DM Fang Dragon's Strange Aeons (Inactive)

Game Master FangDragon

Iä! Iä! Pathfinder fhtagn!

That is not dead which can eternal lie,
And with strange aeons even death may die.

Inspiration: Filbert 1, Heinrich 1, Lizzie 1, Momijii 0, Zarine 1, Zandomir 0
Dramatis Personae | Dream sequences | Party Summary | Loot Log |
Voyage to Cassomir Day 47


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Palace of Birdsong| Shards of Oberon map | War for the crown maps

Yeah makes sense, those spoilers are really for the others.


female human monk (scaled fist) 7 | HP 45/71 (N/L 0) | AC 19 , FF 17, TAC 17 | CMB +10, CMD 27 | F +10, R +8, W +4 | Perception +10 | Driven by Guilt 1/1 | Inspiration 1/1 | Stunning Fist (dc 17) 6/7 | Ki Pool 6/7 | Ki Strike: mag/cold iron/silver | Dragon Style +2 saves vs sleep, paralysis, and stun | Draconic Mettle +2 on saves vs fear, sleep, and paralysis |
Ki Powers:
elemental fury (fire), ki metabolism

Momijii could barely move after the beating she took and getting the monstrous beast moved off of her. She had seen Zarine get "killed" and knew the woman was back in the waking world and she very much wanted to go there too. She looked at Lizzie when she spoke and said, "No, I think we're better off leaving for now and coming back when we are all ready again."


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Waking Up:

Concentration: 1d20 + 9 ⇒ (5) + 9 = 14
Concentration: 1d20 + 9 ⇒ (9) + 9 = 18
Concentration: 1d20 + 9 ⇒ (11) + 9 = 20
Concentration: 1d20 + 9 ⇒ (14) + 9 = 23
Concentration: 1d20 + 9 ⇒ (12) + 9 = 21
Concentration: 1d20 + 9 ⇒ (9) + 9 = 18
Concentration: 1d20 + 9 ⇒ (18) + 9 = 27

After Zandomir and Zarine disappear, Agrippa wakes himself.

This cannot be good. Death in the Dreamlands can have....unpleasant side effects.


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

With Agrippa also fading from near her, she nods at Momiji's words, in fact already hoping for that to be their response.

Concentration:

1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (14) + 7 = 21
1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (16) + 7 = 23
1d20 + 7 ⇒ (20) + 7 = 27

In the waking world....

"Which consequences do you mean, plural?"


Palace of Birdsong| Shards of Oberon map | War for the crown maps

One by one Momijii's companions vanished from the dreamlands until she was left alone. The the bizarrely proportioned forest gave her the feel of being a little like an insect or perhaps a tiny pixy. It was not a pleasant feeling for sure, especially when many strange sounds started to echo around the gigantic trees.

Momijii as a non-caster to wake up you need to make a DC 25 check with your character level + Charisma modifier as a bonus. That's a +11 bonus so you should make it relatively easily. You probably don't want to try this but the DC of this check is reduced by 1 for every 2d6 points of damage a
traveler willingly takes to her physical body as part of a full-round action.


female human monk (scaled fist) 7 | HP 45/71 (N/L 0) | AC 19 , FF 17, TAC 17 | CMB +10, CMD 27 | F +10, R +8, W +4 | Perception +10 | Driven by Guilt 1/1 | Inspiration 1/1 | Stunning Fist (dc 17) 6/7 | Ki Pool 6/7 | Ki Strike: mag/cold iron/silver | Dragon Style +2 saves vs sleep, paralysis, and stun | Draconic Mettle +2 on saves vs fear, sleep, and paralysis |
Ki Powers:
elemental fury (fire), ki metabolism

Seeing her friends pop out of the dream realm and into reality once more Momijii focused and began to meditate as she attempted to leave on her own.
Concentration: 1d20 + 11 ⇒ (20) + 11 = 31
Given her background in meditation it was a simple matter to free herself from the dream realm and pop back to reality.

In reality:
Momijii's eyes popped open and she looked at her companions. "It seems we made it back alright, how is Zarine?" She looked at the recently defeated woman with concern and hoped she was alright.


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

If Momijii says that in Eniraz's hearing, she snaps

My name is Eniraz! I'm not that incompetent weakling Zarine. If something is dangerous, *I* kill it. I don't just walk up to it and ask it nicely to go against its evil nature. I don't have her awful taste in clothing either. She's dead, and I hope she stays that way. All that leather, faugh!

Under her breath she adds

Now, maybe if it were horse leather...

Louder, she says

As soon as we dock, I am going hunting. Anyone want to come?

She walks back to the side of the ship, squinting out at the shore and asks

Anyone know when the sun comes up? The bow has a good range; I figure I can kill several horses as we sail by. I just need to be able to see more clearly.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Heal Check: 1d20 + 9 ⇒ (10) + 9 = 19

Recognzing Zarine's condition, Zandomir grimaces. They'll have to handle this... delicately.

"Hi, er, Eniraz," Zan says to the confused bard. "Perhaps we should stay on the ship for a bit? At least till we're certain that Zarine won't try to assert herself? You don't want her embarrassing you or ruining your fashion, right? There's plenty to do on the ship, after all. We can fletch some arrows, discuss our past some, and make plans for when we next venture into the Dreamlands. What do you say?"

DM:
Would there be any villages or cities that have high enough level spellcasters to purchase a Heal or Psychic Surgery spell?


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

DM:

Hey, sorry... I just read back on the original description of the psychotic break and it says I was supposed to angrily deny her existence. So, I am going to try to fix that a little here, but ... I already admitted she *used* to exist, so I'm going to play it that this side knows, but hates her and thinks she is dead, and the Zarine side doesn't know at all. Let me know if you want me to add anything else in to make up for my mistake. :)

Oh, don't worry, she is good and dead. And I am not going to sit passively and end up like her, oh no. Not if I have to kill every horse on earth. They deserve to be exterminated.

I wish the sun would come up. I feel them out there. An evil presence, watching the ship.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Every time the bard speaks, Zandomir grows more worried. He's fairly certain his appearance has also grown more pale. Zarine's condition isn't something they're going to be able to just talk away. More drastic measures will likely be needed.

This may be something that needs to be discussed in the discussion thread, but I'm a bit concerned about the practicality of taking Zarine anywhere with the rest of the group (outside of the Dreamlands). If her condition was related to something more obscure, it would probably be fine, but with something common like horses, we're going to have a hard time docking and getting supplies before we're run off for killing the local horses.

Short of tying Zarine up and leaving her in the boat for such occasions, I'm not sure what else we can do unless we can get access to one of the applicable spells. I'm also not sure what our group funds (or how those even work) look like in this situation. Zarine's condition certainly seems like a group issue and one we should deal with much sooner than later.


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

My character will go ballistic of course, but as a player I have no problem with you tying her up if that is what you choose.


F Halfling | Picture

Zandomir:
You'd need a large town / metropolis for Heal, or a good sized town for Psychic Surgery. The nearest one is your destination, Cassomir. However all is not lost however! There is some forgotten loot here.

Zarine:
No worries this is fine.

A rather sleepy looking Captain Freeling pokes her head around where you are and asks, "I heard raised voices, is everything OK?"

Don't forget the boat is quite small...


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

Lizzie sees Zarine acting totally different, scratching the back of her neck with a finger.

Heal?: 1d20 + 5 ⇒ (20) + 5 = 25
Then it dawns on her, that back in the asylum she overheard a conversation about schizophrenics, and she shows a sad frown.

Oh no....must be a side effect of the dreamlands, after experiencing death at the hooves of that horse demon.

Feign ignorance: 1d20 + 2 ⇒ (1) + 2 = 3

Trying to act like she's oblivious, she tries to tackle Zarine with a hug, expressing her happiness that she's alive, and not comatose.
Gnome!: 1d20 + 8 ⇒ (14) + 8 = 22

"You're alive, the lady be praised."


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Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Hello, Captain. Sorry to wake you. When do you think we will arrive at the next town? I want--

Lizzie interrupts her comments with a hug, which Eniraz accepts gratefully. Finally, someone comforting her and recognizing her worth. It was really hard to be brave all the time like that stupid Zarine. Better to just kill things than to be afraid.

She holds on to the hug for what seems like an awkward amount of time to anyone else, starting to cry and forgetting everything else that she was going to say.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Zandomir smiles at Lizzie and Zarine's exchange, but he still worries for his partner in crime.

Then a thought crosses his mind. They may yet have a solution to this situation.

The DM was kind enough to remind me that we have two scrolls of Psychic Surgery. Assuming we can successfully activate them, we should probably do that sooner than later. Hopefully Eniraz/Zarine will go along with it willingly, but if not, we'll need someone to Bluff her into complying since the spell requires a willing target. I vote we try this now, before we get to the next town. I don't want horses to start indiscriminately dying if we can help it.


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

Me neither. Lizzie's got background ranks in vetinary assistant. Because animals are hugable to this gnome.

Lizzie sports a big smile, seeing that Zarine's bolder alter ego also has a soft side.

Say she otherwise, but Zarine's in there.


F Halfling | Picture

"Erm..." she looks at Zarine dubiously before answering, "Day after tomorrow we'll enter and cross Lake Kallas. I aim to reach Riverton before nightfall." She gives Zarine another sideways look before saying mostly to Zandomir and Lizzie, "Look whatever's going on here is none of my business, just keep it down please I don't want the crew to get upset..." She looks at you pleadingly.


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

*Pfff....*

"Hahahaha,", the gnome lass briefly loses it in a fit of laughter.

"I'm very much relieved my friend is alive.", *wipes away a tear of laughter*

"No need to worry so much, captain."


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

So it seems Lizzie and me are onboard with trying to use Psychic Surgery on Zarine. Is everyone else good with that?


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Cool with me, but obviously I have to play my psychosis.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

If one of you wants to RP psychic surgery then feel free, otherwise let me know if you plan to do anything before the boat makes it's next scheduled stop.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa can assist someone with a UMD check

UMD: 1d20 + 6 + 1d8 ⇒ (6) + 6 + (4) = 16

Agrippa reads over the scroll and consults his small, but growing, library about the damage caused by death in the Dreamland and what magicks combat the damage.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Zandomir smiles at the psychotic bard then says, "We want to cast a spell on you, if that's okay. It'll make you better. You want to be even better than you already are, right? It shouldn't take more than a few moments. What do you say?"


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Eniraz hears what Zandomir says, but the person she looks to is Lizzie. Better? Do you mean not afraid anymore?


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

*smirk*

"I'm not an expert on the magic, but i am guessing he hints at making your mind stronger."

Technically, not a lie, she's of a fractured mind atm.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

If you don't persuade Eniraz you might have better luck when Zarine gets (temporarily) back in control. Requires her to loose consciousness and for Eniraz to fail a will save.


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Sense motive: 1d20 + 4 ⇒ (16) + 4 = 20

I would like not to be afraid anymore, but... I don't think I need any help with my mind. It's fear that keeps us alive, right? Ignoring it is just stupid, and gets you killed. I'll never be that kind of moron. I just wish... that maybe I could turn it down a little.

Eniraz belatedly realizes that she seems weak and could be easy prey for the horses. In fact they could be sneaking up on the boat right now!

Don't worry about me. I'm fine.

She scrambles to her feat, hefting her bow, and attempts again to see something on the shore.

She thinks she sees movement, which *has* to be a horse, and she shoots an arrow off into the darkness. She didn't want to look weak to the others, or wake up the captain again, but she was *definitely* not going to let the horses get to her either.


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Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Zandomir sighs as the group's effort to restore Zarine's sanity seems to fail for the moment.

When Zarine/Eniraz steps outside, Zandomir says to the rest of the group, "Till we can get Zarine to willingly submit to the spell, we need to tie her up. For her own good and for ours. And for the good of any horses we happen upon. I don't see any way around it."

Not sure what checks will be needed to tie up Zarine (if everyone else agrees to it), but until she sleeps and we get back 'our' Zarine, I think we have to.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

I think we can do this in a narrative way, basically describe what happens. Eniraz may put up a fight but she's rather outnumbered...


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

She struggles, but you tie her up anyway... maybe the captain notices before you gag her? The real question is what do we do after silencing the annoyance? Eniraz is willing to go to the dreamlands with you, if you want, since she likely won't arrive there bound. Probably nothing to lose for her, if you guys want to go down that path again.


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Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Not sure Zandomir will be comfortable taking Eniraz anyway till she's cured. We might not know about the sleeping and will save thing, but I think we would at least want to leave her tied up while we resupply at the next town. I'm guessing at some point during that time she'll get tired enough to fall asleep. Maybe we can see what happens at that point.

And, practically speaking, I don't think we can trust Eniraz not to betray us in the Dreamlands after we've tied her up in the waking world. Certainly seems like the sort of thing that would build mistrust. And Elysium forbid Eniraz sees another one of those horse things while we're there...


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Lizzie / Heinrich / Momijii what do you think should be done?


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

Lizzie's not too fond of tying up a friend, but given her mental state it would be for the best. Zandomir does bring up a reasonable point of risk, regarding Eniraz' opinion of us atm, after tying her up. :P


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:
Zandomir wrote:
And, practically speaking, I don't think we can trust Eniraz not to betray us in the Dreamlands after we've tied her up in the waking world. Certainly seems like the sort of thing that would build mistrust. And Elysium forbid Eniraz sees another one of those horse things while we're there...

Ha ha. What could go wrong? She'll either kill it, or it will kill her. ... Surely not a THIRD personality? :D


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Shall we just move on and assume the scroll has been used?


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Cool with me.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Sorry, I was supposed to roll a knowledge check about consulting my library about the possibility of combatting this strange mental disease Zarine has contracted.

Kn:Arcana>??: 1d20 + 10 + 1d8 ⇒ (15) + 10 + (2) = 27


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

If the DM's good with it, I'm good with it. :)


Palace of Birdsong| Shards of Oberon map | War for the crown maps

The party end up waiting till Erinez falls asleep before using the scroll. Cheap tatic? Sure! Better than a fight? Undoubtedly. The scroll is read out and the time between entering the Dreamlands and now is simply erased from Zarine's mind, Enirez along with it.

Kn: Arcarna DC 25:
Should these memories ever come back the multiple personality disorder will come back with it too unless otherwise dealt with.

The remainder of the day passes unevenly with the Sellen Starling mooring up just short of Lake Kallas.


M Wizard (Admixture) 2 | HP 14/14 | AC 11 (10ff 11tch) +4 w/Mage Armor | +2 fort +1 ref +3* will | init +1 perc+0 | Resource Tracker

Very early the next day the Sellen Starling sets off into Lake Kallas proper. The dark green water of the River Glass mixes with the bluer bluer lake water, mixing in great swirls and eddies. With the sky still pink from the dawn and barely above the horizon thoughts turn to the small town of Riverton on the other side of the lake. This would be the first sizable settlement in weeks, an opportunity for fresh food and perhaps even an inn.

Suddenly a cry goes up from the lookout and the Mate Keith comes looking for Captain Freeling with whom you are sharing breakfast. "Captain! Lookout has seen a fishing boat in trouble. Four souls on the dinghy waving for help!"

Perception DC 18:
There is a slight swell to a steady easterly wind which makes spotting the difficulty. It's about 500' further into the lake and it appears to be wallowing in the water. It's difficult to tell for certain but the rickety looking boat seems to taking on water. You can see four bedraggled figures waving frantically.


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Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Zarine wakes up early a little confused. The last thing she can remember is entering the dreamlands, and now, here she is waking up, but nothing in the middle. Strange. She wondered if it was supposed to be that way, just the way you sometimes can't remember your regular dreams. Did they get that cat tail or whatever? She would have to ask Zandomir later.

For now, she was going to... wait. What was she wearing? It was hideous! She quickly used her Sleeves of Many garments to change into something decent. Wow, maybe someone had drugged her in the dreamlands. Why else would she be wearing... that? She was sure that Zandomir had the story. He always liked to tell her how to avoid making a fool of herself "next time."

She grinned. She would be nice and wait until he woke up though. She grabbed her bow and went up on deck to get some air.

_____

Later, at breakfast, before she had a chance to talk to Zandomir, she heard Keith's message about the people in trouble, so she dropped her toast and ran to help.

Perception: 1d20 + 11 ⇒ (8) + 11 = 19

She spots it, and moves to help.

What else is going on at this point? Are we maneuvering alongside, or are people taking a lifeboat/shore boat out (providing we have one)? Not sure how to help yet, but that's what she plans to do.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

In moments the Sellen Starlings crew race into action, bringing the keel boat around on an intercept course. The crew getting ready for the rescue mission.

Perception DC 18:
As you approach you catch a snatch of something that sounds like chanting... Spellcraft DC 17 to recognize one of them casting Barkskin

Same check if you make DC 25:
You catch a glimpse of religious symbols on each of the four men. [ooc]Kn:Religion DC 18 to recognize the symbol of Hanspur. Hanspur is a demigod of the waterways worshiped primarily in the River Kingdoms. Hanspur is the god of the watery domains of the Sellen River and considers himself lord of all who travel his domain. As a travel god, his shrines always lie just outside the town gates. Despite this, he is still paid at least lip service by the peoples of the River Kingdoms, as he smites those who displease him by sinking their boats and flooding their lands.
Hanspur is considered to be a forbidden god and his worship is banned in many nations because of one of his faith's rituals. His worshipers travel with a lone companion, and then re-enact Hanspur's murder by drowning them at night in the Sellen River, their god's domain during his mortal life. His followers also show their obedience by simulating drowning on themselves or a fellow worshipper.

Map.


female human monk (scaled fist) 7 | HP 45/71 (N/L 0) | AC 19 , FF 17, TAC 17 | CMB +10, CMD 27 | F +10, R +8, W +4 | Perception +10 | Driven by Guilt 1/1 | Inspiration 1/1 | Stunning Fist (dc 17) 6/7 | Ki Pool 6/7 | Ki Strike: mag/cold iron/silver | Dragon Style +2 saves vs sleep, paralysis, and stun | Draconic Mettle +2 on saves vs fear, sleep, and paralysis |
Ki Powers:
elemental fury (fire), ki metabolism

Momijii was below decks practicing her katas in the hold when the call about the small ship went out. While she was loathe to interrupt her practice she knew it was necessary to get up on deck quickly in case she was needed. When she reached the surface she looked out at the small boat they were now approaching to see what was going on.
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
She could only just make the boat and figures out though due to the glare of the sun in her eyes after having been below decks.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Zandomir looks forward to catching Zarine up on what happened in her absence. :)

Perception: 1d20 + 16 ⇒ (9) + 16 = 25
Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21
Knowledge (religion): 1d20 + 6 ⇒ (6) + 6 = 12

The warpriest quickly assesses the situation upon seeing the dinghy and its crew. Zan notices one of the dinghy's occupants cast a spell on himself.

Why would he...

Pulling out his bow and notching an arrow in a flash, Zandomir shouts over to the other boat's crew, "Are you truly in need of help or are you trying to ambush us? I saw one of your number cast a defensive spell on himself. Don't try to deny it. Speak quick and speak truthfully!"

Sense Motive: 1d20 + 12 ⇒ (5) + 12 = 17 (Regarding the truthfulness of whatever their response is.)


Palace of Birdsong| Shards of Oberon map | War for the crown maps

The only reply was a rising chant from all four of the men. Something about it got your hackles up!

Initiative rolls:

Heinrich Cornelius Agrippa: 1d20 + 3 ⇒ (6) + 3 = 9
Lizzie “Beads” Tamar: 1d20 + 2 ⇒ (17) + 2 = 19
Momijii: 1d20 + 2 ⇒ (7) + 2 = 9
Zarine: 1d20 + 4 ⇒ (17) + 4 = 21
Zandomir: 1d20 + 4 ⇒ (20) + 4 = 24
Men in the boat: 1d20 + 3 ⇒ (11) + 3 = 14

Spellcraft DC 18:
You recognise one of them (red) casting Rain of Frogs!

Spellcraft DC 18:
You recognise one of them (green) casting Call Lightning!

Spellcraft DC 16:
You recognise two of them (cyan & orange) casting Hydraulic push!

COMBAT ORDER: Round 1 wrote:

Zandomir <----- WE ARE HERE

Zarine
Lizzie "beads" Tamar'
Men from the boat
Heinrich Cornelius Agrippa
Momijii

Zandomir, Zarine and Lizzie "beads" Tamar' are up.


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

Zarine was ready to help, but she stops short when Zandomir shouts at them. Now that he has pointed it out, she sees that they are all casting spells... not in trouble at all.

Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10
Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24
Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17

Listening to the chanting she can tell that they are casting offensive spells. She points to the green one and tells Zandomir He's casting Call Lightning, and both of those others are casting Hydraulic push!

She shouts to everyone They are trying to kill us!

Wishing she had a nice fireball spell, she instead starts casting summon swarm, hoping that will distract their spellcasters during the battle.

full round cast, so I'll put it on the map next turn when (if) it goes into effect.

Concentration check in case one of those spells is aimed at me:

Concentration: 1d20 + 10 ⇒ (10) + 10 = 20

That might make it, depending on what happens, or if I take damage. Here's hoping.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Spellcraft: 1d20 + 6 ⇒ (13) + 6 = 19
Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23
Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21

At Zarine's words, Zandomir growls at the dinghy's occupants. "I didn't make it back from the Dreamlands just to die here.

"The last one's casting Rain of Frogs," Zan adds to Zarine's declaration.

Taking aim, Zan infuses his bow with divine electricity before loosing two arrows at the cultist casting Rain of Frogs.

Longbow Attack 1 (w/Durable Cold Iron Arrow): 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18
Damage: 1d8 + 6 ⇒ (3) + 6 = 9 (Rapid Shot)
Electricity Damage: 1d6 ⇒ 6
Longbow Attack 2 (w/Durable Cold Iron Arrow): 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
Damage: 1d8 + 6 ⇒ (1) + 6 = 7 (Rapid Shot)
Electricity Damage: 1d6 ⇒ 4


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

GM, our trip to the dreamlands was the previous day, yes?
I can currently summon my husky once a/day.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Yes it was the previous day. So what you going to do :)


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

Getting anxious about not being able to engage. :P

"Captain! Steer the ship closer to the small one, we'll be sitting ducks if this distance is maintained!"

Lizzie directs her husky wolf to get up the stairs.

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