DM Fang Dragon's Strange Aeons (Inactive)

Game Master FangDragon

Iä! Iä! Pathfinder fhtagn!

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

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


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Picture

Earlier:
"Old Stelea?" Cesadia cocks her head and looks looks confused before replying, "Oh I think you mean the standing stones. You must have seen them, there's two in town." She points through a northerly window up the hill, "Look there's one right there on top of the hill. They're sometimes called Star Stelae. The theory I heard is they're some kind of ancient star calendar. Supposedly they where here before the town was founded over a thousand years ago. Quite why she'd be snooping around those I don't know, most people in town just ignore them. Wouldn't hurt to check."


Palace of Birdsong| War for the crown maps

Filbert's angry words are met with a resounding silence broken only by the steady patter of the rain. Agrippa spends several minutes banging on the door finding it to be of an extremely solid construction that's barred from within. Eventually the banging draws a response from within. A tiny peep hole opens enough for somebody to take a quick look and a tired sounding older make voice demands, "What's all this noise? What do you want?"

GM Roll:
1d20 ⇒ 5

Kn:Local DC 14:
You recognize the voice of under constable Cesyll Parker.

As usual you may make other rolls if you wish. Don't assume there's only a roll to be made if there's a spoiler :)


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

perception: 1d20 + 10 ⇒ (19) + 10 = 29 I hope that's enough GM

Filbert listens to the tired sounding voice above him, hearing a familiar timbre to it, falling off at the end as if always out of breath. Shaking his head,

"Cesyll? Cesyll Parker, I'm telling you that pipeweed will be the death of you. Filbert here, now why is the fort quiet as the church's cemetery is supposed to be? We need to speak to the Magistrate Tillus Padgett. Some strange goings on in the town."


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

Agrippa makes that while "taking 11"

Constable Parker. We are here at the behest of the Count. Let us in.

Bluff: 1d20 + 6 + 1d6 ⇒ (12) + 6 + (4) = 22

I figure this isn't really all that far fetched seeing as we were visible agents of Lowls for a while in town...

Agrippa makes a "go along with it" motion with his hand to the others.


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

Lizzie stays quiet.

It seemed Agrippa was a good bluff, at least to her impression.

"Guys, when there is time, Luxina and i have some information to share, regarding a pier."


Status Luxina:
HP: 42/42 NL: 0; AC: 18, T: 13, FF: 15; CMB: +4; CMD: 17; Fort: 6, Ref: 8, Will: 2; Init: +3; Perception: +10; Speed: 30 feet
Elf Alchemist (Blazing Torchbearer)/5

Luxina puts a hand on Lizzie's shoulder.
"All in due time Lizzie. First we handle this, afterwards we'll drop by the pier."


Palace of Birdsong| War for the crown maps

Filbert catches a glimpse of a red faced man in his 50's with an immaculate moustache, dressed in the blue uniform and cap of a constable.

Agrippa tries to bluster his way in, but Parker replies gravely, "I'm afraid that's not possible sir. The Magistrate is away and he ordered the fort locked down during his absence. I'm afraid only he or the count may countermand that order, and only in person."

Sense Motive DC 25:
Parker seems to be giving you short shrift.


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

Nonsense! You know why we are here! Open the damnable door Parker or its your head. You know the Count will not be in a forgiving mood. Agrippa continues his ruse, attempting to bully his way into the Fort.


Palace of Birdsong| War for the crown maps

GM Rolls:

1d20 ⇒ 13
1d20 ⇒ 20

Pompously Parker replies, "I'm sorry Sir, I can't do that, Orders are orders. You are right about one thing though, the Count will not be in a forgiving mood if I open this door." A little suspiciously he adds, "Say did Cesadia out you up to this? She said something similar yesterday. I'll tell you what I told her. My express orders from the Magistrate are to wait for his return before letting anyone in or out, no exceptions."

Sense Motive DC 40:
Parker seems to be enjoying this exchange, you sense he's toying with you. Strange because Versex county constables generally don't have a sense of humor at at all.Yes that DC is correct.


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15

Lizzie is about to say something, but it dawns on her those words might fall on deaf ears.

Looking back at the others.....
"I'm not in favor of destroying public property, but maybe beating down the door, for the sake of discovering this sinister situation, will be justified."

She silently makes a short prayer towards the skies, hoping her judgment to be right.


Palace of Birdsong| War for the crown maps

The doors could be broken, although the DC is pretty high. A concerted attack would eventually break them, adamantine would help a lot! Likewise climbing the walls will be hard. There are arrow slits but those are reinforced with metal bars. The DC to wiggle through is high.

Intelligence DC 15:
The only real weakness you can see is the second story battlements. A tall ladder or a grappling hook could get you up there. Of course any defenders would have an easy time repelling such attacks but you haven't seen anyone on guard.


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

INT: 1d20 + 3 ⇒ (17) + 3 = 20

Agrippa knows when he's been bested, but his keen mind hatches a plot.

Come fellows. Parker is sowing the seeds of his own demise here.

with a whirl, Agrippa stalks off back towards town. Once the group is far enough from the Fort to not be seen, he says .

We can scale the walls under the cover of darkness. Let's go back to the Inn and rest, we will only need a few supplies. Perhaps Mistress Wentz can provide the items.

Agrippa explains that a with a couple hooded lanterns and grapples or ladder and they can climb the walls.

Unless anyone objects, the plan is to gather supplies in the form of grapples/ladder and 2 hooded lanterns and return in the wee hours around 2-4am (so we can get some rest and recover spells whatnot)

On the way back to the Inn Agrippa stops off and asks Cesadia and Winter if they might assist in breeching the Fort. Agrippa will promise not to harm anyone, they are just checking it out and making sure that nothing untoward has occurred. Agrippa is positive that it has though.

TL/DR: Arippa wants to assault the Fort stealthily at night. He's hoping either Cesadia or Winter will come with them to help. GM: Agrippa will buy either a hooded lantern or a bunch of Sunrods. (Lanterns are 7GP, Sunrods 2GP as well as 2 grapples (1GP ea) or a large ladder (2sp per 10') Agrippa would prefer to buy alchemical items.


Picture

You asked about Alchemy supplies, the town's alchemist Sentilar Ruoy can provide all of that.

Kn Local DC 14:
The aging halfling Sentilar Ruoy provides healing and other alchemical elixirs and tinctures to those townsfolk who, for whatever reason, prefer not to receive such services from the Lady of Graves. Ruoy has an ongoing feud with New Chapel’s Trilliss Mavaine, whose reliance on a god, he says, makes her healing less practical than that derived purely from science.

Upon hearing the plan Cesadia replies, "You want to break into to Fort Hailcourse? Good luck! Oh wait you're serious? You want to go over the wall, hmmm. Well we do have a couple of grappling hooks and 100' or so of knotted silken rope. Please be careful, I'd feel terrible if you fell."

Up to you if you wish to rest, investigate the standing stones or check out Pier 19.


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

Agrippa confers with his colleagues. His preference is for sudden decisive action now, but he knows he cannot venture into Hailcourse on his own.

Indeed. What will it be then?

No matter their decision, Agrippa will pay Sentilar Roy a visit.

GM, is there any way we could convince Winter to come along? Isn't she looking for someone too?


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

GM, Filbert was looking around earlier for anything loose, accepting a point of burn he can pickup up to 4,000lbs of material to batter the door, for 4 minutes. Does Parker know what Filbert is capable of? Sorry guys been stuck at a wedding and reception most of the evening.


Palace of Birdsong| War for the crown maps

Agrippa, nobody has seen Winter since yesterday. She was last seen snooping around the New Chapel. Filbert I thought that ability was a glorified mage hand? Obviously a 4000lb weight battering the door would get through eventually, although it would take a while and would be very noisy.


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

When they reached the keep where Constable Parker was at Momijii was about ready to try and show them what she could do when she wanted to, unfortunately she remembered her recent maiming and knew that the damage it had dealt to her was still there in some ways. She knew she just needed a chance to rest and meditate to put it behind her but that wasn't happening anytime soon and so she hesitated. This gave time for Heinrich to start in trying to lie their way in and while his attempt was good it seemed it simply wasn't going to be enough. She thought about trying to batter down the doors right then but knew it was likely an exercise in futility. Instead they retreated and met up with Cesadia once more to try for a means of getting over the walls.

I can't recall Filbert, does that lift ability only work on objects, or can you lift people as well. Make life a lot easier if we could tie arope around you, lift each of us up, one with the rope, and pull you up afterwards.


Palace of Birdsong| War for the crown maps

Re ability damage, a good night's sleep should get rid of it all. There are some magic items (nothing too fancy) available for purchase too in town, potions and ands and the like - we'd need to roll for them if anyone wanted to buy something.


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

was more of a scare tactic, although battering the door down is an option, anywhere from a 8 cubic foot granite boulder(2x2x2) to a 27 cubic foot sandstone boulder(3x3x3) would be ok to use for battering ram, although intimidation factor as well. Hence the reason for asking if Parker knew what Filbert could do.

based on this a stone would have from between 180-540 hp so would be reusable even though it takes the damage from the attack, same as the wall door ect it's being used against.


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

I know, that's why I wrote it as a I did. The physical damage is gone since the fungus was vanished so for now it's all in her head.


Palace of Birdsong| War for the crown maps

OK so what are you going to do? The stealthy approach suggested by Agrippa or the noisy brute force approach suggested by Filbert? Something else?


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

Any laundry delivery wagon, or other supply wagon, that goes in every so often? :)


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

quiet entry probably best although Filbert can blow the doors off on exfil if needed ;)


Palace of Birdsong| War for the crown maps

Grappling Hook rules:
Throwing a grappling hook requires a ranged Attack Roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook are AC 5. Fort Hailcourse's battlements are designed to make this sort of thing tricky, you can hook them but it's harder than with a typical building (they have AC 15). The crenelations are 35' off the ground, i.e. two range increments.


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

GM:
Filbert's mage hand ability is good for 35', can he hang a grappling hook?


Palace of Birdsong| War for the crown maps

Yes.


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

Okay, so we seem to have a semblance of a "plan". We rest for 8 hours and depart very early before sunrise so we have darkness covering our infiltration. We take the rope and grapples offered by Cesadia and use Filbert's ability to climb the walls. From there...well we hope not to be spotted right away.


Palace of Birdsong| War for the crown maps

Ok what I'll need from you is a location on the map showing where you wish to make your incursion and stealth rolls plus an in character description of how you approach the fort. Also are you all just resting for 8 hours?

GM Roll: 1d100 ⇒ 1 Oops.


Status Luxina:
HP: 42/42 NL: 0; AC: 18, T: 13, FF: 15; CMB: +4; CMD: 17; Fort: 6, Ref: 8, Will: 2; Init: +3; Perception: +10; Speed: 30 feet
Elf Alchemist (Blazing Torchbearer)/5

I'd reckon Luxina will lock the door of the room at night to avoid any intrusions. Besides that, yes, 8 hours sleep.

Luxina whispers to the others.
"Allow me to make this easier for us."

Luxina takes over some of the ropes and grappling hooks and imbibes a flask she has concocted earlier.

Spider Climb
She scales the walls easily, trying her best not to be detected.
Can I take 10 on Stealth for a 20?

If not spotted and on top of the wall, she will affix the grappling hooks and ropes and let them down for the others to climb up.


Palace of Birdsong| War for the crown maps

No you can't take 10 on stealth checks.


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

GM, I moved us on the map to a likely spot.

Once Luxina affixes the grapple, Heinrich will quaff his invigorative (False Life 1d10 + 4 ⇒ (10) + 4 = 14) and climb the rope as quietly as possible

Climb: 1d20 ⇒ 18
Stealth: 1d20 + 8 + 1d6 ⇒ (6) + 8 + (1) = 15

Once over the wall, Agrippa begins silently scouting as best he can. The darkness hinders his eyesight, but the first thing he looks for are lights and sentries.


Status Luxina:
HP: 42/42 NL: 0; AC: 18, T: 13, FF: 15; CMB: +4; CMD: 17; Fort: 6, Ref: 8, Will: 2; Init: +3; Perception: +10; Speed: 30 feet
Elf Alchemist (Blazing Torchbearer)/5

Luxina also looks for any sentries as she climbs up the wall.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Stealth?: 1d20 + 10 ⇒ (8) + 10 = 18


Palace of Birdsong| War for the crown maps

Thanks to her alchemy, Luxina quickly and easily scales what would otherwise have been a nigh impossible surface to climb, so slick where the fort's walls. Once up top it was a simple matter to secure the grappling hook. She drops the knotted rope down with a faint swish. Agrippa gamely climbs up although he nearly slips a couple of times, still he caught himself with no harm done.

It's a DC 14 climb thanks to the knotted rope.

Up top all is quiet, and there are no lights within the compound. In fact there's almost no light at all, bar a little moonlight filtering through the cloud. Luxina strains to see anything in the murk.

Perception DC 20 (human) DC 15 (low light), DC 10 60' dark vision:
There's a trio of somethings near the north east tower.
They are humanoid in shape but are standing totally still.

GM Rolls:
4d20 ⇒ (20, 9, 3, 6) = 38


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

Agrippa thinks that the complete lack of light in the compound is...disturbing. Anything human would require a light source...

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Agrippa slinks a little bit closer to the trio, trying to identify what he was dealing with.

Stealth: 1d20 + 8 + 1d6 ⇒ (3) + 8 + (5) = 16

Hopefully Agrippa's allies are climbing up behind him...or else leaping from the ramparts might be his quick exit out.


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Nope. Btw, i call gargoyles.

Lizzie is Climbing after Agrippa.

"See anything?"


Palace of Birdsong| War for the crown maps

I'm going to need climb rolls from Filbert, Lizzie & Momijii. Assuming you want to follow Agrippa & Luxina of course :)

Heinrich believes he's unnoticed so far. Lizzie can't see much from the grounds outside.


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

With their preparations completed and the wall before them Momijii waited patiently until Luxina had made it up and secured the grappling hook. She made her way up when it was her turn but lost her grip almost immediately as the thought of the distance to climb made her a little queasy. She'd always been afraid of heights, ever since the puppy fell, and though she tried to hide it it was obvious by the fact that she fell like she did. She gathered her courage and made a second attempt, this time reaching the top with ease. Once there she took a look around for any signs of their being spotted. She saw nothing of concern as she looked around and hunkered down as best she could, just in case something was keeping a look out.

Climb 1: 1d20 + 3 ⇒ (5) + 3 = 8
Climb 2: 1d20 + 3 ⇒ (17) + 3 = 20
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Stealth: 1d20 + 1 ⇒ (15) + 1 = 16


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

Since knotted ropes are DC 5, take 10 for 10.

Lizzie scales the wall, and awaits for the others to join her and Agrippa.


Palace of Birdsong| War for the crown maps

Lizzie the DC for this climb is 14. It's a good distance up there. Consider this a one off house rule if necessary :)
Climb (no ranks, 14str, -1 acp): 1d20 + 2 - 1 ⇒ (19) + 2 - 1 = 20
Lizzie makes the climb with ease.


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

climb(DC14): 1d20 - 2 ⇒ (14) - 2 = 12

climb(DC14): 1d20 - 2 ⇒ (16) - 2 = 14

Filbert waits till last, climbing never one of the things he wished to do. His first attempt almost got started, but a misplaced step wound up giving him nothing but a kiss from the wall.

Pickup a loaded wagon, no problem, climb up a rope big problem. <sigh> I may get there before the sun rises.

Dusting himself off and looking at the wall above him, Filbert squares his shoulder and begins climbing, concentrating solely on the areas his feet and hands were being placed. With much grumbling of the mind he finally reaches the top and eases through the crenelations.

perception(DC15): 1d20 + 10 ⇒ (13) + 10 = 23

Spotting the trio Agrippa is shadowing, Filbert moves to join Agrippa, indicating to Lizzy and Momijii where the three are.

Stealth: 1d20 + 13 ⇒ (6) + 13 = 19


Status Luxina:
HP: 42/42 NL: 0; AC: 18, T: 13, FF: 15; CMB: +4; CMD: 17; Fort: 6, Ref: 8, Will: 2; Init: +3; Perception: +10; Speed: 30 feet
Elf Alchemist (Blazing Torchbearer)/5

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Luxina can't quite see the trio just yet. She gathers up the ropes and grappling hooks and stows them in her backpack once more.


Palace of Birdsong| War for the crown maps

The clouds above churn and the rain lashes down. By some chance of weather or godly design the clouds part momentarily allowing the light of the full moon to reveal what was previously unseen! To the south a trio of humanoids in battered watch armor gaze unceasingly upon the courtyard. Your heart lurches when all three as one wheel about and start marching clockwise round the battlements!

With equal suddenness the clouds cover the moon plunging everything into darkness.

Kn:Religion DC 18:
These wretches where once human, probably the constables. Some malevolent force has animated them as juju zombies!

Perception DC 27:
A glistening wet patch on the south catches your eye. Of course that by itself is not surprising, it's raining after all, but this patch refracts what little light there is and it's moving!

Kn:Dungeonering DC 21

Spoiler:
This is no puddle, it's an insidious semi-sentient horror known as an Id Ooze!

Rules considerations: the lighting condition is for the most part terrible. Occasionally moonlight shines brightly enough for you to see with no penalties but the predominant condition is darkness.
You don't think you've been noticed yet but surely it that won't last now the juju zombies have started their patrol.

Darkness:
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks. Areas of darkness include an unlit dungeon chamber, most caverns, and outside on a cloudy, moonless night.


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

Kn. Religion: 1d20 + 5 ⇒ (15) + 5 = 20

Lizzie whispers.
"Hey guys, hang on. I believe i heard our friend inquisitor discuss a special kind of zombies once. Juju zombies, she called them."

Do i know any traits of them, when compared to regular zombies?


Palace of Birdsong| War for the crown maps

I've been mostly following the way Niles does it in his games, so beyond the name and flavor text you don't know much. But you do know this: A juju zombie is an animated corpse of a creature, created to serve as an undead minion, that retains the skills and abilities it possessed in life.


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

Agrippa nods and whispers We know enough now. The cult has the Fort. We should go, and return in the daylight...with allies.

We are at a terrible disadvantage fighting at night. Let's get our butts back down the wall and come back during daylight hours.


Palace of Birdsong| War for the crown maps

OK is that the consensus? Getting down is easier than getting up, we can hand wave that. Please let me know what you're doing next - but don't describe more than about 5 minutes worth of actions.


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

I'll go along with that. Fighting in those conditions won't do us good.


Palace of Birdsong| War for the crown maps

OK then, please describe what you do next.


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

Nodding Filbert moves back to the top of the wall where they had come up, only to find Luxina stowing the rope and grapple. "Hook it back up!" he hisses "We need to get down from here now and out there not inside here"

Standing guard he'll let the others go first, he can't climb well but figures between Momijii and Agrippa, they could catch him enough to keep from breaking his fool neck.

"Go! I'll guard here till you're down."

once everyone is down:

Filbert grabs the rope, and begins climbing down to the others, aiming for Momijji's shoulders.

Climb: 1d20 - 2 ⇒ (13) - 2 = 11, once on her shoulders he grabs the hook with his Mage Hand ability and brings it quietly to the ground


Status Luxina:
HP: 42/42 NL: 0; AC: 18, T: 13, FF: 15; CMB: +4; CMD: 17; Fort: 6, Ref: 8, Will: 2; Init: +3; Perception: +10; Speed: 30 feet
Elf Alchemist (Blazing Torchbearer)/5

Luxina was just rolling up one of the ropes when Filbert mentions hanging them out again.

"Okay. I'm sure you guys have seen something I haven't. The rain is obscuring my sight."

Luxina hangs back the rope before climbing back down again via the wall. She tries to assist Lizzie and Heinrich as they are descending the ropes and waits for Filbert before coming off the wall herself.

I'm hoping I can aid our less able climbers by providing support by way of an extended hand or something.

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