Chaos in Sarlona (Inactive)

Game Master 137ben

A map of the portions of the Starlight Tomb already explored can be found here.
Inside the Vault of the Starlight Tomb


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"That works for me, Mighty Guardian. Here's to your king!" he says as he lifts a potion and drinks it.

Extracts of Focused Scrutiny.

"But tell me:" he adds "It's been many years since your king has been sealed here, and we know not of him! Would you be so kind as to tell us of his deeds? How he was in life? What was his legacy?" says Nik'o, trying to lure the ghast into a conversation.

Diplomacy with FS and Inspiration: 1d20 + 6 + 5 + 1d6 ⇒ (16) + 6 + 5 + (6) = 33


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

...I like that roll.


The ghast lowers his shield at Nik'o's persuasiveness. He hunches over wearily, no longer in a combative stance.

In a low, harsh grumble, he replies
"Either thou hast come a great distance or it hath been a long time indeed since my passing, if thou knoweth not the legend of King Fremaryllis. He inherited but a village, but, having been chosen for greatness by the gods, expanded it to the magnificent kingdom of Lamecha. The other Eleven Kingdoms of Sarlona would fall beneath his might. Hath it truly been so long I have been bound that thou travelers knoweth not of what I speak?"

He will have more to say when I get home this evening...


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

Kiana puts her bow down, and returns the arrow to her quiver. "I am afraid so, guardian. You have my sympathies. I am the last of my clan, and I know how it feels to be alone with no one who remembers your family and chieftan." The strix, for the first time since she came into Nik'o and Helac's acquaintance seems to be sympathetic to someone, and it's a ghast. "Is there aught we could do for you?"


Knowledge (history) 20:
Several thousand years ago Sarlona was covered in city states. Over time, these combined in to larger kindoms, solidifying into what were known as the Twelve Kingdoms nearly two thousand years ago. Lamecha was one of the twelve, and was in what is now Adar. The Twelve Kingdoms fell about about 1500 years ago, as the Quori corrupted the nations' leaders, turning them against each other.

"Doeth for me?"
The ghast answers Kiana

"Thou art not the first to come through here in such a short time. Just a few moments ago methinks, there were others invading the King Fremaryllis' tomb. I could hear them from whence I was bound. They sought an artifact of the giants buried with my King, and they spoke of a 'harmonious' shield. I could due aught to stop them as I was trapped in that pillar. There was another villainous band, with bigger footsteps, like ogres. The ogres chased the other group, defiling this tomb in the process. And but a few moments earlier, or maybe days, I keep not perfect time, there was another vile tome raider, this one who had restrained me in the spot thou has found. That one was powerful, beyond mine own pitiful might to guard against. It was shapeshifting betwixed the form of a yuan-ti man and a human woman, and it held command o'er the others who desecrate this tomb. It left the tomb, methinks it said, to findeth a 'living key' to open the King's vault itself. I knoweth not what a living key is. If thou doth wish to do something for me, ensure that the knaves who would my lord's grave be disturbed are driven out from this sacred place!"

The ghast bends over even further. If he could cry, you can tell he probably would be at this moment.


"Can't you just leave this tower, now that we have opened the door?" asks Nik'o.

As he speaks to the ghast, he studies his mannerisms, his looks, and his speech, in case he wishes to reproduce the ghat later on.

Perception with Focused Scrutiny: 1d20 + 8 + 10 ⇒ (13) + 8 + 10 = 31


"I can leaveth the pillar."

The ghast steps out of the door. In the blue-tinted light of the room, Nik'o absorbs every detail of the creature's posture and movements.

"Alas, though, I am bound to this chamber. Yet I can tellest thee whatso thou wishes to know."

Staggering, the creature turns towards the pedestal with the cracked orb.

"That key,"
pointing, he continues
"Can only be moved safely when all four are taken at one time. The other keys three, one to thy north, two to thy northwest, and one to thy northeast. To remove one whilst forsaking to remove the others would bring a curse upon whoeverso doth take them. That is why the villainous intruders moved not this key, for they had not found the others. The other keys art also guarded by some like myself, but these knaves are stronger still."


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

"And what, if I might ask, is the proper way to retrieve the keys. To do so without stealing them? They are keys, and they were left here with a proper way to remove them without curses. That means they were intended to be taken at some point. Is it only a certain person who is supposed to take them? Or is it only at a certain time?" Kiana asks curiously.

No reason to fight the guardians or get cursed if there's a way to do this 'by the rules'.


Nik'o nods at Kiana. Good question!


"There was a tradition in times of old, once every eleven years, the grave of the King would be opened, and offerings would be poured in. It was performed until 517 years from his death, whence it was to remain sealed eternally. The other guardians and myself upheld this tradition. Now, long after the final time my king's grave was to be opened, the keys remain, for they are as much locks as keys. It is from their power and presence than the tomb is sealed, hence they must remain.
After the sacred ritual was complete for the final time, methinks I lost track of the centuries...
"
he gasps again.


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

"Is the ritual no longer allowed, or simply no longer practiced? If we were to perform the ritual, would that allow you peace?"


The ghast pulls his head up, and looks Kiana straight in the eyes.
"In the traditional faith of my nation,"
he speaks softly,
"The soul eventually moves beyond Dolurrh, and so beyond the reach of mortal ritualistic offerings. If the ritual were to be performed now, it would have no effect, for our king hath passed beyond the reach of such magic."


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

Kiana nods. "And the keys and locks? They are never allowed to leave? Or is there a ritual that can be used to remove them? Where I come from, my people will re-use the totem guards to guard the newly dead once we are sure the previously guarded dead have made their way to their afterlife. We have been tasked with finding a specific item called <insert item here, player can't find the official name, just tremble tooth which isn't what we were asked to find>. We would like to retrieve this without violating anyone's religion or disturbing their rest. Also, if there's any way we can help you reach your final resting, now that your duty has been served, we would help, if you wish it."


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Having nothing to contribute, and apparently lacking Kiana's sympathy for the unholy creature before them, Helac simply watches the exchange with a mild curiosity.


Kiana wrote:
<insert item here, player can't find the official name, just tremble tooth which isn't what we were asked to find>.

Qara called it the Tremble Tooth.

"Thou wish to removeth the Tremble Tooth, which was pulled hither all the way from the realm of the giants by mine strength, from its proper place in the king's vault? The Tremble Tooth past down from the first Yuan-ti in order that it may find rest in our great king's grave?!? Nay, it shan't be removed, that wouldst be sacrilege, and wouldst wreck destruction unto those who took it. Forget thine desire and leave this place. There can be no final rest for me, my duty is eternal, to guard the tomb of my king against thieves like thyselves!"

No longer calm, he brandishes his shield again, ready to strike out at the slightest further provocation!


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

Looks like we can't do this without fighting the guardian. Kiana says mentally, somewhat reluctantly.


And so a fight begins...
Kiana initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Helac initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Nik'o initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Charivia initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Guardian ghast initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Initiative tiebreaker: 1=Kiana goes before the ghast, 2=ghast goes before Kiana
1d2 ⇒ 2
Initiative order:
Nik'o--23
Helac--15
Guardian ghast--6+
Kiana--6-
Charivia--5


We probably don't need a grid, but just in case, please specify where you are on the map.


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

AS16


AS14

When the discussion between Kiana and the ghast starts to go south, Nik'o looks at the eternal warriors for signs of weakness he could take advantage of, should things end up the way of steel.

MvA for Studied Combat.

Round 1 action:

Nik'o reaches for his pocket and swallows his mutagen extract. "Brave warrior, your faith is strong, and I honour and respect your undying loyalty to your king." then drops his spear so it stands between him and the ghast.

+2 nat AC, +4 Str, -2 Int.


"Undying loyalty breeds undying strength,"
The ghast growls back at Nik'o,
"I respect thy courage, but it shalt not save thee!"

As Nik'o observes the creature,

Nik'o:
despite his confidence, you can make out a few cracks on his thigh bones. The guardian shifts constantly to better absorb blows, but Nik'o can spot a subtle pattern in his movements, which could help you land a hit.
Just a description of Studied Combat working.

Helac's turn.


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Helac circles around AU15 and menaces the ghast with his morningstar from behind his heavy shield.

Combat Aid Another: 1d20 + 3 ⇒ (15) + 3 = 18
In theory, that gives Nik'o a +2 to hit on his next strike.


Helac aids Nik'o.

Meanwhile, the guardian ghast steps forwards, carefully avoiding making himself vulnerable, towards Nik'o.
"And now, thou shall feel mine wrath!"
As he cries out, he slams his shield into Nik'o:
shield bash: 1d20 + 6 ⇒ (4) + 6 = 10
As Nik'o swerves out of the way, the ghast tries to bite him
bite: 1d20 + 8 ⇒ (20) + 8 = 28
critical confirm: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 2d6 + 3 ⇒ (6, 6) + 3 = 15
additional critical damage: 2d6 + 3 ⇒ (1, 2) + 3 = 6
His ancient, foul teeth sink deep in to Nik'o's flesh, seriously harming him. The creature's teeth also unleash a necrotic venom into Nik'o's body.
Make a DC 18 fortitude save or you get ghoul fever...

Map updated, it is now Kiana's turn.


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

flurry 1: 1d20 + 4 ⇒ (18) + 4 = 22 flurry 2: 1d20 + 4 ⇒ (14) + 4 = 18

damage: 1d8 ⇒ 5
damage: 1d8 ⇒ 5

-Posted with Wayfinder


Ouch! Did I get an AoO from the longspear as he tried to move past it?

Fortitude with Inspiration: 1d20 + 2 + 1d6 ⇒ (17) + 2 + (5) = 24

For a moment, Nik'o senses the poison course through his veins and crystallize. Pushed to his limit, he taps into a deep well of inner power and forces his metabolism to accelerate, washing the poison away.

2 uses of inspiration to add to save.


Both of Kiana's attacks clank against the creature's bones, but bounce off due to its tough structure.
Two misses.

Nik'o: No AoO because it took a five-foot step.

Charivia's eyes glow as she manifests.
"Stand still, monster!"

touch attack: 1d20 + 3 ⇒ (3) + 3 = 6
A ball of ectoplasmic goo shoots towards the ghast, but he dodges!

Back to Nik'o's turn.


Nik'o steps back (AS12, drawing an AoO though I have mobility AC 21) from the ghast and stabs forth with his longspear, taking advantage of the weaknesses he's noticed earlier.

Longspear, studied combat and studied strike, Aid another and possible flanking with Helac: 1d20 + 8 + 2 + 2 + 2 ⇒ (14) + 8 + 2 + 2 + 2 = 281d8 + 6 + 2 + 1d6 ⇒ (8) + 6 + 2 + (6) = 22


Nik'o lands a direct hit. Chunks of shattered bones and flakes of skin fly around the room as the ghast is wounded! It's still up and moving, but at less than half strength.

Helac's turn.


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Helac, noticing the punishment that Nik'o just took, attempts replenish it from his foe.

Standard action attack. Spending an Action Point for another 1d6 on the to hit roll.
Transfer Health/Touch Attack: 1d20 + 1d6 + 2 ⇒ (14) + (5) + 2 = 21

If it hits, as a free action, Helac will redirect all of the stolen health to Nik'o.
Transfer Health Damage: 2d6 ⇒ (2, 4) = 6

Meh.:

Transfer Health has been interesting, but underwhelming. I think I will pick up (hostile) empathic transfer as soon as it comes available.


Helac successfully saps energy out of the ghast, causing him to wince slightly.

"Now, feel what becomes of those who desecrate graves!"

With unearthly agility, he backflips past Helac towards the open door:
acrobatics: 1d20 + 14 ⇒ (15) + 14 = 29

Once inside the column, he grabs hold of a hidden lever and pulls, crying out
"Destroy me if thou darest, but Endure the pain! Thy feet shall betray thee whence thou least expect it! Leave this sacred place if thou wishes to be free!"
A glow of energy erupts from the floor before clustering around the feet of everyone in the room.

Everyone make a DC 25 will save

if you failed your save:
A tremendous sharp pain stabs into your feet, as if the ground were made of knives. When your feet are not on the ground, the pain becomes less severe, but is still following you, as if the air itself were stabbing you. Examining your feet reveals no actual injury, just a sharp, throbbing pain, and the distraction that accompanies it.

From now until you can get rid of this effect, you take a -5 circumstance penalty on all concentration checks. If you are flying, this penalty is reduced to -3. This does not require you to make concentration checks when you otherwise wouldn't need to, nor does it cause any actual hit-point damage.
There may be another effect to this curse, but you can't tell any yet.

Kiana's turn.


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

Save: 1d20 + 7 ⇒ (5) + 7 = 12

Kiana grimaces, and takes flight, hovering in place to lessen the pain. Flight equivalent of 5ft adjust

Flight: 1d20 + 12 - 3 ⇒ (12) + 12 - 3 = 21

Again she flurry's at the creature.

Flurry 1: 1d20 + 4 - 3 ⇒ (4) + 4 - 3 = 5
Flurry 1: 1d20 + 4 - 3 ⇒ (9) + 4 - 3 = 10

But the flickering energy seems to be interfering with her aim. *sigh* I hate being a low levels


Kiana's shots go awry as the ghast moves out of the way.

Charivia's will: 1d20 + 4 ⇒ (10) + 4 = 14
"Ahh! It hurts so, I cannot..."

Charivia channels what focus she has into a blast of energy:
surge blast: 1d20 + 3 ⇒ (4) + 3 = 7
but her aim is even worse than Kiana's.

Nik'o's turn.


Will: 1d20 + 4 ⇒ (16) + 4 = 20

Nik'o winces from the intense pain, but also feels relief from Helac's healing. He stays where he is though, and downs one of his remaining extracts. The healing power in the vial washes through him with comforting warmth.

Refreshed, he narrows his eyes as he fights the pain to concentrate on his quarry.

Mutagen in effect: +2 nat AC, +4 Str, -2 Int. Take extract of CLW, MvA fos Studied Combat.

CLW: 1d8 + 4 ⇒ (3) + 4 = 7


Despite succumbing to the curse, Nik'o is healed considerably.
Helac's turn.


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Watching with trepidation, Helac sees the ghast pull an unobtrusive lever within the column and the answering glow erupt from the floor.

Activate Resistance. Immediate action/1 pp to add +4 to saves.

Will Save: 1d20 + 12 ⇒ (19) + 12 = 31

I think this "curse" is a magical trap of some sort. If we can possibly flip that switch... again, it may end the effect.

Focusing his full attention on the ancient creature he steps forward and says, I hate to lose the knowledge... you possess. But I think it is long past time for you to slip the surly bonds of earth and your soul soar in sunlit silence.

As Helac swings his morningstar, a thought, unbidden and odd springs to mind. Dol Arrah light my way with wisdom.
Attack/Morningstar: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 ⇒ 6


Nice Helac! Don't forget to confirm that roll.


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

I thought undead were immune to crits, as the anatomy no longer really functioned and thus was not really necessary.


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

not in pathfinder. Undead can be critted

-Posted with Wayfinder


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Attempted confirmation roll: 1d20 + 3 ⇒ (12) + 3 = 15
Ha. Not with that one it won't.


Helac's morning star strikes the ghast.
"Destroy m-me if--thou--"
It gasps and wheezes, as if for breath, despite not breathing for more than a thousand years.

He subsequently dives out of the column and past Helac, landing between Helac and Kiana
acrobatics: 1d20 + 14 ⇒ (14) + 14 = 28
And not provoking an attack of opportunity.

"Dare!"

As he lands, he cries out, and swipes at Kiana with his claw:
1d20 + 10 ⇒ (9) + 10 = 19
2d6 + 3 ⇒ (4, 4) + 3 = 11
his strike throws Kiana off balance, too!
Kiana is staggered for one round, no save.

It then wheezes in pain again, sensing the end of its unlife near.
The map has been updated. Kiana's turn.


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

Flight: 1d20 + 12 - 3 ⇒ (14) + 12 - 3 = 23

And she fires at the creature.

Attack: 1d20 + 5 - 3 ⇒ (8) + 5 - 3 = 10

But the flickering energy still seems to be interfering with her aim. *sigh* I hate being a low levels


The ghast seizes the opportunity left by Kiana firing to take another bite at her:
attack of opportunity: 1d20 + 10 ⇒ (18) + 10 = 28
2d6 + 3 ⇒ (3, 6) + 3 = 12

Charivia fires a ball of entangling goo at the ghast.

"Stop moving!"

1d20 + 3 ⇒ (13) + 3 = 16
"By the Unholy Six, what hath thou done to mine aim?"
she cries out as her power is narrowly dodged by the ghast.

Nik'o's turn.


Mutagen in effect: +2 nat AC, +4 Str, -2 Int. Studied Combat, adding Studied Strike if hit. 5-foot step to AS-14.

Nik'o steps back in the room, his footing uncertain from the pain in his legs. He crouches, then extends his body forward, sending the tip of his spear in an upward thrust aimed at the ghast's neck.

Feeling the tip on a correct path, Nik'o pushes further, hoping to make the blow a lethal one.

Longspear with Mutagen, Studied Combat and Studied Strike: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 291d8 + 6 + 3 + 2 + 1d6 ⇒ (2) + 6 + 3 + 2 + (4) = 17


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

kiana does not provoke aoo for firing her bow

-Posted with Wayfinder


Kiana Sunbane wrote:

kiana does not provoke aoo for firing her bow

-Posted with Wayfinder

Ah, whoops:P

In that case, the roll of 18 should have actually gone to Charivia's attack roll, which means her power hit. So...

Charivia fires a ball of ectoplasmic goo at the ghast. The monster appears strained by its injuries, and it is unable to dodge, becoming engulfed in the energy!
The ghast is now entangled.

secret purpose: 1d100 ⇒ 84

As the undead guardian struggles to break free of Charivia's ectoplasm, Nik'o strikes a deadly blow!
With a low, groaning wheeze, it cries out
"Trust not thy feeeeet!"

and crumbles to dust, leaving naught but a skull and a pile of grey powder!

Combat over.


Nik'o relaxes gradually as the ghast's threat disappears and regains his composure before saying: "A frightening opponent! And a dutyful servant! May he finds his way in Dolurrh..."


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Helac nods in agreement to Nik'o words. He lowers his head for a moment and says, May he find some measure of peace.

Helac then steps to the alcove, examining the handle that apparently triggered the magical curse and the surrounding environs. Hmm... let us see what there is to see.

Aid Another: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17


Female Strix HP (11)
Stats:
AC/Touch/Flat 15/15/10 | Fort/Ref/Will +4/+4/+3 | Init +2
Skills:
Acrobatics +6, Cr(Bow) +6, Fly +8, Intimidate +6, Perception +9, Pr(Cartographer) +7, Stealth +6
Zen Archer (1)

Out of combat, take 10 on fly to hover in place


Sorry, moving doesn't leave much time to post.

The ghoul leaves behind his shield, which is a masterwork heavy wooden shield.

Inside the column, the walls are lined with more picture carvings.

These carvings show the dark, formless blobs descending on the yuan-ti. The yuan-ti split in to two groups, one goes underground, the other stays above ground. Those above are devoured by the monstrous blobs. The blobs move down under to the other yuan-ti, but a light appears from the ground and pushes them up. A small human-like figure is also among the underground yuan-ti (though significantly smaller than a human, closer to gnome or dwarf size). Four orbs circle around the mini-human, and push the light, and the monstrous creatures, back to the surface. The yuan-ti remain trapped underground.

Helac finds the switch easily enough, but pulling it has no noticeable effect.

disable device, 15:
The switch was attached to a rope which flows under the floor in to the walls. After it was pulled, the rope detached from the switch. It may have been used to trigger something else which cast the curse, but it is not itself a magical switch, nor is it connected to anything anymore. This device was a one-time use thing.

There's also a considerable amount of treasure scattered around the interior of the column (I'll assume you end up searching around thoroughly) :
--A heap of ancient coins totaling 1060 modern Galifers in worth.
--A small necklace of pearls on a golden chain, wort a total of 550 gold pieces.

Detect Magic or Detect Psionics:
The necklace emits a trace aura (no specific school), as if it was magical at one point but had its powers removed or deactivated somehow.

--A copper ring engraved with ancient runes
detect magic:
It emits a faint evocation aura.

Detect Psionics:
It emits a faint psychokinesis aura.

spellcraft, 20:
This psionic ring protects its wearer from harm from projectiles, manipulating the air and matter around them to turn them back. If it is used too often, it's power is suppressed temperarily due to a deficiency in the psychic energy in the air around it.
This is a Ring of Missile Protection.

--On top of the mound of coins sits a silver helmet with spiked-horns on top. A message is engraved on it in Riedran:
Riedran:
Woe betides unto those who understand wither shan't be understood.

Detect Magic:
The helmet has a faint divination aura.

Detect Psionics:
The helmet has a faint clairsentience aura.

spellcraft, 19:
The helmet bestows its wearer the power to understand all languages, spoken, written, or magical, though it does not always work for obscured languages.
It is a Helm of Comprehend Languages and Read Magic


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Ramblings:

Helac, are you seeing what I'm sensing?

Hmm... I believe so. When taken in combination with the other pictures, the narrative it suggests is intriguing. That the Yuan-ti began to be assaulted by aberrations of some sort... some were destroyed while others fled underground and developed some sort of weapon against them.

Didn't somebody mention a living key? It'd be the little guy there right?

Helac's eyes dart to Charivia for just a moment. Or maybe a little girl.

Four stones/keyes? A figure in the center driving off an evil extraterrestrial force? FIFTH ELEMENT! =D

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A world away from the rest Eberron, Sarlona remains a land of mystery. It holds the secrets of the origins of humans. And an increasing number of scholars in both Khorvaire and Argonesson now believe that the source of the Mourning lies somewhere in Sarlona.
For the first time in more than a thousand years, the formerly secret port-city of Dvaarnava is being opened to Khorvairian ships. Dvaarnava is in a part of Sarlona which is largely shielded from the influence of the Inspired. But it is under constant threat of an attack from Riedra.
Within Riedra, not everyone is as unified as they appear. There is a rift within the ranks of the Inspired, and the two groups have very different goals. Moreover, rumors persist of a far more sinister, hidden group operating across Sarlona.

This is an interest check for an Eberron campaign that has been bouncing around my head and notes for awhile that is finally ready to be run. I expect most of the PCs to be from Khorvaire, and the group will just be arriving in Dvaarnava when the campaign starts. However, if you want to make a character native to Sarlona, you might be able to provided you have a sufficiently compelling background for your character. In any case, you should give a reason why your character has come to Dvaarnava.

Setting: This game will be set in the Eberron campaign setting, originally written for 3.5. While it will start in Dvaarnava, it won't stay there, and I expect the game will go to a wide range of locations in Adar, Riedra, and Syrkarn.


Character Creation:

What I am looking for:
First and foremost I am looking for commitment. Given the slow pace of pbps, this game could run for years into the future. Secondly, I am looking for interesting characters. Well-written backstories, personalities, and motivations will improve your chance of being selected.
If you are the kind of player who likes having the plot spoon-fed, this is probably not the game for you. While I have written out a considerable amount of plot for this campaign in my notes, I wing things a lot and get my GMing energy from what the players do.
Character story stuff: Submissions should include a backstory, your character's goals/motivations, and a brief description of your character's personality. Optionally, include your characters greatest fears.

Starting level: 3

Ability scores: 20 point buy

Allowable books/sources:
Pathfinder books: Core, APG, UM, UC, ultimate psionics, path of war, and ARG are preapproved. Most Rite Publishing books are also fine.
3.5 books: All the Eberron books are preapproved. If you are unsure of how to convert something to pathfinder rules, ask.
Anything else is available by request.

Your character should have action points (as explained in ECS, pg 45).

Favored Class Bonus: No race-specific FCBs. You can spend your FCBs on extra hp, skill points, or pp as normal.

Traits: Two bonus traits. No campaign traits.


It's been a dog's age since I touched my Eberron books, but I'm at least intrigued. Are ACG classes permitted? A draconic bloodrager is the first fellow to pop into my brain (if memory serves, blue dragons were prominent in the mountains between Adar & Sarlona).

I'll try and assemble a coherent character and get back to you.


This is a character I made for another Eberron game, just need to be adjusted to level 3.

How would you convert the warforge race? or should we use the Eberron/Pathfinder conversion wiki that's out there.


Hmm, I like the idea of having a large variety of races available. I will peruse the options and see if I can come up with something.


Submitting this character for consideration


Very interested!

One idea I have is an elven (possibly from Aerenal) Thuranni bard or ninja. Is the ninja class ok?

Will you be using Eberron's Action Points? Thanks GMV!

Can I replace the two traits by a dragonmark feat?

Finally, dragonmark feats were originally intended to mesh with the 3.5 feats. This causes a slight problem for level 6. Would you move it to level 5 or 7? (I understand this has no immediate impact, but mostly curious.)


Deranged_Maniac_Ben wrote:
Character Creation:Your character should have action points (as explained in ECS, pg 45).
Dreaming Warforged wrote:
Will you be using Eberron's Action Points?

Quoted for easy reference.


I am thinking of making an inquisitor. Would there be anyone that wants to coordinate a teamwork feat with me?


Interested, what changes are you making to warforged and artifacer, if any, when bringing them over to pathfinder?


Grand Moff Vixen wrote:
I am thinking of making an inquisitor. Would there be anyone that wants to coordinate a teamwork feat with me?

I would, though I might be short on feats (as always!). What did you have in mind?


Menmark wrote:

This is a character I made for another Eberron game, just need to be adjusted to level 3.

How would you convert the warforge race? or should we use the Eberron/Pathfinder conversion wiki that's out there.

Similar. Helac was made for another game, but it won't take him much adjusting to put him in line with your guidelines. Does he seem suitable? The background can be expanded upon or tailored as necessary.

I really like Eberron but have limited experience with it. I have been gaming in one fashion or another for several years, but have no experience with Play by Post. I have, however, been lurking in a few threads and really enjoy the idea.


Dreaming Warforged wrote:
Grand Moff Vixen wrote:
I am thinking of making an inquisitor. Would there be anyone that wants to coordinate a teamwork feat with me?
I would, though I might be short on feats (as always!). What did you have in mind?

Anything that sounds fun. I like fun primarily, and then something that will see both reasonable use and provide a good benefit. I have not put much thought into it beyond wanting to have such a feat. I figured to get interest first and then choose once we got to that point.


I like Escape Route...


Dreaming Warforged wrote:
I like Escape Route...

After looking at it, it seems that this would be most useful. Escape Route it is! I will poke around with my backstory. I am in the process of looking at my options to make a fun, yet integrated story. Also, I plan on half-elf to get an exotic weapon. I really like the idea of a big sword. Makes a better combat option than a 1D8 single hand weapon.

I will continue to look at race options. Barring humans and half-elves, do you know of any other race that allows for getting an additional WP?


I'm trying to remember, there were those barbarians off the coast of Argonessen, I want to say they were the Seren? Were they ever detailed anywhere?


Deranged_Maniac_Ben, are you going with standard wealth by level?


Redblade8 wrote:
I'm trying to remember, there were those barbarians off the coast of Argonessen, I want to say they were the Seren? Were they ever detailed anywhere?

I think in the Player's Guide to Eberron, no?


Grand Moff Vixen wrote:
. . . I am in the process of looking at my options to make a fun, yet integrated story. Also, I plan on half-elf to get an exotic weapon. I really like the idea of a big sword. Makes a better combat option than a 1D8 single hand weapon. . . .

Well, if the storyteller will let you reflavor Half Giant as an Ogre descendant, or possibly just a large human, it would allow you to wield a 2d6 Large Longsword one handed or a 3d6 Large Greatsword without penalty (given proficiency with martial weapons)... though I just like the idea of Half Giants.

Edit: I just don't remember if Half Giants exist naturally in Eberron, but if I had to guess, I would probably say that at least a few are bumming around Xen'drik.


Shifter druid would be fun in PF. this conversion good? (With the addition note that you get +1 use/day for every 2 shifter feats. Because they forgot that. Or the Incremental Shifting feat. Either way. Static 1/day is kinda bad. Actually, incremental use without the feat-need would be best. Much like rage and bardic music.)
Quite the serendipity, pf-druid has a Moon-caller archetype.

Will work on a myth-finder shortly. And will convert to alias if selected.

Half-giants exist, as do Goliath and Eneko. The latter actually being from Sarlona I believe. Page 108-109 of Secrets of Sarlona has all 3. If you wish to browse and pick between them.


Te'Shen wrote:
Grand Moff Vixen wrote:
. . . I am in the process of looking at my options to make a fun, yet integrated story. Also, I plan on half-elf to get an exotic weapon. I really like the idea of a big sword. Makes a better combat option than a 1D8 single hand weapon. . . .

Well, if the storyteller will let you reflavor Half Giant as an Ogre descendant, or possibly just a large human, it would allow you to wield a 2d6 Large Longsword one handed or a 3d6 Large Greatsword without penalty (given proficiency with martial weapons)... though I just like the idea of Half Giants.

Edit: I just don't remember if Half Giants exist naturally in Eberron, but if I had to guess, I would probably say that at least a few are bumming around Xen'drik.

Hmm, I like the idea of half-giants, I just usually don't get to play one. I will break out In the Company of Giants and see what I can come up with.

Dark Archive

Very, very interested. Will do some brainstorming.

EDIT: Strongly considering a Human Serpentine-bloodline Sorcerer - basically a descendant of a small band of yuan-ti refugees from Sarlona who settled briefly and secretly in Khorvaire after the Inspired all but purged their kind from Syrkarn ~1200 years ago.

Very much in the works, though. I'll try to get an app up in a day or two.


Ya know. I changed my mind. I verymuch want to play a house Sivis Gnome. A ninja/bard. Dual-wielding scrolls and throwing insults.
Razor wit, sharp tongue and a +1 pen, mightier than most swords. Seriously though, can I have a pen that functions like a kunai or something?
Imagine a gnome so adapt with his pen, that when he waves it around all foes around are shaken with fear. Dazzling display ftw.

Ninja2/Archaeologist1 for starters. Will see how things go from there.

Dark Archive

Warforged conversion?


Escheton wrote:

Ya know. I changed my mind. I verymuch want to play a house Sivis Gnome. A ninja/bard. Dual-wielding scrolls and throwing insults.

Razor wit, sharp tongue and a +1 pen, mightier than most swords. Seriously though, can I have a pen that functions like a kunai or something?
Imagine a gnome so adapt with his pen, that when he waves it around all foes around are shaken with fear. Dazzling display ftw.

HA! I like it. ...but do you want a +1 throwing pen or a +1 dirty trick pen? Either way, it's kind of awesome.

Dark Archive

Te'Shen wrote:
Grand Moff Vixen wrote:
. . . I am in the process of looking at my options to make a fun, yet integrated story. Also, I plan on half-elf to get an exotic weapon. I really like the idea of a big sword. Makes a better combat option than a 1D8 single hand weapon. . . .

Well, if the storyteller will let you reflavor Half Giant as an Ogre descendant, or possibly just a large human, it would allow you to wield a 2d6 Large Longsword one handed or a 3d6 Large Greatsword without penalty (given proficiency with martial weapons)... though I just like the idea of Half Giants.

Edit: I just don't remember if Half Giants exist naturally in Eberron, but if I had to guess, I would probably say that at least a few are bumming around Xen'drik.

According to Secrets of Sarlona, Half-Giants are native to that land and generally live in nomadic tribes/clans/families that can be found nearly anywhere on the continent - though they tend to stay out of Riedra proper, as the Inspired are liable to try to assimilate them into Riedran society as slaves.

They are said to be the descendents of true giants from Xen'drik (explorers and the like manning a far-flung outpost of the empire), although - as they breed true - they may or may not have the assumed human ancestry as well.


Hmm, ya know. Even though I like Archaeologist very much, I can't justify not having bardic music to buff the party. Especially seeing I am building him very much non-fighty. He'll contribute, but not by actually hurting anything but feelings.
linky to the sheet. WiP of course.

Requesting use of trapfinder.Yes, a campaign trait. But greatly useful outside of it's niche. And it keeps that archaeologist feel. OP says no campaign. But this one doesn't have all that much campaign tie-in to begin with, so worth a shot.


Escheton wrote:

Hmm, ya know. I even do I like Archaeologist very much, I can't justify not having bardic music to buff the party. Especially seeing I am building him very much non-fighty. He'll contribute, but not by actually hurting anything but feelings.

linky to the sheet. WiP of course.

Requesting use of trapfinder, a campaign trait. But greatly useful outside of it. And it keeps that archaeologist feel.

Slight side note: if you want the effect of bardic music but don't want, well, music, look at the psionic class vitalist (intercessor method). That might be to your liking.


*Rubs chin* I have part of an idea, I think. XD

@GM: How do you feel about substitutions in the summoning list? (For example, swapping a 1/2 CR creature with another 1/2 CR creature from the official bestiaries, making the list more thematically appropriate for a given character). Also, is Deep Magic an acceptable sourcebook?


you know i am interested!!!


My ideas include, but are not limited to:

Karnnathi Dread Necromancer (LE, requires approval of Libris Mortis)
Hobgoblin Cannoneer from Dargun
Lhazaarite Human Warlock (lords of dust theme, LE)
Lhazaarite Human Marksman/Rogue


Veltharis wrote:

According to Secrets of Sarlona, Half-Giants are native to that land and generally live in nomadic tribes/clans/families that can be found nearly anywhere on the continent - though they tend to stay out of Riedra proper, as the Inspired are liable to try to assimilate them into Riedran society as slaves.

They are said to be the descendents of true giants from Xen'drik (explorers and the like manning a far-flung outpost of the empire), although - as they breed true - they may or may not have the assumed human ancestry as well.

Awesome.

I sort of remembered the bit about Xen'drik, but wasn't really sure... Thank you for the knowledge and details.

Tenro wrote:

My ideas include, but are not limited to:

Karnnathi Dread Necromancer (LE, requires approval of Libris Mortis)
Hobgoblin Cannoneer from Dargun
Lhazaarite Human Warlock (lords of dust theme, LE)
Lhazaarite Human Marksman/Rogue

Nifty... but if we are just throwing out general concepts, I'd add...

Half Giant (Gifted Blade/Soulbolt) Soulknife. Use a large bow + Expansion to lay down suppression fire. Otherwise, you really are a gentle giant.

Elan (Aberrant) Aegis. Tap into your bound Quori spirit and form a partnership... rp-wise it would be similar to what the Jekyll and Hyde alchemist/master chemist do. RP your 'spirit' trying to talk you into all manner of evil.

Changeling (Egoist or Telepath) Psion... You are a Doppelganger in all but name. Have fun being a super spy. Follow with either levels in thrallherd to represent your growing influence or levels in body snatcher to represent pushing the envelope on what doppelgangers are capable of...

Human Artificer. Because if the DM allowed the artificer class in a 3.5 game, given about 10 minutes or two action points, it was always the answer to any question.


yeah. not trying to lay claim to any ideas, by the way. i have a bad tendency of having so many ideas and then people who, like me, avoid making concepts similar to something that someone has already posted.

basically i am looking for those ideas to be pared down to just one, either by the DM saying that, for instance, Libris Mortis is forbidden, or two other folks make archer-types so maybe i dont go with marksman, etc.

Dark Archive

Te'Shen wrote:
Veltharis wrote:

According to Secrets of Sarlona, Half-Giants are native to that land and generally live in nomadic tribes/clans/families that can be found nearly anywhere on the continent - though they tend to stay out of Riedra proper, as the Inspired are liable to try to assimilate them into Riedran society as slaves.

They are said to be the descendents of true giants from Xen'drik (explorers and the like manning a far-flung outpost of the empire), although - as they breed true - they may or may not have the assumed human ancestry as well.

Awesome.

I sort of remembered the bit about Xen'drik, but wasn't really sure... Thank you for the knowledge and details.

No problem. Had the book on hand anyway, since I'm working up a character with ties (however distant) to Sarlona, so I figured I'd look it up. :D


Tenro wrote:
yeah. not trying to lay claim to any ideas, by the way. i have a bad tendency of having so many ideas and then people who, like me, avoid making concepts similar to something that someone has already posted. . . .

That's fair... but I'd even say that two characters of the same class can coexist in the same party if they each concentrate on different things. For example two clerics or two oracles or even two psions can play really differently. (Of course now that I say that, I realize that it's easier for casters to do that than martials...)

Go nuts! :)


I think I'll build my little gnome to be a Korranberg Chronicler
Won't have much spell-casting anyways with that ninja-dip(which is essential, I assure you).

Not sure on the exacts regarding that prereq though. 50gp for a piece of paper is quite a lot.

Tenro wrote:

My ideas include, but are not limited to:

Karnnathi Dread Necromancer (LE, requires approval of Libris Mortis)
Hobgoblin Cannoneer from Dargun
Lhazaarite Human Warlock (lords of dust theme, LE)
Lhazaarite Human Marksman/Rogue

My vote is for the int-based hobgoblin gunslinger. Because you can do so much with that character that you otherwise couldn't. And the others seem kinda the boring same-old. Fun, and enriched by Eberron's story. But still kinda meh. By my opinion at least.

Also, I just really like the idea of a greatsword/shotgun switch-hitter. Which I reckon it might end up as.


Dotting for intrest.
I'll have to wait till I get home from work to post an actually character. But I have an idea for a gunslinger I've been tossing around in my head for a bit. I think she'd fit into an Eberron setting nicely.


I probably should have just posted warforged and articifer conversions right away...
anyways, conversions of the four main Eberron races and the Articifer have been added to the campaign tab.
Now I'll answer the other questions...

Redblade8 wrote:

It's been a dog's age since I touched my Eberron books, but I'm at least intrigued. Are ACG classes permitted? A draconic bloodrager is the first fellow to pop into my brain (if memory serves, blue dragons were prominent in the mountains between Adar & Sarlona).

I'll try and assemble a coherent character and get back to you.

I haven't really been paying much attention to the ACG. Let me take a few minutes to look over the playtest...

...
...
Okay, the bloodrager looks fine. I might revise my opinion once I see the final version.
Dreaming Warforged wrote:

Very interested!

One idea I have is an elven (possibly from Aerenal) Thuranni bard or ninja. Is the ninja class ok?

Will you be using Eberron's Action Points? Thanks GMV!

Can I replace the two traits by a dragonmark feat?

Finally, dragonmark feats were originally intended to mesh with the 3.5 feats. This causes a slight problem for level 6. Would you move it to level 5 or 7? (I understand this has no immediate impact, but mostly curious.)

The ninja class is okay. I don't think you can trade traits for a feat, though.

Grand Moff Vixen wrote:
Deranged_Maniac_Ben, are you going with standard wealth by level?

Yep, standard WBL.

Te'Shen wrote:
Edit: I just don't remember if Half Giants exist naturally in Eberron, but if I had to guess, I would probably say that at least a few are bumming around Xen'drik.

Half-Giants are native to Sarlona--the descendants of Xen'Drik explorers from before the Quori invasion. There are also Eneko (Secrets of Sarlona, 109), which are ogre/half-giant hybrids most common in Syrkarn.

Escheton wrote:
Requesting use of trapfinder.Yes, a campaign trait. But greatly useful outside of it's niche. And it keeps that archaeologist feel. OP says no campaign. But this one doesn't have all that much campaign tie-in to begin with, so worth a shot.

Oh, that trait. Okay, you can use trapfinder.

Rednal wrote:

*Rubs chin* I have part of an idea, I think. XD

@GM: How do you feel about substitutions in the summoning list? (For example, swapping a 1/2 CR creature with another 1/2 CR creature from the official bestiaries, making the list more thematically appropriate for a given character). Also, is Deep Magic an acceptable sourcebook?

Deep Magic is fine. If you do use something from Deep Magic, though, please indicate where it is from on your character sheet. Summoning substitutions...I'd have to see the specifics.


Can we use the Retrain-mechanics? For one, it's a nice way for those that want dragon-marks to do so at a later level By simply retraining one or more feat(s) to bypass the lvl 1-only caveat.


Retraining is allowed. If you retrain to get a dragonmark after 1st level, then it manifests on you later in life.


Just so everyone knows, I will be gone for most of tomorrow and probably won't be able to post. I'll still be around tonight and will be back Friday.


Interested in joining in, had the idea for a aberrant marked magus. Always liked the idea of the Knight Phantom wondering how you would convert it, or I found a conversion as a magus Archtype seems to fit thematically very nicely.


Knight Phantom, at least the version from the wildly popular Eberron Pathfinder conversion by Tzizimine


Escheton wrote:
Can we use the Retrain-mechanics?. . . .

Retraining? Pfft... Psions have been retraining before retraining was cool...

But yeah... retraining's cool.

And that's a cool archetype, grimblade. I may snag that for home games. :)


*perk* Count me in(terested). I'll have a post set for her later, when I don't have to flee to bed to wake early tomorrow.


Deranged_Maniac_Ben wrote:

Character Creation:

Traits: Two bonus traits. No campaign traits.

Is that 2 bonus traits on top of the 2 you can normally start with, for a total of 4?

This is the gunslinger I wanted to put forth yesterday but could get to it. Also I shot you a PM under the 'spacefurry' name.


You might want to adjust your pistolero to this game, as for one, it starts at lvl 3.


GM, how do you feel about the 1001 Spells book by Cubicle 7? I grow tired of such a limited selection to choose from and love the idea of more to have fun with.


GMF, are you still working on an inquisitor?

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