DM Fang Dragon’s Ruins of Adventure (Inactive)

Game Master FangDragon

The Adventures of the Watchers of Dawn. Year of the Lion, 1340 DR.

Regional Map 1 | Regional map 2 | Map of Phlan | Dramatis personae | Loot Log


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Palace of Birdsong| War for the crown maps

Braccio shakes his head sadly, "I only got a short glimpse but the rough layout was a long table along one edge, a central table, a cage in one corner and chairs and cushions for the bidders. Security was tight as you might expect.

The one thing we do have maps of is the gate and the mechanism room which is housed above the gate with entrances on both sides. You probably walked under it! We'll have a copy made and sent to you."

They're talking about sending 65000g with you.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Looks perfect, Ishta! :)

Excellent, thank you. The maps should help us know where we're going.

Since they aren't leaving tonight, Azarra asks if she can stay with Talia (since they said if she makes it through tonight she'll probably be okay, she wants to stay in case there is anything she can do to help).


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Since it seems they've agreed on everything that could be an agreement, Ishta asks for permission to visit the library and study some spells to help the group in this endeavour.

I will give them a final revision and provide a list and rolls of all the new acquisitions.


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Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Now would be a perfect time to invest in some potions. I'm not sure how much goldies we got to spend, but potions that come to mind are Fly, Gaseous Form, Protection From Evil, and other utility/protection vs suck spells that might come in handy.

Knowing well he won't be of much use until things go wrong, Kardas avoids a sulky mood by drafting a list of potentially useful potions. If there ever was a moment to arm the group with drinks, now is the time.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Ser Armithia goes along with whatever decisions are made by the professionals.

I can be the muscle.

He smiles.


Palace of Birdsong| War for the crown maps

A runner arrives and hands you a hastily copied map.

A note attached explains that the gate house complex consists of four levels. The top most walkways which lead to an inner gatehouse. The gatehouse is serviced by a pair of spiral staircases leading past ready rooms where guards wait to the winding room where there's a pair of small windlasses to control the portcullis and a big one which opens and closes the massive gates. A pair of barracks border this room. Estimated to have ten guards within at all times.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

[ooc]Something to be aware of before we begin... those hats allow us to alter self, which allows us to disguise ourselves as individual members of any humanoid race. We might be able to pull off the gate part just by pretending to be specific high-ranking people... if we can find the right ones, and then ordering them to raise the gates--who knows, but just wanted you guys to remember the hats in case we need them.


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Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

The forum ate my edit (even though I reposted, ahh!), so here's my edit: the opportunity cost you'd normally pay for consumables is a non-issue now because this is a literal do-or-die scenario. Expensive pots and scrolls that can help us achieve victory should trump static bonus items.


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Palace of Birdsong| War for the crown maps

The meeting seems about ready to break up. Let me know what preparations you want to make.

@Azarra yes you can watch over Talia.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Ser Armithia stands ready.

I am guessing that he could Disguise Self/Alterself via the Hat as a slave bodyguard? Change race to ?


Palace of Birdsong| War for the crown maps

You certainly could. Should you? Shrug :P


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

I think maybe Zane was keeping track of loot in this game? Am I remembering right? In any case, Kardas... just tell us what consumables you want. Even if we don't have the money (which we might), we can always draw on the 65,000 they are sending with us (as long as it isn't too much... we have to be able to win the auction, or at least have enough to show our wealth and maybe buy some slaves). Also, if we're going to try to steal the orb from whoever does buy it, we might need some spells/items to jack my dexterity higher. I only have a +8 on sleight of hand.


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Yeah, and we'll probably need to boost your Disable Device too.

The next morning, Ishta walks to Mantor's library quite early, looking for some spells to add to her book.

Once some of them are ready and the ink is dry, she meets her companions for lunch, discussing the plan. During the conversation, she introduces a new factor.

"So, guys, I've been studying some new spells, and I think we should go have a look around the castle. I'm planning on going this evening, without noticing, and try some probes at the magic defenses. We certainly want to know what we can or cannot do once we're there." She tries not to sound too dramatic. "I just want you to know, in case you find out I'm not in my room... or... in case I don't come back to sleep." She procceeds to explain her plan to her comrades.

Plan and spells memorized for evening's incursion:

1st:
Charm Person
Comprehend Languages
Detect Secret Doors
Liberating Command
Shield

2nd:
Visualization of the Mind
Invisibility
Mirror Image

3rd:
Clairvoyance/Clairaudience
Nondetection

4th:
Arcane Eye

She will cast Visualization (Charisma) (that's 200g), Invisibility and Nondetection, then try to approach the castle from outside and try everything she can to check what are the walls protected against, and see if she can see inside. If needed, she will summon an Aether Elemental to scout. If anyone can think of an item that would help with it, suggestions are warmly welcome.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Do you want some backup?


Male Human Teacher (Adults) 1

"I don't know. What are you thinking of?"


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

I just wasn't sure if you wanted to go in alone... stealth missions are sometimes safer that way... but happy to come along if you want help.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Ishta smiles.

"Sure. I've never done a stealthy approach before... I'll be glad to have some help."

The two girls discuss the plan, and hopefully reach a common approach.

Lol, last post I forgot to change the avatar before hitting Submit Post...


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

So, is it the next day already? Is Talia okay?


Palace of Birdsong| War for the crown maps

Since everyone is talking about shopping yes lets assume it's the next day...

GM Rolls:

1d20 ⇒ 2
1d20 ⇒ 15
1d20 ⇒ 20

During the night Talia took a turn for the worse and was delirious with a high fever and hallucinations. Nothing could be done to help her till the morning and it was touch and go several times. Braccio awoke the hour before dawn and began his morning prayers. After a spartan breakfast he got to work and stared on a powerful casting to remove the curse attached to the poison before working on removing it entirely and finally curing her wound. After this process Braccio was left exhausted and Talia was left sleeping peacefully, no longer in danger but still weak as a newborne.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Azarra gets some sleep after she is sure that Talia is going to be okay.

To Ishta she says

What's the range on your Arcane Eye? If it is far enough, we probably don't even need to sneak in... you can just have it look around.


Male N Human (Raumathar) Magus 9 | HP: 75/75 | AC: 21 (12 Tch, 19 Fl) | CMB: +11, CMD: 22 | F: +12, R: +8, W: +10 | Init: +7 | Perc: +9, SM: +2 | Speed 20ft | Arcane Pool: 4/7 | Spells: 1st 7/7 | 2nd 4/4| 3rds 4/4 Active conditions: 3 mirror images

Kardas has no utility spells for this sorta stuff :(

"The range truly depends on how much you want to explore and examine. Say she uses two minutes of its duration to approach the damned place, she'd need to be some odd hundred and twenty yards away from the place."


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Can't she just manifest the arcane eye from the quarter that we've already cleared? I'm pretty sure that you can put one of those things anyplace that you can see. so there is no need to approach closer than sight. I don't know the spell myself, but that's what I understand. For instance, if I knew the spell I could pop it up to the top of a mountain, because I can see that far... but after that of course, it might be slow moving it around.


Palace of Birdsong| War for the crown maps

Still here. Will post an update once the plan has been nailed down.


Male ( Constant DeathWatch) Spells Active: Gold Elf Oathbound Paladin 6/ Sentinel 3/ Champion 2 Init +1 Hp 110/72 AC 29/13/28 Fort +14 Ref+9 Will+11 Perception+14

Unfortunately, these types of planning is not in the knight's reportior.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

"I could put the eye anywhere within my sight, and then move it at about 300 feet per minute" Ishta answers. "The point was to probe the wall's magic defenses, since the cousellors said they were trying to Scry and couldn't." She meditates for a bit. "We could use the Eye from afar, and then get closer to try Detect Magic or whatever. That would give us room if our first attempt is discovered, and time if I need to change any of my spells."


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

We might not want to put them on high alert the night before we go in, so the less invasive we can be about it, then better. Some of it we are going to have to do on the fly, when we are there after the auction. I don't think we can afford to break in there twice. Do you just mean the outer walls, or are you wanting to cast detect magic on the gate mechanism inside that we need to open for our "invaders"?


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

"I was thinking both." Ishta has to agree that a failed attempt might alert them unnecessarily. "Yes, we must not risk much, but at least we need to have an idea..."

The problem I see is that Detect Magic, Greater Detect Magic, Aura Reading, etc all of them just give you which school, but not which spell, and I see no way of getting this info.

"Do we agree then on trying with the Eye first and then casting Detect Magic on the wall and on the door?"


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

What door are you talking about? Do you want to sneak through the gate and check the doors on the guard towers... or do you mean the gate itself? (See the map linked in my tagline.)


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

The gate, sorry. Stupid Spaniard... :P


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Certainly, if you think it will help. We'll just have to time it well, in between the rounds of the guards, and go invisibly.

DM, is that enough of a plan for the scouting mission? Ishta will use Arcane Eye to check out the building while I time the guards, and then when we have a good opportunity based on timing, we'll go invisible and stealth up to the gate to examine it with detect magic. ... Then back off again before the guards/dogs come back.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Invisibility, stealth and Nondetection, just to be sure.


Palace of Birdsong| War for the crown maps

Sounds like you're good to go, one last question do you want to do this during the day or wait for nightfall?


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

I was thinking night, but let's see what Azarra says. She doesn't have Darkvision, I think.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Night is fine. As long as it isn't moonless, Azarra's low-light vision should be enough.


Palace of Birdsong| War for the crown maps

With a plan to probe the castle's defences, the watchers of dawn resolved to wait until sundown. The light of Selune while not full would be sufficient for Azarra to see where she was going. They decided to initially hide just within Civilised Phlan crouching low behind a tree overlooking the canal and the castle walls behind it. The busy sounds of the town at day slowly wind down to the night time hush and then it was time. Sitting crosslegged, Ishta chants the words to her spell and a dim purple radiance forms in the palms of her hands.

Ishta:
The world seems to fall away from you and your body feels remote as your vantage point suddenly shifts, looking down upon the ground where Azarra guards your form. Swooping up your invisible sensor rises higher than the tree and up past the height of the walls. From here you can see parts of the compound inside, much is hidden by darkness but there are several blazing braziers revealing a large brightly colored marquee tent in red and green.

Wanting to get a closer look you urge the magical sensor forwards and at first it moves free as a bird but as you cross over to the far shore it felt as if you had sprinted headlong into a wall! Feeling dazed you recoil and gather your thoughts to decide what to do.

Azarra Perception DC 18:
It's difficult to observe the patrols from this angle directly since the wall's battlements are in the way but some of them carry torches and you can observe their progress. There are two patrols with torches, each marching counter clockwise taking a steady ten minutes. There's roughly five minutes between each patrol.


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Recon Platoon Kicks Butt:

"Ugh..." Ishta takes a hand to her temple and gently rubs it. "There's a big, red tent there... but the eye can't get closer. I'll try examining the gate from the inside." She mentally orders the eye to get closer to the wall, to the portion where the gate is, and checks all the details she can get.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Perception: 1d20 + 17 ⇒ (6) + 17 = 23 (pass)

After Ishta is finished observing with her spell, she and Azarra go closer, both invisible (but also wearing orc disguises underneath in case anything goes sideways.) They do this during the middle of the 5 minute lull between guard patrols so that Ishta can get close enough to cast additional spells, and Azarra keeps watch and keeps track of the time while she is doing so, so that if someone gets too close or the patrol comes early that she can pull Ishta away.


Palace of Birdsong| War for the crown maps

Ishta:
The invisible barrier seems to extend the full length of the curtain wall. You where unable to get all that close to the gates but you are able to soar up high and look down. You get an excellent bird's eye view and can see the torches of the patrols twinkling down below. You've basically seen this view. One interesting detail you notice a large detachment of orcs with vicious looking hounds assembling inside the gates.

Timing it so you move in between the patrols the pair of you swim invisibly across the short stretch of water. Hunkering down near the brooding gates you drip and shiver as you plan your actions, it seems a patrol is coming...

Map updated, and I'll need stealth rolls or some plan to deal with the scent ability on the hounds.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Why did we swim? Didn't I just walk across last time? Also, we aren't waiting around for another patrol. The plan is cast the spell, focus for less than 3 minutes to see what Spellcraft can tell Ishta about the defenses, and then we leave.

Stealth: 1d20 + 14 + 40 ⇒ (14) + 14 + 40 = 68 (invisibility while stationary. -20 while walking.)

However, if a patrol does get close before we're done, then Azarra will quietly conjure up another skunk or three (let me know if I need to roll for that).


Male Human Teacher (Adults) 1

Ishta feels a bit hurried by the arrival of the patrol.

Stealth: 1d20 + 7 ⇒ (19) + 7 = 26

She tries to avoid the dogs and their scent sense, but stays at the ready to change her plan.

If it seems like they detect her, she will change Nondetection (which is already cast on both her and Azarra) to Fly thanks to Mnemonic Vest and fly up until our of range.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Add 20 walking/40 stationary to Ishta's stealth roll, since she is also invisible.


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

We're both invisible and nondetectable.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Right, but nondetection doesn't have a bonus to stealth. That's all I was pointing out. I think nondetection just works against scrying, not physical senses.


Palace of Birdsong| War for the crown maps

Yeah their perception shields can't take firepower of that magnitude. The dogs have scent mind you which is another matter. BTW I'm sorry if I accidentally railroaded here you here, wasn't my intention. However since you've decided to hide lets play this one out.

Scent (Ex):

This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

After a nervous wait, you hear gruff voices from above and the clanking of the mechanism as the huge doors are opened. This is the first time these doors have opened tonight and first out are vicious looking hounds the size of ponies with strangely sunken features as if they where half staved. They strain at their leashes and their handlers, huge looking orkish brute can barely control them. It's only with much cursing and lashing of whips that the dozen strong patrol gets going and it seems they are intending to perform a counter clockwise sweep.

As you watch the patrols sets off and the gates start to clank closed.

I owe you a map update, I'm a bit tired and will try to do that tomorrow. You have a few options here: You could try to slip in now before the door closes, although there is some risk of detection if the wind blows in the wrong direction (there's currently a soft breeze heading south); You could wait and try to sneak in after them in - that worked before; You could be cheeky and follow them to see what they get up to; Or do something I haven't anticipated xD


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CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5
Azarra wrote:
Right, but nondetection doesn't have a bonus to stealth. That's all I was pointing out. I think nondetection just works against scrying, not physical senses.

I know, I know. It was just a reminder in case someone tried to cast something. I wasn't adding the bonuses from Invisibility because the real threat here is Scent, which I think ignores it.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Hold on... why are we waiting? I thought we were casting detect magic/spellcraft at the gate in the 5 minutes that we had, and then leaving? What am I missing?


Palace of Birdsong| War for the crown maps

I assumed you wanted to sneak in and explore the gatehouse, but NP if not!

Detect Magic:
The cantrip to attune yourself to the weave is one of the first things a fledgling spell-caster is taught. Some liken the first time to a religious experience for it is said you are truly seeing the body of Mystra.

Anyway the cantrip is very familiar and you are momentarily stunned upon casting it, a working the strength of which you've never seen before is anchored over the entire castle ward. There are multiple overlapping transmutation and abjuration magics, sorting out what they all do will take time!

Kn: Arcarna DC 25:
Surely this can only be a mythal, a mighty weaving crafted by a group of powerful spell casters to ward and protect a building or even a city. The best known mythal is the one in Myth Drannor but there are numerous other ones in the realms including Evereska, Myth Glaurach, Myth Nantar, Silverymoon and Undermountain.

You suspect this one isn't as powerful as some of the most famous ones but it's still a mighty working far beyond anything you are capable of. Worse its properties are currently unknown...

Spellcraft DC 16:
The entire area is covered by a gigantic endure elements spell.

Spellcraft DC 21:
The entire area is covered by a gigantic Forbiddance spell preventing teleportation spells, but probably not gates.

Spellcraft DC 22:
The stone walls and the gates are bolstered by a powerful working that renders them as tougher than iron. Battering down the walls with brute force would be near impossible.

Spellcraft DC 25:
The entire area is somehow covered by a variation of the Nondetection spell preventing most divination. You note Braccio was granted a vision but that may have been direct Deific Intervention.


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Thanks for being open to that, but I think we decided to wait and explore the gatehouse when it is time to raise the gate, and we at least have some backup. Too dangerous to do alone, or risk doing more than once. :)

Azarra takes a look at the magical energies to see if she can assist Ishta in figuring out what protection spells are up.

Knowledge Arcana (aid): 1d20 + 8 ⇒ (2) + 8 = 10
Spellcraft (aid): 1d20 + 12 ⇒ (8) + 12 = 20


CG Human Arcanist 9 | Status: RETIRED
Stats:
AC 14 (T 13, FF 12) | CMB +3, CMD 15 | Init +3 | Speed 30ft | F +6, R +7, W +8 (No Fear)| Perc +9, SM +0 Darkvison
HP 78/78 | Reservoir 10/11 | MP 8/9 | Spells 1 5/6 | Spells 2 5/6 | Spells 3 6/6 | Spells 4 5/5| ToR 5/5 | BoH 1/1 | Vest 1/1 | Admx 5/5

Ishta shakes her head to try to recover from the impact. "Oh, my... such power..."

Kn Arcana, Aid: 1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32

"For the Holy Robes of Mystra! This is..."

Spellcraft, Aid: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25

"Azarra, this is such a powerful place, it can only be a Mythal! There are strong wards protecting it, and we have tu assume we'll be on our own..."

Ishta details the wards to Azarra, thinking at the same time how can she bypass such a defense (see spoilers above).

"We must go back and inform the Counsellors!"


Map | Loot CG Female Half-Elf Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision | Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Azarra goes back with Ishta.

When they get back into friendly territory she says

Well, as long as we can open the gates, that gets around all of those enchantments, right? And if the army takes over, then those enchantments are suddenly working for us rather than against... or at least I hope so.

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