or been added, and put it all in a spoiler so those who don't want to know your build can remain in the dark. For those of you with character sheets off site, please send me your updated sheets for reference if applicable. If it's the 'same' sheet, no need, just let me know when you're done updating it so I can give a once over. Thanks. You gain all of your new abilities right away, including new spells and the like. You really leveled up when you deciphered the fan.
Roll20 Map - Tracking Sheet
You head over to the church, where Father Abstalar Zantus has a small roll of wands stuck together with string. He dislodges one of the slender sticks and sells it to you, thanking you for your kind purchase from the cathedral. ”Profits from the sale go to church upkeep.” Party Divvy
Roll20 Map - Tracking Sheet
GM Rolls:
1d20 ⇒ 20 "A map huh?" he frowns and shrugs his shoulders, "I'm not much good with art. I'm better with words. Still, happy to take a look!" He glances at a bowl with a few silver and gold in it already, suggesting a donation to the cause might not be amiss. Without hesitation however, he takes the fan and studies it. He smiles, and takes out a book from a nearby shelf and lays it out. "Look here. This is the Brinestump Marsh. This line of, I don't know what that is, something. That's the Lost Coast Road. This is an explosion of some kind, here, death - a cave I think. This last symbol must surely be a shipwreck. Here" He deciphers your map, and if you show him the map Walthus loaned you, he can point out where things lie. Map updated with three new locations - Fireworks, Shipwreck, and Cave. The cave has a skull and crossbones over an older symbol that's impossible to make out.
Human (Kellid) He/Him
Status:
HP: 94/94 AC: 21 (t14, f18) Hero Points: 3
Weapon Equipped = Chainsaw (60m) Conditions = -1 con drain, low radiation, Heroism (180m) Chainsaw: Att: 9/4 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 6/10 Falchion: Att: 9/4 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine Chef’s knife: Att: 9/4 BAB +1 MW +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) Crit: 19-20x2 DR: none Rng: 10’ Studied: () (mv|sw|im; +2 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival) Improved Iron Will (1/1d, reroll will save) Spell (1/1d, st, Shield, cl7) Spell Like (1/1d, st, Prestidigitation, cl1) - - - ”What a desolate workspace. Not even a picture of something nice.” Yambul doesn’t mind about the wand. He takes out a metal flask of oil of bless weapon and moves to the next door. With something in each hand though, he shrugs and waits for someone else to open it.
Human (Kellid) He/Him
Yambul looks lost in thought, drooling as he sometimes does when thinking hard. GM Rutseg: He thinks back, "Welcome Longdreamer."
"Of course I'll answer your questions! We have already investigated the tower somewhat and are going back inside today. What would you like to know?" He's utterly enthralled, and doesn't yet worry about conflicting interests. That will come later.
Human (Kellid) He/Him
”Oh, hey there!” Yambul calls out as he enters the clearing - or at least becomes visible in the trees. His chainsaw, by now, is put away so his hands are bare and friendly looking. ”We were just looking for a place to camp for the night - and here you are! Do you mind if we share your fire, and your stories?” Diplomacy: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 (heroism) Sigh... way to put your best foot forward there Yambul.
Human (Kellid) He/Him
We’ve got two fresh wands of CLW, plus whatever is left on the one Zzvkgrogk is kindly tracking. And there are more in the pipeline to buy with the loot we’re collecting. We’ll need to go to a larger town to sell stuff though… Yambul hands the goggles to Zzvkgrogk, ”I bet these’ll help with your disarming stuff.” Yambul whistles when they realize what all is here. He stuffs as much as he can in his haversack, but there will still be much left behind. ”We should get one of those bags of holding.” he looks around the room, ”A big one.” What do folks think about buying a big old Bag of Holding (link) for the party with group funds? If you like the idea, how much should we spend? We haven’t had to leave much behind before this, but it is a consideration. Yambul is strong enough to carry the biggest one no trouble. ”Hey!” Yambul blurts out when they find the rod, ”I bet that’s the key to downstairs!” He’s very excited and pleased. He waits patiently though while the others look through the place. Lots to study here - he wonders if they’ll be staying a few days.
Roll20 Map - Tracking Sheet
Elen blocks the critical blow! And then lands a blow of her own. Kamari gets up and menaces the creature. I think picking up your blade might provoke, but maybe it’s in a locked gauntlet… Either way Edelmira is correct about the turn order, but she does manage a blow as well - chipping away at the monster. Muri finishes with three hits on the beast, bringing it down! Major Kort has an action in addition to below’s note. The thrashing of the garbage throughout the room stills. The writhing tentacles fall back into the sludge, inert. Even the general odor of the place seems to lift. A bit. However… Your many perceptive ears hear, in the silence after the battle, a sloshing in the sewers. Something is coming from deeper down. Something large. Perhaps the naga! If you’re relatively quiet, you’ll have 11 rounds of actions before we continue the battle. We’re technically out of initiative, but time is short - pending your actions - and there’s some healing to be done. There are several wands of CLW floating around, but fewer who can use them. What do you do with your minute or so? Oh, the poison still coursing through his veins, Muri, Fort DC 18 or suffer con drain: 1d3 ⇒ 1 (last save). We are out of initiative, but 11 rounds only until the next. Less if you raise a ruckus. (remember Aid: 14 temp hp not noted below)
• Everything is difficult terrain and there’s a fog cutting visibility (20% miss beyond 5’). NOTE: The creature is no longer healing. It was 'fast healing', and stops with death.
Roll20 Map - Tracking Sheet
Oh, no one really looked, but you’d notice a collar on the catoblepas before too long. Detect Magic on the collar:
It wore an elemental earth belt (link).
- - - Major K'Aldrian Kort 1ATD, Ret. wrote: "Ipalt! What happened? Why is that beast here? And that slime?" Kort asks. ”I dunno. There was an earthquake, Then a na-naga. Slimy gruesome thing. It cast a pair of lightning bolts which hit me and Jolmulk in quick succession. The second one knocked me out. He wasn’t so lucky.” You see the Councilor of Graves, still perhaps lightly smoking, not to far from the battle in the long hall. He’s clearly no longer among the celestial host. Kamari wrote: Thought we had one, but tracking sheet shows we sold the only one we've found. Kamari has one potion. Anyone else have ability damage healing? Items of healing are marked as party items, but generally not sold. They are tracked on the second page under party possessions. For example, Major Kort took four scrolls of lesser restoration, from that list early on, and I imagine still has one or two. There’s also a wand which no one has claimed but it is rolling around in the bottom of someone’s haversack - all but forgotten. However… Muri rides to the line and explains his need. The nearest guardian says to bring the wounded to the line. ”Healers!” then goes the cry. From all up and down the line, all manner of Axis-ites carefully break ranks and cluster briefly around you. Spells of healing and restoration are cast, and someone even offers you some chicken soup. Before too many minutes pass, you’re all ship-shape, back to full health, and have that warm glow that comes from chicken soup. You each even get individual Aid spells (+1 morale on attacks and saves vs fear and 1d8 + 10 ⇒ (4) + 10 = 14 temporary hit points for 10 minutes). You may continue your journey.
Character Sheet
Don't you know it's spear and magic helmet (link: 2:15)? Not magic spear and helmet. That's what Baghotir's got going on anyway.
AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14
Tristain and Kyffin put their heads together and try to figure it out. We did a ton of fighting and figured out how to seal the nasties in. We slept. We woke up and cast 5 disintegrations and 5 stone shapes and 2 wall of stones to seal them in. So it's like mid morning more or less. We’re low on some spells, so we don’t want to go to the water yet. However, we're not quite done with this day and time is pressuring us. If that paragraph is true, we'll head to the oraculum (Tristain agrees per OOC conversation). We might only nibble on the fringes and withdraw, but we'll at least know where it is and what we might be up against there. Tomorrow, first thing, we head to the lake and vanquish the old one! I'm sure nothing will go wrong...
Roll20 Map - Tracking Sheet
You can aid another unskilled, but the best you can do is bring them up to a DC 10 as that’s the best you can do yourself. The dwarves already made that DC, so even if you aided successfully you’d have been telling them what they already know. The dwarves eye the bridge. First, they do agree, it’s a bridge. Further, and more importantly, it seems sound to them. A little rough around the edges sure, but someone has been tending it. They feel it’s safe, though perhaps just one person at a time. The bottom bundled rope is wide enough for Storm to make the crossing with care. Rory checks out the waterways nearby. You’re on a slightly elevated portion over the water in this area, so there’s a drop of about 8’ or so to the water below. You’re closer to Sog’s Bay to the west, according to Mukluk, which explains why the water, while still slow moving, is deeper and broader here. You could slide down the embankment (acrobatics DC 10 or fall prone), swim across (swim DC 10, 30’), and climb up the other side (climb DC 20 due to the soil embankment falling away as you try to climb). Or you can try the totally safe rope bridge (acrobatics DC 5 or reflex DC 10 to catch yourself or fall to the water 15’ below for no damage (but now you must swim and climb)).
Human (Kellid) He/Him
Status:
HP: 83/84 AC: 21 (t14, f18) Hero Points: 3
Weapon Equipped = Chainsaw (37m) Conditions = -1 con drain, low radiation, Heroism (56m), inspired Chainsaw: Att: 8/3 BAB +6 Str +1 magic (-3 PA) Dam: +9 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 7/10 Falchion: Att: 8/3 BAB +6 Str +1 MW (-3 PA) Dam: +9 Str (+9 PA) Crit: 18-20x2 DR: adamantine Chef’s knife: Att: 8/3 BAB +1 MW +6 Str / +2 Dex (-3 PA) Dam: +6 Str (+6 PA) Crit: 19-20x2 DR: none Rng: 10’ Studied: (Xoud, robot) (mv|sw|im; +2 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival) Improved Iron Will (1/1d, reroll will save) Spell (0/1d, st, Shield, cl7) Spell Like (1/1d, st, Prestidigitation, cl1) - - - Yambul stays where he is as the various electronic and natural projectiles volley past his nose. He tries for the other leg - and an arm! Chainsaw: 1d20 + 15 + 6 ⇒ (19) + 15 + 6 = 40 (hero, studied, inspire)
Chainsaw: 1d20 + 7 + 6 ⇒ (20) + 7 + 6 = 33 (hero, studied, inspire)
"Rrrroooaaar!"
Human (Kellid) He/Him
Yambul collects the cologne, but dabs a little from one bottle on himself, knowing after all this fighting he must be ripe. He pockets it for later as well. He takes a deep breath, "Nice." He laughs at Rhoreen's suggestion that the ghost would make its home in the toilet. He joins her at the balcony wondering what might lie beyond.
Male Human
Cabaguil can’t believe it’s over. That his group has really done it. It takes a while to sink in, but when it does, he’s quite happy to hang up his staff. He does however, hang it over the door. Just in case. For after all, evil does not rest - even if he does. He stays at the rainbow citadel, of course, and his floating eye can occasionally be seen moving about the place, checking things out so he doesn’t have to. In time, his eye is more and more often seen just over the blossoming yam fields. The mist just rising off the flowers in the morning sun. Such light. He'll remember his promise. Thanks muchly for running this all the way to the end Tyranius. I hate leaving things unfinished - and you did not disappoint! Thank you humbly.
Roll20 Map - Tracking Sheet
The party decides to let Nabil have his fun. And he certainly does! He spends a day marking up his maps, studying the local astral plane, especially the power of the Taldaris constellation. It’s hard not to feel some associated pleasure as Nabil is having so much fun! He even takes out a monocle from somewhere and studies things even more closely. As the day winds down, and he’s running out of time, he looks guiltily at the party, and twists the monocle - extending it to a full telescope! Magical indeed and surprising magic from the little doll. It’s a very beautiful object. He, reluctantly but hopefully, gets back into the secure storage where he can continue to hide from the marut searching for him. You return to Axis without trouble. It’s evening when you return and all seems quiet. You enjoy a very fine dinner and have a few hours if there’s anything you want to do tonight.
Roll20 Map - Tracking Sheet
It's true that Kort has a clue. He agrees with Muri that they could well be referring to Carrius. Remember, Carrius was unraisable when he first died. But somehow reappears decades later. It's not impossible that the hags may have managed some arcane ritual. Exactly how the pieces fit together though you're not yet sure. This is new territory. Probably unique. You would also know that one hag is not much of a risk. It's when hags form covens that they become powerful. Had you done more searching around the citadel at Zimar, you'd likely have encountered her you suspect. You could go back there to hunt for her, but you doubt she's the ringleader. He's also pretty sure, and Nabil can confirm, that Elen is right. Messing about with constellations is risky business. You don't know any rituals for doing so, but you imagine a possible outcome could be ripping a hole in the plane. What's on the other side is anyone's guess. The void? It would be unpleasant. Finally, Muri, as investigators, your word is your bond. If you say it is the way it is, it will be accepted and then verified by a third party (ie, someone else will come up here to confirm your statements). So you shouldn't need to bring anything back. Nabil continues to make notes and measurements, and will likely do so until you stop him. It's pushing suppertime, and you've skipped lunch - though in truth you're not really hungry out here in the astral. Do you return, or give Nabil another day in near rapture?
Character Sheet
Backtracking slightly if that's OK - I forgot something. Baghotir will translate some of his wealth into diamonds. 300gp worth for now, but he makes it clear to the merchants he's on the hunt for more. If he can't get that much, he gets as much as he can for now. Let me know.
AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25
Faolan will work with the others to clear out the tower of hobgoblin scum. Once that is accomplished, he's not unwilling to move in to guard the place. He likes the forest, sure, but this place is huge! So many nooks and crannies to play around with. The interior designer in him drifts to the fore... Great campaign everyone! I had a blast with Faolan. Thank you all for playing to the end. That's a rarity in APs today!
Human (Kellid) He/Him
GM Rutseg, I did some healing (link), so I think I’m only down 6. Yambul looks at the misty creature, ”So a spell or scroll or something will get us past that thing with no harm done? Do we need to come back from town with a scroll or something?” ”Let’s check the open area where the birds came from. Just to see what’s there. Might be some loot in their nests.” Yambul’s stomach gargles, Maybe eggs for lunch, is it time to eat?
Roll20 Map - Tracking Sheet
It has been a few years since a dragon was seen flying - and belching fire! - over the skies of Sandpoint. They’ve been quiet years, except that one day when a blind storm giant wandered in from the wilderness to say hello. He left amicably enough having spoken to some noble or other. Nobles and their strange ways! Though you know each other from being around town and also hanging out together in the Rusty Dragon from time to time, please describe yourself as others might see you - and of course add a little something that a drinking acquaintance might know! At least whether you stick out your pinky when drinking tea. For you may not be close friends, but you do drink together occasionally, especially when the Dragon is busy and tables are shared. I’m not saying you have to like one another, but you’re at least good acquaintances at this point. The Rusty Dragon is in good form tonight, Gozran 1, a Starday. Most folks have tomorrow off work to do their own things. You also are looking forward to the day off - as is half of Sandpoint from the looks of things. Your group manages a table, after too few folk in too large a table are convinced to move on. Ameiko Kaijitsu, seen here ready for a playful duel (image), is the owner and currently best performer on the small stage inside the Dragon. You are all friends of Ameiko’s in various ways, some light, some more in depth. You are all also regulars or employees. At the very least, there’s a mutual respect, and you feel you know one another well. She greets you at your table, ”Welcome to the Rusty Dragon. You are my… second favorite table!” She laughs lightly, but oddly, clearly faking good humor tonight for some reason. ”Kisaiya, come on out and see who’s here!” she calls back to the kitchen. She turns back to you as Kisaiya joins the group. ”What can I get you tonight, the usuals?” Ameiko asks, shortening what is usually a lengthy chat before getting to orders. Perhaps it’s just that she’s busy. Kisaiya: You know the reason Ameiko is in a bad mood is that she had a wagon load of goods stolen by goblins over near the Brinestump Marsh. To some degree, it’s the cost of doing business in the hinterlands, but it’s oh so annoying! ”Damnable goblins!” she swore as she got the news.
- - -
Character Sheet
Baghotir, feeling a little guilty, spends his first week with he guild. He catches up on the work due of him, and begins the process of severing a few projects that he just doesn't have time for anymore. He'll meet with Manistrad Copperlocks, his ally, and call in a favor if he needs to in order to extricate himself from his daily duties. He feels he's an adventurer now, and wants to pursue that a bit in place of his guild work. He worries about what the guild is losing, but reminds himself that he is but a cog in the machine. Another can be fitted in time. Still, he works hard
The second week, he lives his new life to the fullest! He visits every pub in town, no matter how lowly. He's on the prowl for like minded individuals, no matter what they're so-called social caste. He knows you can't tell when the spark of friendship may forge itself - or with whom! After all, the party he's with is a strange group. And they've just gelled. Supporting each other like a good cross-beam. So he carouses for a week, to see who there is in town to meet. I figure he's only looking among the middle classes to start as the wealthy likely won't have anything to do with him, nor will the very poor. He does spend some time with Manistrad Copperlocks however to maintain his alliance with her.
Then, in part to purge the poisons from his system, mind and body, he devotes a week to the church. Obviously he prefers Clangeddin Silverbeard, but if a chapel is not to be found, he'll shop around someone like-minded.
Three weeks comfortable lifestyle -42gp, - 50gp carousing, -5 guild dues = -97gp for the three weeks.
Roll20 Map - Tracking Sheet
Muri opens the floodgates. Qarit, as you may have guessed from his history, is a philosophical warrior. He’s happy to do his duty and crush the opposition (generally those who have illicitly extended their lives - especially undead which is odd considering how he looks), but he prefers a long conversation about the nature of his work. During the discussion he answers Muri’s questions, and follow up questions, in depth, and often with little stories to punctuate his points. He’s a smooth talker (+34 diplomacy!) and intelligent enough to string the facts together in a reasonable way so it’s not just story time at the yasht house. He has, unfortunately, not met Pharasma, and someday he will die a horrible death at the hands of some enemy - or he’ll subside into Axis, becoming one with the plane and expanding it’s power. He remains somewhat reticent about his superiors, saying simply that you’ll have to talk to them about their jobs and motivations. He does not like to speak of others. He does deal with psychopomps on occasion - usually those who have failed in their duty. Someone he has to step in and resolve. After all, they are bureaucrats, not creatures of action. You spend most of the morning here, once you get him going. Kamari wrote: "You said his work was very important to him. Do you know anything about that? Was there a particular cause he was supporting or an adversary he opposed?" ”Oh he could be doing anything at this point. He tended to work rebellions and uprisings - quashing or encouraging depending on the needs of law” He considers and shakes his head, ”I don’t know what he might be working on now.” It’s near lunch on Lamashtu 1, a Moonday, before you’re finished with Qarit. Oh, happy to converse further as well if you have specific questions.
Roll20 Map - Tracking Sheet
Major K'Aldrian Kort 1ATD, Ret. wrote: ”And tell me, was it you who gifted him the three lilies? Or did that happen before or after he met you?” Kort noses in, trying to figure out the when of things. ”Oh, you know the story? I’m afraid it was twisted by time, as many things are. He gave me the lilies. He thought it was very funny, in a poetic sort of way. And it was. But I digress.” ”After Taldaris’s death and arrival in Axis as a petitioner, we reunited and became close friends. We regularly met over the centuries, debated, and shared news - even shared yasht. Oh, since he’s an inevitable he’s been rather more absent, yet we maintain a camaraderie.” ”It has been a few years I guess since our last meeting, not so long a time as it may seem to you mortals. I expect Taldaris is busy on some crusade or other. His work is very important to him. But perhaps you have something other to say about that, judging from your countenance and story so far.” Mallë-o i Otos Elen wrote: "Yes, that he is -- was. But that is just the trouble. We don't know if he has moved onto the afterlife or if he's imprisoned somewhere by some chaotic evilness. I mean -- if he had just moved on -- you'd think it would be easier to contact him if we could find any part of him. Instead -- performing the ritual all that transpired for us was this bizzare vision, and we found ourselves here. Can you please tell us anything you might know about his passing?" ”Oh, I don’t think he’s dead. I’d be surprised. It’s hard to take out an inevitable. Hence the name. Still, it’s not impossible, though it would be a shame.” He tries to piece together what you’ve told him and shrugs, ”I am certainly an ally of Taldaris and so fitting in your vision. That ring won’t get you too far though I suspect. Being metal and stone. Even if he’s had it a while. Here.” He takes off his amulet, a large one - which makes it quite substantial considering his size. He opens the crystal and removes three dried lilies tied together with human hair. ”This will help. It’s Taldaris’s hair. When he had any.” he chuckles at the joke. ”Take this to the security services. They have exceptional diviners. With this, you should learn something useful I’m sure.” He offers you a few wisps of human hair.
Xin-Shalast - Roll20 Map - Tracking Sheet
Every pouch crammed with wealth and glorious magics, yet with heavy hearts, the party makes ready to depart Xin-Shalast. First you talk to the skulks, who are enormously pleased that the evils of this place will be receding rather than increasing. They promise to look for your friend, should he return. For the trip, air walk is slightly faster. You travel most of the night, with heavy cloud cover soaking you to the skin. It’s well after midnight as you begin to close with the Hook Mountains, so you descend for at least a few hours sleep with your good friends the rangers. They embrace you with open arms and give you shelter for what’s left of the night. In the morning of course they won’t let you go without a story or two, so it’s nearly noon before you proceed the rest of the way home… to Sandpoint. The storm giants are rather more interested in staying behind in the mountains, rather than hoofing it to civilization. So they travel north out of the Hook Mountains toward their own home - thanking you for their freedom. Sandpoint is, well, lovely. It’s cold, as you expect from darkest winter, but the snow glistens brightly off the mid afternoon sun, which is out today in force. It’s nearly 4pm when you alight in a convenient alleyway, and re-form, the five, er four, Heroes of Sandpoint with a resolute pig! I thank you all for joining me on this journey around Varisia. I hope it was as much fun for you as it was for me! Please feel free to write a closing scene or two if you wish and remember, you’re now wealthier than the mayor of Magnimar, able to do more or less as you please.
Human (Kellid) He/Him
Yambul watches surprised as Rüha gives away powerful, and expensive, magics to Breezer. He shrugs, but grabs one of his own before they’re all gone. "Huh, they're called farm-a-suiticals huh? Do they come from a specific farm?" When folks are ready, he heads to the next airlock and enters with Rüha. (shall we try the door to the north?)
Human (Kellid) He/Him
Yambul crosses over to the alchemy wing, careful to avoid any red hot magma, and he'll open the door when folks are ready. GM Rutseg wrote: Breezer does hear your words, he hesitates, but still makes it up to the third floor "Do you think everyone else is dead?" "Yeap, I'd guess so. But you're alive, and we didn't expect that either. So I suppose there's hope."
Human (Kellid) He/Him
Yambul shudders. “Nah, whoever that toothbrush belonged to was probably busy with their head down in the sink, and some jerk came along and -- “ he starts making violent knife stabbing motions in the air, “ stabbed them in the back!“ Yambul rolls his eyes. “How cowardly.“ He revs his chainsaw a couple times, "You take 'em from the front!" He then waits for the next door to be opened. "Hey Rüha, can you open the door? If you don't want to though, I certainly can, it's just I keep getting hit when I do that." He grins, wanting to be in front but trying to think strategically as Rüha is much harder to hit.
Xin-Shalast - Roll20 Map - Tracking Sheet
Karzoug SR on Izomandakus: 1d20 + 24 - 5 ⇒ (5) + 24 - 5 = 24 vs DC 25
Izomandakus takes no damage from the conflagration either, but unfortunately Pachemu still suffers... Rastaf I need four meteor saves, DC 32 for the above also. Also the much less damaging chain lighting reflex DC 18. Later...
lol The enormous giant, who you'd think to be immune to such foolery, succumbs nonetheless to the tacky bag of goodies! Later...
Harold blinks his yes, and swears, "Sorry about that mate." He turns to the rune giant with hate in his eyes and grips his blade. Does Seamus still attack? Kast is up!
Xin-Shalast - Roll20 Map - Tracking Sheet
The air thrums with magic, both from the gold sphere, and the heroes that seek to challenge it. Is there anyone not resistant to fire going in out of curiosity? I think you're all covered but let me know. I'll read ahead and see if there's anyone on the other side of the door. Be a minute....
Xin-Shalast - Roll20 Map - Tracking Sheet
Rastaf moves through the first wall of blades to support Valena who feints successfully enabling a lost image and allowing two extra hits for Kast who would have missed more due to the double blade wall blocking his attacks. Seamus minces another giant, leaving the lamia alone. Izomandakus repositions himself on the battlefield (please move on the map) while Pachemu proves to be un-demoralizing at this time. ”Would you stop that you perfect bastard!” she shrills. She points at Kast, and casts Destruction.
Alas, the spell fizzles on her fingers. She then swiftly casts a cure serious wounds on herself to try and stop some of the bleeding.
- Round 4 -
• Everyone is up!
Human (Kellid) He/Him
Status:
HP: 84/84 (-75nl) AC: 21 (t14, f18) Hero Points: 3
Weapon Equipped = Chainsaw (1/60m) Conditions = Heroism Chainsaw: Att: 8/3 BAB +5 Str +1 magic (-3 PA) Dam: +7 Str +1 magic (+9 PA) Crit: 15-20x2 DR: adamantine, magic Charges: 7/10 Falchion: Att: 8/3 BAB +5 Str +1 MW (-3 PA) Dam: +7 Str (+9 PA) Crit: 18-20x2 DR: adamantine Chef’s knife: Att: 8/3 BAB +1 MW +5 Str / +2 Dex (-3 PA) Dam: +5 Str (+6 PA) Crit: 19-20x2 DR: none Rng: 10’ Studied: () (mv|sw|im; +2 att, dam, bluff, disguise, intimidate, knowledge, perception, sense motive, stealth, survival) Improved Iron Will (1/1d, reroll will save) Spell (1/1d, st, Shield, cl7) Spell Like (1/1d, st, Prestidigitation, cl1) Spell Like (1 time, st, Cure Serious Wounds, cl5) - - - Yambul closes the door. |