Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

The skeleton lunges with it's spear with single minded focus.

Spear: 1d20 + 10 ⇒ (18) + 10 = 28 dmg: 1d8 + 4 ⇒ (7) + 4 = 11
Spear: 1d20 + 5 ⇒ (20) + 5 = 25 dmg: 1d8 + 4 ⇒ (4) + 4 = 8
Confirm: 1d20 + 5 ⇒ (14) + 5 = 19 extra dmg: 2d8 + 8 ⇒ (2, 5) + 8 = 15


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Love that single minded focus!

Since Vaard's action is unlikely to affect Rehil's , I'll go ahead and post.

With surprising speed, the fish blows past Rehil's spear point and sucks him into its maw. The elf drops the spear, and desperately tries to free himself.

Standard action CMB to free himself: 1d20 + 8 ⇒ (1) + 8 = 9

If he breaks free, he kicks away and draws his dagger. He'll draw the dagger even if he doesn't free himself.

Aubrey the Demented/Malformed wrote:


Skelly 24
Vaard 19
Rehil 17
Nalverren 14+
Wultram 14-
Fishy 2 9
Fishy 1 6+
Tal 6
Ashshar 6-
Cole 4

Map. Effectively, the upper portions of this building are an empty vertical square tube about 100' long. The dark grey shows the walls. The light grey and blue is a representation of the ceiling - the light grey shows the solid remains of the dome and roof, while the blue shows where the hole is.

Grapple:
Grapple

As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.


The skeleton plunges its spear into the fish's guts again and again. The water darkens with blood.

Vaard.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Aubrey, edited my previous post while you were posting. Pitiful escape attampt. Net effect, dagger drawn.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

The cold sun gets ready to confuse the nearest fish.
Swift Action: Dizzying Venom Prana

Spoiler:
Discipline: Steel Serpent (Boost); Level: 1
Initiation Action: 1 swift action
Range: Next melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fort negates

By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 11 + initiation modifier), the target also suffers 2 points of Wisdom damage. This is a supernatural ability.


The fortitude save DC is 14.

He then allows his body to sink a bit...
Five-foot step down and north: can I do that? If the normal 2-dimesnional movement rules apply underwater, then he would be moving one square north (to O6) and one square down (to a 10 foot elevation), which would only be five feet using the diagonal rule. If underwater five-foot steps work differently and I can only move orthogonally in a five-foot step, he will instead stay on O7 but sink to the same elevation as the fish.

...before biting and clawing at the creature.

bite: 1d20 + 13 ⇒ (8) + 13 = 21 <--This is the attack corresponding to Dizzying Venom Prana
1d4 + 1d6 + 4 ⇒ (1) + (1) + 4 = 6

claw: 1d20 + 11 ⇒ (6) + 11 = 17
1d4 + 1d6 + 4 ⇒ (1) + (1) + 4 = 6

other claw: 1d20 + 11 ⇒ (2) + 11 = 13
1d4 + 1d6 + 4 ⇒ (4) + (2) + 4 = 10

biting again: 1d20 + 8 ⇒ (20) + 8 = 28
1d4 + 1d6 + 4 ⇒ (2) + (6) + 4 = 12
crit confirmation: 1d20 + 8 ⇒ (10) + 8 = 18
extra damage?: 1d4 + 1d6 + 4 ⇒ (2) + (2) + 4 = 8

The above attack bonuses assume a +3 flanking bonus from Tactical Flanker and flanking with Cole. If I'm not actually in a position to count as flanking, then those attack bonuses should be 3 lower.


Vaard tears into the giant fish with his claws, ripping through its eye and into its brain. The fish convulses before its body goes slack and begins to slowly drift downwards in the murky water.

Fish 1 down. Vaard's first attack was enough to kill it, so he can have a move action if he wishes.

Nalverren.

Map updated.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren will shoot his bow at Fish 2, utilizing Arcane Strike.

atk: 1d20 + 7 ⇒ (13) + 7 = 20
dmg: 1d6 + 2 ⇒ (3) + 2 = 5


Nalverren's bolt leaves a trail of bubbles as it cuts through the water to smack into the fish's flank.

Wultram.

Map updated.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram decides to drop the idea of trying to move untill he doesn't need to concentrate on something else. The mage starts casting a spell and soon the familiar dark tentacles shoot out towards the remainining fishes eyes.

Cast blindness/deafness, blind option fort DC20 to negate.


Fort save 1d20 + 11 ⇒ (5) + 11 = 16

The fish thrashes, eyes suddenly milky. But it already knows where at least one prey is - clasped in its jaws.

Fish 2 is going for the swallow with Rehil.
1d20 + 21 - 4 ⇒ (13) + 21 - 4 = 30 v Rehil's CMD. If that succeeds, he takes bite damage of 2d6 + 15 ⇒ (4, 1) + 15 = 20 and disappears down its gullet.

Tal, then Ashshar, then Cole.

Map updated.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Ash* 57/57, Cole* 66/85, Nalvarren 52/52, Rehil 13/54, Tal 51/51, Vaard* 62/62, Wultraam 40/40

was going to link to Rehil, but can't see him anymore

Tal throws both his spears at the fish.

Thrown Spear 1: 1d20 + 8 ⇒ (20) + 8 = 28
Thrown Spear 2: 1d20 + 8 ⇒ (2) + 8 = 10
Thrown Spear 1, Confirm: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 ⇒ 5

BTW: Is it able to swallow him whole while he's tied to the rest of us? Seems like the two ropes coming off him would interfere with that...


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

The two ropes just give him something to use to pull the rest of you in....

Did you see how I got the dagger ready last turn? Prepared for epic fail -- that's me.

Hopefully I can go get my gun back.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Ashshar watches as Rehil is swallowed, unable to stop the dreadful situation from happening.

As the water turns red with the blood of his friend, so does the lizardfolk's sight.

Blinded by rage, Ashshar unleashes a furious hail of thrusts, slams and bites on the fist, trying to give it dead to avenge the human.
Same old song. Sudden Attack followed by full attack including bite.

Power Sudden Attack: 1d20 + 9 ⇒ (12) + 9 = 211d20 + 9 ⇒ (10) + 9 = 19
Power Hunting Spear Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Power Bite: 1d20 + 5 ⇒ (7) + 5 = 12

Sudden Strike Damage. Ignores DR: 1d10 + 13 ⇒ (6) + 13 = 19


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

note: look for a spell that will make the fish vomit


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

I briefly considered casting 'Light' on the rope to see if having a glowing 'worm' leading into it's mouth would freak it out, but figured killing the fish and cutting Rehil out and healing him was better than a chancy trick that might or might not work


Plus Wultram just blinded the fish, so it wouldn't notice anyway. Might look pretty, though...


M Humanborn

A little late for Christmas...


One of Tal's spears sticks in the side of the giant fish. Ashsar stabs desperately at the fish as the only sign of Rehih is a bulge in the creature's flank.

Cole.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Tenro wrote:
A little late for Christmas...

But what month is it in the game:P?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole begins pulling as hard as he can through the water, trying mightily to close on the Rehil-eating-fish.

Swim, DC 10, Mythic Surge: 1d20 + 3 + 1d6 ⇒ (6) + 3 + (2) = 11

This allows Cole to move 1/2 his raging movement towards the fishy, leaving him at N.11 (I think?).


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Swim: 1d20 + 7 - 3 ⇒ (9) + 7 - 3 = 13

The skeleton follows the warforged's example and starts clawing itself through the water.

L 13- same depth, Actually if running action is allowed underwater(seems reasonable) then I-16


You can't run underwater - certainly not without a Swim speed.

Vaard.

Map updated.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Aubrey:

Vaard's action won't matter to Rehil. He's going to try to cut his way out regardless. So ....

Trapped inside the giant fish, Rehil struggles to drive his dagger into its esophageal wall. Setting his shoulders against the opposite side of its throat he tries to saw his way out.

Surprise strike: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11. damage: 1d4 + 3 + 2d6 ⇒ (2) + 3 + (4, 6) = 15

reg attack: 1d20 + 8 ⇒ (15) + 8 = 23. damage: 1d4 + 3 ⇒ (4) + 3 = 7
I'm not sure if I get sneak attack, because I don't think it gets Dex to AC from an interior attack. If I do: 2d6 ⇒ (5, 3) = 8


Having fortuitously grabbed his bush knife just as the fish swallowed him, Rehil stabs in the dark at the creature's gullet. His arm punches through, followed by his head and shoulders. As the fish shudders in agony he performs a forward roll, slipping free from its belly and back into the water of the lake.

Now, I'd generally expect something cutting itself free from your stomach to basically kill you - Alien, anyone? - but not in PF. Anyway, Rehil is free.

Vaard, then Nalverren.

Map updated.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

I think the unwritten expectation is that it threw him up due to the damage


It's certainly a better explanation.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

That's how I've always handled it.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

With one foe down, Vaard swims towards the other one.
Double move to K11.


Wultram.

Map updated.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

To be fair, Cole would have almost 98% chance of surviving 6 seconds in lava. Compared to that surviving something slashing it's way out of chest is not too bad.

Wultram does his best to remain still as he casts another spell, sending a spectral shape to wash over the creature to fill it with dread.

Cast doom. DC 19 Will save or shaken.
Spells: 1st: 7/day 2nd: 6/day 3rd: 3/day


Will save 1d20 + 5 ⇒ (7) + 5 = 12

Blinded, its insides carved out, and now swept by unnatural dread, the fish's simple reflexes kick in to send it dashing away out of the top of the chamber.

Withdrawal action to flee. End of combat. 685xp each


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Ash* 57/57, Cole* 66/85, Nalvarren 52/52, Rehil 13/54, Tal 51/51, Vaard* 62/62, Wultraam 40/40

Tal drops Vaard, and links Rehil in.

Rehil gains 5hp, Tal loses 5
Cole gains 2hp, Tal loses 2

Ash* 57/57, Cole* 68/85, Nalvarren 52/52, Rehil* 18/54, Tal 44/51, Vaard 62/62, Wultraam 40/40

Tal Channels...

Channel: 2d6 ⇒ (6, 3) = 9

Ash* 57/57, Cole* 72/85, Nalvarren 52/52, Rehil* 27/54, Tal 51/51, Vaard 62/62, Wultraam 40/40

Rehil gains 5hp, Tal loses 5
Cole gains 2hp, Tal loses 2

Tal Channels...

Channel: 2d6 ⇒ (2, 2) = 4

Ash* 57/57, Cole* 76/85, Nalvarren 52/52, Rehil* 36/54, Tal 48/51, Vaard 62/62, Wultraam 40/40

Rehil gains 5hp, Tal loses 5
Cole gains 2hp, Tal loses 2

Tal Channels...

Channel: 2d6 ⇒ (6, 2) = 8

Ash* 57/57, Cole* 82/85, Nalvarren 52/52, Rehil* 49/54, Tal 49/51, Vaard 62/62, Wultraam 40/40

Rehil gains 5hp, Tal loses 5
Cole gains 2hp, Tal loses 2

Ash* 57/57, Cole* 84/85, Nalvarren 52/52, Rehil* 54/54, Tal 42/51, Vaard 62/62, Wultraam 40/40

Cole gains 1hp, Tal loses 1

Ash* 57/57, Cole* 85/85, Nalvarren 52/52, Rehil* 54/54, Tal 41/51, Vaard 62/62, Wultraam 40/40

Tal casts Cure LIght Wounds
LOH: 1d8 + 3 ⇒ (3) + 3 = 6

Ash* 57/57, Cole* 85/85, Nalvarren 52/52, Rehil* 54/54, Tal 47/51, Vaard 62/62, Wultraam 40/40


OK, I assume after being healed up you continue downwards?


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Yeah.

"Let's go, no knowing what that amount of blood in the water is going t attract." Wultram notes starting to concentrate on the swimming once more.


Following Wultram's lead and the flickering raidance of his Light spell, the group continue to descend into the murk. The water is filled with drifting silt and fragments of rotting weed. But soon they reach the floor level of the chamber. Like the roof, this has collapsed, leaving a huge gaping hole into the darkness below.

Gingerly paddling past the broken masonry, they enter another large chamber. It is hard to make out its dimensions due to the poor light and the floating detritus. But after a few more moments of swimming they can make out the floor. Something large humps in the centre, with small glints of something shiny in the weak light.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Tal picks up a stone from the floor, casts Light on it, and throws it toward the center of the room for illumination.


Resistance from the water means the rock doesn't go too far, but it lands near enough to illuminate the huge dark lump in the centre of the room. It is mainly composed of large chunks of masonry fallen from above and piled into a haphazard mound coated with lake sediment. Emerging from it, leaning at a slight angle but nonetheless standing out clearly from the top, is an obelisk-shaped monolith similar to that hooked up to the machinery back at Da'sheth. Piled beneath, almost like an offering, and mixed up with a large assortment of massive dinosaur bones that have been cracked and chewed, glitters Kalaktua's hoard.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Ashshar, feeling fascinated my the monolith, would slowly swim closer to observe and touch it, moving along its lines and features.

Afterwards, he waits for the rest to gather Kalaktua's hoard.

Yaaaay! Loot!


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren will examine the obelisk as best he is able.


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Ashshar wrote:
Ashshar, feeling fascinated my the monolith, would slowly swim closer to observe and touch it, moving along its lines and features.

A bit like this?

As Ashshar and Nalverren approach the obelisk, the runes on its side flare with light. A vision fills the minds of all the adventurers.

A blinding silver light obliterates all sight, and the hissing of serpents fills the ears. A sibilant voice whispers, "Two of the things he saw came to pass. There were others, and more. But the knowledge destroyed him. You must be stronger." Slowly the glow abates and a scene appears. An airship hovers over a massive ruin set in a grassy plain, slowly descending into a yawning chasm at its centre. The voice continues, "Seek those who struggle against the children of Khyber." The hissing replaced by the roar of hurricane-force winds, and the scene shifts. An ice cave, glittering icicles hanging like stalactites, opens on to a howling blizzard. The hissing voice murmurs, "They seek the ultimate node, the ultimate power." The vision changes again. A cathedral in the Thranish style burns out of control, and as you watch the high tower collapses in ruins. "They believe they fight for their land, but instead they work to its ruination." A new scene appears. A dark shape - bat wings, long snaking neck and tail - flies low over the forest. "The guardian seeks his freedom." The sound of hissing serpents grows louder...

Abruptly, the visions end, and the obelisk is dark, leaving just a sense of formless dread.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

"Otto's vision," Rehil sucks in a deep breath. "But there are too many riddles. Does the airship crew struggle against Khyber or think that they do? And what do we do if we find them? Where is this node, the Frostfell, or some high frozen pass? And who is this guardian?"

Another long breath, "And what does it all have to do with guarding against the spawn of Khyber? That is our charge; the price of our lives."


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Tal grunts under water. "Visions of prophecy are notoriously unreliable. Even the gods own words are often couched to hide the true meaning."

Realizing that the others may think that's an odd statement from a paladin, he sighs. "The more direct the gods are, the more direct the enemy can be. Their presence weakens reality, for they may bend it to their will. The Enemy uses the weaknesses in our reality to gain entry to our world. I have been thinking, and I believe this is why the gods have taken an even further step back from the mortal realms, allowing this 'spell', the flame, to act as a go between. The spell was created within the world, and is thus a natural part of it. Yet it also can bend reality without damaging it. Thus letting the gods work at one remove whilst not giving the enemy more of a foot hold."

Having said more then he has in hours before, he shrugs and retrieves the spears before moving to the clutch of draon hoard. He activates detect evil and detect magic on the hoard. "I suggest we begin to catalog it. We cannot take it all, ergo we must take what is most valuable. What we cannot take, we can leave for the village to salvage as they have time."


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

"Too many riddles indeed. I need to get to Sharn, or Korranberg."


The mysteries of the vision are put aside as the treasure is gathered.

Tal's cantrip identifies the following items as magical (followed by the Spellcraft DC to identify them):
- a ring (DC 18)
- a suit of leather armour (CL 18)
- a longsword, the blade covered with hooks and barbs (CL 28)
- three small skulls in a leather bag, a flickering red glow emanating from their eye sockets (CL 21)
- a square of diaphanous cloth (CL 18)
- a large metal shield (CL 21)
- a staff (CL 23)

None identify as evil. There is also a collection a coins and gems worth 19,315gp.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

WOOO we aren't piss poor anymore!

"A possibility certainly but sounds like lot of speculation and assumptions. Regardless Nalverren is right we need to go to a place of knowledge to make sense of these vague clues. Though I would not be too surprised if someone was manipulating us or trying to." Wultram notes on the matter.

The mage then follows suite and casts the simple spell and starts looking over the items trying to figure what they do.

Ring: 1d20 + 10 ⇒ (2) + 10 = 12Fail
leather armor: 1d20 + 10 ⇒ (16) + 10 = 26 Success
longsword: 1d20 + 10 ⇒ (12) + 10 = 22 Fail
Skulls: 1d20 + 10 ⇒ (13) + 10 = 23 Success
cloth: 1d20 + 10 ⇒ (9) + 10 = 19 Success
Shield: 1d20 + 10 ⇒ (18) + 10 = 28 Success
staff: 1d20 + 10 ⇒ (4) + 10 = 14 Fail

"The ring, sword and staffs purpose escapes me for now. Anyone else got better sense of them? I might be able to work them out with time."


The ones you have identified are:
- Boneless Leather
- Goblin Skull Bombs x3
- Shawl of Life-Keeping
- Collapsible Tower
Please discuss the division of the spoils in the Discussion thread.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey the Demented/Malformed wrote:
A bit like this?

I was thinking more like this

Cole is quiet through the loot inventorying, considering the new vision. “Are there others on Khorvaire who ‘struggle against Khyber’? A people who always have?” He shrugs his massive shoulders, “Not that I have the slightest clue who that might be.”

What kind of roll to ID if that kind of group or organization exists?


The reference is fairly general. You could expect, for example, any good religion to struggle against the children of Khyber.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Identify, Ring: 1d20 + 4 ⇒ (17) + 4 = 21
Identify, Longsword: 1d20 + 4 ⇒ (10) + 4 = 14
Identify, Staff: 1d20 + 4 ⇒ (2) + 4 = 6

Tal explains what the ring is. He is unsure on the sword and staff.

You can aid another on identify, I think an Identify spell would help, giving a +10, a wand or spell page would work well.


It's a Ring of Protection +3.

If only we had a proper wizard who can cast Identify...

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