Against the Whispering Tyrant in his own backyard.

Game Master Vrog Skyreaver

A race against time pits some of the mightiest heroes in the land against a long sealed threat that seeks to reach even to the gods themselves.


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Female Human Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

Lefty:
"I have that spell. Stay put. I will find you."

Lefty/Vrog:
Lorelei has 60 ft. of Blindsense so she probably could track him down with enough time. Once she does, she will cast Hide from Undead on him and herself. DC 31!


Lefty:
Go ahead and use gaseous form. between that and invis, you should be fine. I'll post a spoiler that tells you guys what you see.

Lorelei:
You posted while I was =) hide from undead work, assuming the creatures you were sneaking past were undead. As far as you can tell, the guardian is an old human riding a tired mount.

Lorelei/Lefty:

Lefty's Perception: 1d20 + 31 ⇒ (3) + 31 = 34
Lorelei's Perception: 1d20 + 39 ⇒ (13) + 39 = 52
As you enter the area past the guardian, you again feel the feeling of a magical ward wash over you, only this one feels....wrong; much like looking at the holy symbol of Tar Baphon feels wrong. The bottom floor of the tower is dominated by massive staircases going both up and down (each of the stairs can accommodate a gargantuan-sized creature, or a colossal-sized one if it was squeezing). The stone is dark and but feels surprisingly warm to the touch, about as warm as a human body. It also has an odd texture that you wouldn't attribute to stone. There are many gargoyles here, and Lorelei notices that several of them are attempting to be still, but their eyes move ever so slightly as they search for signs of prey. You may each give me knowledge: arcana, and knowledge: religion to identify these creatures. different checks will get you different things.


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Male Human Fighter (Tactician 17/Champion 10) [ HP 340/340 | AC 38 Tch 26 FF 33 | Fort +25 Ref +19 Will +21 | CMD 47 | Init +22 Perc +31 | Effects: ]

Pausing at the insistence of their scouts, Hiram takes the opportunity to pull out a pipe and pack it with tobacco. This late in the game he had learned to let the specialists handle what they were specialized in and not sweat things he could not change.

"So how's the North, your Highness? Still cold and full of large people being violent to each other?"


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

knowledge (arcana): 1d20 + 38 ⇒ (1) + 38 = 39
knowledge (religion): 1d20 + 31 ⇒ (3) + 31 = 34

Oh, come on!!!! lol


Male Dwarf Ranger 17/ Dual-Path Champion/Guardian 10

Baergar, seeing Hiram stuff his pipe, retrieves his own. "Hmph. Not since I've become King. The violence I mean, it is still cold. I have grown temperate in my twilight years. I find I warm to violence less and less. Sometimes, I think I should devote myself to pacifism entirely, but then situations like this one arise..." Baergar blows a ring of grey smoke.


Male Human Fighter (Tactician 17/Champion 10) [ HP 340/340 | AC 38 Tch 26 FF 33 | Fort +25 Ref +19 Will +21 | CMD 47 | Init +22 Perc +31 | Effects: ]

"The young fight for the no reason, and the old for too many," Hiram says with an easy smile. "Of course 'young' and 'old' are such relative terms in this world."


Female Human Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

Knowledge (Arcana): 1d20 + 29 ⇒ (19) + 29 = 48
Knowledge (Religion): 1d20 + 29 ⇒ (6) + 29 = 35

Just a reminder (it's been like a couple of weeks), everyone also has 24 hour Death Ward protection from Star.


Lefty:

You know that these things are Advanced Four-Armed Gargoyles. They have the ability to make a great many natural attacks, and they can stand perfectly still when they wish to.

Lorelei:

You know that these things were once Advanced Four-Armed Gargoyles. They have the ability to make a great many natural attacks, and they can stand perfectly still when they wish to. Now, they have been infected with vampirism. letting them feed on the blood of humanoids to sustain their lives, as well as gaining the many benefits that being undead grant.

Team Stealth (Star and Lefty):

Each of you notices that the third ward here suppresses any sort of defensive magic that protects against negative energy. Additionally, Star, you notice that your connection to the divine seems....dimmed here. basically, any positive energy effect will heal half as much, and any necromancy effect with be doubled (like empower, but it will stack with empowered). There are some other rules, but we'll cover those as they come up.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Lefty will convey what he's learned to the rest of the crew via telepathy. Read the spoilers addressed to me, or to Star and me.

I'd like to find our target before he knows we found him. I know that's a tall order...


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Lefty will stow his medium Rod, and bust out the big one.

He'll silently cast Greater Prying Eyes.

1d4 + 20 ⇒ (4) + 20 = 24 eyes, with 20 hours duration.

4 go up the tower. The other 20 go down, seeking to separate as much as possible, and see as much as possible. They are to return in an hour.

I'm going to hang here for an hour. Try to not get discovered in that time. We'll know more soon.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Lefty will stow his medium Rod, and bust out the big one.

He'll silently cast Greater Prying Eyes.

1d4+20 eyes, with 20 hours duration.

4 go up the tower. The other 20 go down, seeking to separate as much as possible, and see as much as possible. They are to return in an hour.

I'm going to hang here for an hour. Try to not get discovered in that time. We'll know more soon.

Taking 10 (33) to hover.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Such a great idea, I posted it twice!


lol

lefty:

gonna roll stealth for your eyes, and perception for my gargoyles.

stealth: 1d20 + 16 ⇒ (17) + 16 = 33
perception: 1d20 + 15 ⇒ (9) + 15 = 24

upstairs:
Perception: 1d20 + 27 ⇒ (10) + 27 = 37
Perception: 1d20 + 13 ⇒ (10) + 13 = 23
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Perception: 1d20 + 12 ⇒ (7) + 12 = 19

downstairs:
Perception: 1d20 + 21 ⇒ (11) + 21 = 32
Perception: 1d20 + 21 ⇒ (5) + 21 = 26
Perception: 1d20 + 21 ⇒ (2) + 21 = 23
Perception: 1d20 + 21 ⇒ (4) + 21 = 25
Perception: 1d20 + 22 ⇒ (20) + 22 = 42
Perception: 1d20 + 22 ⇒ (20) + 22 = 42
Perception: 1d20 + 22 ⇒ (16) + 22 = 38
Perception: 1d20 + 22 ⇒ (16) + 22 = 38

your eyes streak off, and the guardians don't seem to notice them.
the ones that go upstairs die after about 5 minutes, the ones that go downstairs die in about 7 minutes.


Lorelei:

What do you want to do while he's doing his prying eyes?


Female Human Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

Spoiler:
Quietly contemplate the meaning of life. Renew invisibility as needed. I am not sure what else I can do that wouldn't alert the tower.


Lorelei:

I just wanted to give you the chance to explore on your own while you waited if you wanted to.


Female Human Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

Spoiler:
Eh, what the heck? I'll take a look downstairs. Nothing can detect me, so might as well.


Lorelei:

As you move downstairs, you see multiple sets of ruins, in different architectural styles. It looks like someone built buildings, then melted them down and created new buildings with the same materials.....over and over again, before abandoning the project in the middle of creating something. You can also hear the wailing catcalls of...something that is hunting down here. how much do you want to explore on your own?


F Peri-blooded Half-Celestial Aasimar Wizard 8 / Arcane Savant 7

the spoilers may have some concept of fun, but this is several days of the rest of the group effectively sitting on their laurels. Can we at least multitask since we split up?


I apologize. The rest of you are free to do what you wanna do, of course. Feel free to post what you would like to do. For those of you playing along at home, you know that the two scouts have been gone for about 15 minutes.


Male Dwarf Ranger 17/ Dual-Path Champion/Guardian 10

Baergar is content to wait for them to come back or call for help.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Well, that was informative.

Lefty will go up the tower. He's basically undetectable right now, too. Might as well see what's up there.

perception: 1d20 + 31 ⇒ (5) + 31 = 36


lefty:

I'm just making sure that you wanna do that before tellingyou what you find.


Female Human Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

Spoiler:
I will head to the bottom of the stairs and see what's there.


Lorelei, what I described in the spoiler above is what you see.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Maybe I'll just wait for Star.


Female Human Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

Spoiler:
I will head forward then, keeping an eye out for this hunter.


Lorelei:

You eventually find the thing eating what appears to be a zombie. While at one point this creature was a black dragon, it has long since ceased to be. It appears to be the same size as the monstrosity that you saw outside, and you can smell it's rotten flesh even from where you stand. Could it somehow sense you, you feel that it would be a true danger.

for the rest of you, it's been about an hour since Lefty and Lorelei left to scout.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Telepathy still working? I'll try to ask Star what she's up to.


Female Human Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

"...There is a zombie dragon. In the basement. Strange. Very dangerous," Lorelei mentally comments to the rest of the group at large.

Lefty:
"We should retreat. Report our findings in detail. Spell runs out in two hours. Don't want to be separated."

Star's Telepathy spell lasts exactly three hours. Speaking of hours, the mythic team recovers one point of mythic power.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Star:
Let's go up and check out the tower, first. There's something up there. Let's hope it's not another undead dragon. My foil to tremorsense is too slow for this mission. I don't have the right spells prepped for this.

We go up, take a look, then get out. OK? We've been here this long, and you have the picture. Let's just know what might come charging down when we deal with the dragon. It might be wise to deal with it, first.

I praise Prying Eyes for this, in my guide to the AT. "The eye spells can be detected and destroyed, but that tells you something, too." Failure is also a lesson, as Lefty has amply demonstrated. :)


Lefty and Star: If you guys go upstairs, it will start a combat. Your characters don't know that, but I feel it's fair to warn you.


Female Human Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

Lefty:
"That's why we retreat. We'd fare poorly if our stealth fails. Manisha can help cover your gaps. For combat, I need time to buff. Hiram and Baergar don't."

Star is just going on the warning our friendly DM gave. Moreover, I feel bad for hogging the game for a week.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

We'll head back and inform our comrades with the quickness.


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Female Human Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

What the elven James Bond said.


man, I just forgot one thing: the necromancer had one of those stones/holy symbols on him. Grilka did not. What is your plan for dealing with the guardian? you guys gonna just walk up and give him the password?


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Does the guardian have one?

perc: 1d20 + 31 ⇒ (1) + 31 = 32

I wouldn't know...


Female Human Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

Unless our melee team wants to attack the Guardian, I say I cast Mass Invisibility on the party and then use D-Door to go right past him. As shown by the Necromancer, D-Door still works past the fence.


That's a true statement of truth. Dim door will still work, long as you're not trying to pass the barrier.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Sounds good. Read the spoilers, guys, and lets get buffed! VICTORYYYY!!!1!


Let's do this: go ahead and make your preparations, decide whether you're going up or down once you're in the tower, and then let me know and I'll get chapter 2 started on Monday (so you guys can have something to look forward to).


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

I've got no buffs for the party. I can have some tomorrow, if needed.


Male Dwarf Ranger 17/ Dual-Path Champion/Guardian 10

What do we know about the tower's defenses and denizens. I have to assume we know at least something about the guardian and some of the more dangerous foes. At least we would know who/what is likely to be here.

I mean if the Society was able to discern that not only was Tar'Baphon active again, but is somehow joining with or usurping Urgathoa, then it stands to reason that they know something of the Tyrant's agents.

I'm not sure we can survive this if we have to go into each fight with denizens able to challenge us (a team of VERY powerful near-demigods) with next to know knowledge. So far, almost every method of divination or scouting has failed save actually waltzing in the front door.

Baergar's not too worried about these things, but I am. Lol.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

The guardian looks like an old soldier with a horse. He's clearly more, but we decided to just bypass him. Inside, there are a bunch of advanced 4-armed gargoyles. Star knows they're vampires, too. How charming!

When we got past the 3rd ward, we felt it. It halves the healing of positive energy, and empowers negative. Downstairs, Star saw what looked like an undead dragon. It may have been the invisible thing that whooshed us in the 1st encounter. She can make knowledge checks, and describe it to us so we can, too. Looks straight out of Forgotten Realms.

I cast Greater Prying Eyes, sending them up and down. They all died in minutes. Mind Blanked and all, I think I'd have been detected, but we do know something nasty's upstairs, too, and the stairway is sized for really big creatures.

We also know that our extradimensional backpacks can't be opened in there. If we have a 20+ day window, that could be a problem.

If we charge in now, we announce our certain presence. I want to retreat and prep different spells, but it'd be a shame to miss Baergar going at the guardian. Would it be better to do it on the way out?

I think our time-consuming little mission went well. We know a lot more than we did when we popped in. Our priority remains finding the phylactery and Tar-Baphon, preferably in that order. Piece of cake, right? LOL

It'll take amazing intel to find the phylactery. We need clues.


Male Dwarf Ranger 17/ Dual-Path Champion/Guardian 10

Thanks for the recap Lefty. I was referring to what knowledge we have already, before the scouting mission.

Like the god level magic, the no teleporting, etc. We should know about at least the most obvious of the tower's defenses from the earliest efforts of the PFS's efforts to investigate this place.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Dimension Door works to get inside the first hurdle, but won't get us outside. I suspect that's true for all extradimensional magic.

We should all roll knowledge checks while we discuss it. There may be a library or something in the fortress, but I doubt the Society would be much help if we went back and tried to research there.

Star and I can also give the approximate map of where we went in, but there wasn't a lot of description.


Male Dwarf Ranger 17/ Dual-Path Champion/Guardian 10

I mean, if you think about it, what happened to get us here?

Whispering Tyrant wakes up, the Whispering Way explodes into life all around the world, PFS gets wind of it, they start divining and infiltrating, they come up with the medallions, they find out about Urgathoa, they know exactly where to put us in order to enter at the barrier where teleports don't work...

The Pathfinder Society has many, many agents and a great deal of money. Every possible piece of intelligence (including the presumable truth that Tar'Baphon's phylactery is, in fact, in the Gallowspire and not somewhere else) would have been gathered up to when the decision was made to send their 6 most powerful allies in.

We almost lost a character (Manisha) in the first fight: where we had the clear advantage. Their only going to get harder the further we go, and the further we go, the less info we have.

It feels like our only viable plans are either keep scouting(where a scout could easily be found out and killed), or bum-rush everything until we win or die.

I think we'll die :(


Male Human Fighter (Tactician 17/Champion 10) [ HP 340/340 | AC 38 Tch 26 FF 33 | Fort +25 Ref +19 Will +21 | CMD 47 | Init +22 Perc +31 | Effects: ]

It is a tough situation. At this level everything has gone back to being a game of rocket tag anyway. If we regroup and respec the spells prepared, we'll probably have a better chance.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

I sorta did that recap so I could remember all that. We've got points we can spend on this, too. I'll put them here for easy reference.

Spoiler:
as some of you will know from PMs, you have each received a list of points related to 3 different topics: Gallowspire, the whispering way, and Tar-Baphon. when making an attack or check related to one of these 3 groups, the points can be used to modify various rolls or actions, as they represent your impressive or more secretive knowledge of the above.

Gallowspire: you may use any points that you have accrued regarding your knowledge of gallowspire to do the following:

you may spend 1 point to declare that you are hiding behind architecture in the area, giving yourself total cover to an enemie's round of attacks. doing this is an immediate action.

you may spend 1 point if you believe you've entered an area where there might be a secret door or hidden object (including traps). if there is such a hidden thing, I will say that there is in the main chat when I describe your actions. doing this is a free action that may only be taken on your turn.

Tar-Baphon: you may use any points that you have accrued regarding your knowledge of Tar-Baphon to do the following:

you may spend 1 point to add your highest level in a single class to your ac, touch ac, flat-footed ac, or any saving throw against an attack from tar-baphon. doing so is an immediate action in response to an attack by the lich.

you may spend 1 point to add your base attack bonus to your attacks for a round or add your caster level to all spells you cast for a round, as long as the attacks/spells only target Tar-Baphon (i.e. no area spells). doing this is a swift action.

finally, you may spend 5 points if you are killed by Tar-Baphon to negate his death. this will leave you at 0 hp, unconscious, and stable. doing this is a free action that can only be taken on tar-baphon's turn, and only in response to an attack by him. if you are killed in a manner that doesn't involve HP (negative levels, con drain) then you are stable and unconscious with a number of negative levels equal to your max levels minus one (i.e. you have 1 level), or you have 1 point, in the case of attribute damage/drain.

the Whispering way: you may use any points that you have accrued regarding your knowledge of The Whispering Way to do the following:

you may spend a point from your pool to force a member of the whispering way to reroll a save against one of your abilities, or to reroll an attack against a member of the whispering way. doing this is an immediate action.

you may spend 1 point to add your base attack bonus to your attacks for a round or add your caster level to all spells you cast for a round, as long as the attacks/spells only target members of the whispering way (unlike tar-baphon, above, this can be used for area spells, as long as all the targets of the spell(s) are members of the whispering way or their undead minions.


Female Human Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

If we're going to let Lefty reorder his spells, that will take a couple of hours or so. The rest of us can recharge all our non-Mythic Point powers by sitting still for an hour.


M Elf Rog 1/Wiz 7/Trickster 10: Init +13; Perception +24; AC 33 (), 22 () T, 26 () FF /hp 185/185, Saves F +16, R +21, W +8; +2 vs. enchantment

Longer than that. I'd need 8 hrs. If you want to go in now, I'll just go as-is.

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