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


4,301 to 4,350 of 5,510 << first < prev | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | next > last >>

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

Momijii felt a wash of relief as the last of the creatures died. She looked at Skywing as the woman enthused about the fight and said, "They were energetic at least." She went over to where Lizzie was petting her dog and tentatively held her hand out for him to sniff.

As Filbert spoke of throwing the barrels at the ship she nodded at Skywing and said, "I've never seen him throw something that far but I wouldn't put it past him." She looked at Filbert, "He's very talented like that."


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Zarine nods at Filbert's tentative agreement, but waits for Heinrich to weigh in on the Dreamlands idea before making any additional preparations or inquiries, since he would likely need to take the lead.

Meanwhile, as long as the dreamlands idea is up in the air, she volunteers to be part of the scavenging party.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

To Skywin, Zan says, "I don't mind assisting on the scavenging mission. I do hope this Pembwick wasn't once home to cultists... was it? I've had quite enough of them for at least a few days."

When he has a chance, Zandomir will say to his companions, preferably in private, "I can try to assist with the ritual, though I certainly shouldn't be the lead. From what I've read it seems the ritual will also inflict a 'backlash' on one of us. If this is so, I don't mind holding the line, so to speak. I'm probably the one best equipped to quickly recover from any such damage.

"Should we decide to do this, I think it's preferable that we do so sooner than later. I speak for myself, at least, when I say I don't know what we'll find. Should we find anything significant, we may want to try to take multiple excursions before we arrive at Cassomir. If there's anything we can learn to assist us against Lowls or to find out what he's up to, I'd like us to know it."


F Halfling | Picture

When several people talk about accompanying the foraging party, Skywin seems well pleased. "I'll introduce you to my Delrah, we go way back. She's wood-crafty and knows how to handle herself in the wilds and has been leading foraging parties for years. I'm sure she'll appreciate the extra muscle."


Skywin disappears for a few minutes and reappears along with a short but energetic looking young woman with braided hair and a hunting bow. She miles at you before saying, "Hello! I'm Delrah. I hear you're hoping to stretch your legs and help with the foraging. Great! More hands are always welcome, this time of year we should get a good few bushels of fruit and there may be some tubers we can dig up. I must warn you however, the ground is marshy in places and sometimes there are giant caymans. Normally I warn passengers that we can't guarantee their safety, but we all saw you in action and are glad to have you with us." Three other sailors appear a moment later, red-haired brothers Joffen and
Jerren, followed by Sarum, a bald old sailor favoring one leg.


Joffen nods to you, seeming a little overawed by your presence.


Jerren nods to you too, but he seems surer of himself and pats Joffen on the arm saying, "Right then we're almost there, we'll fetch the baskets and a few spades." . The brothers head off to fetch the things.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

This section of the river is mostly wide and marshy, it still has a lingering stench of rotten things but not so bad as at Illmarsh. Its late afternoon and golden sun drenches the river, making everything seem idyllic. Yet over the past half hour you noticed several caymans in the water, clearly this isn't a place to be taken for granted.

Despite the smooth river surface, there where strange currents and eddies and it's with some skill that the mate Keith Flint deftly maneuvered the Stellen Starling towards several large moss covered stones that used to form the foundation of a pontoon. Sailors dash out to tie lines round the stones and a gangplank is secured and the foraging party set out.

I don't have a map prepared for this, so we'll do it theater of the mind.

The bank is heavily overgrown with brambles (sadly the berries are still red and green rather than tasty black) and fast growing shrubs. There is a thick loamy smell mixed in with the river smells, and the bank teems with biting insects. Above you hear the sounds of exotic birdcall. The two red-head brothers set about the vegetation with gusto expertly using machetes and soon the beginnings of a path emerges. You notice all the foraging party are armed although none of them wear armor.

Perception DC 15:
You notice a flat stones that once formed part of pathed pathway towards the village.

Ahead you notice a low rise and as you head towards it and away from the river, the ground becomes firmer. Insects buzz about and you catch a glimpse of movement in the trees.

Perception DC 18:
It was a pair jackdaws squabbling over what appears to be half a rotten apple.


Behind you is old Sarum, a lifelong sailor who once got his leg crippled by an accident in a canal lock. Still what he lacks in speed he makes up in strength, and you notice him carrying an assortment of baskets and tools. He notes, "Hard to believe we where here six months ago, these brambles grow back so fast! Anyway the ruins are not far, another thirty yards or so and the orchards are all about."


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

Sorry All. Merry Christmas.

Agrippa chimes in regarding ritual.

I believe with the proper reading I might be able to make some sense of the ritual. Of course, if the Lady wishes to dabble in the occult, who am I to forestall her? Of course, the Lady knows what horrid things might happen should she make a mistake, but I am sure the Lady knows of such things and will not make those particular mistakes.

Agrippa, naturally haughty and prideful, took umbrage at someone else even thinking about taking the lead on the ritual. Agrippa is very possessive of knowledge, especially the forbidden kind.

When the others go ashore, Agrippa remains behind, studying the tomes he has collected up until this point. He keeps them all safe in his extradimensional bag. So far his collection includes Pnakotic Manuscripts, Chain of Nights and a small collection of books from the library of Count Lowls.

Agrippa spends his time in easrnest study of the Chain of Nights. It deals primarily with mundane physiological concerns, but has a lengthy section on the Dreamlands.

Once the party is ready to complete the ritual, Agrippa will consult with the Captain, and give him enough detail so he knows not to interrupt the ritual. He will consult with Winter, and give her care over their prone and sleeping forms with the instructions to wake Agrippa last should something occur. Agrippa will also speak with the two academics, and see if they know anything about the Dreamlands, or wish to assist with a scientific study of Dream Travel.

Diplomacy on Freeling: 1d20 + 5 + 1d6 ⇒ (16) + 5 + (3) = 24
Diplomacy on The Two academics: 1d20 + 5 + 1d6 ⇒ (12) + 5 + (5) = 22


1 person marked this as a favorite.
Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

The Ritual

When everyone is assembled for the Ritual of Excursion, Agrippa will speak

The Dreamlands are dangerous. Everything there is as real as everything on this plane. Harm to you there, becomes harm to you here. I will lead the Ritual. You will do *exactly* as I do. You will follow my exact movements, and speak the same words. Exactly. Failure will be...painful.

Agrippa lays down the Ivory Staircase and then faces North

To the North. Great Leng. We shield ourselves from your gaze.
y-hafh'drn lw'nafh 'bthnk lloig

He turns East

To the East. Kuranes, we ask your permission to enter the Realm, O greatest of Dreamers. y-hafh'drn lw'nafh 'bthnk lloig

He turns to the South

To the South. Oriab, place of Lava. Porphyry. y-hafh'drn lw'nafh 'bthnk lloig

He turns to the West

To the West. Dyath Leen. We seek entrance. y-hafh'drn lw'nafh 'bthnk lloig

Agrippa then faces the Ivory Staircase and begins chanting. For 30 minutes. This takes effort...also feel free to make assist rolls

y-hafh'drn lw'nafh 'bthnk lloig hai hai hai y-hafh'drn lw'nafh 'bthnk lloig hai hai hai

finishing with a scream of UAAAH

Kn:Planes 1: 1d20 + 11 + 1d8 + 2 + 2 + 2 ⇒ (5) + 11 + (3) + 2 + 2 + 2 = 25
Kn:Arcana 1: 1d20 + 10 + 1d8 + 2 + 2 ⇒ (13) + 10 + (1) + 2 + 2 = 28

Kn:Planes 2: 1d20 + 11 + 1d8 + 2 + 2 ⇒ (1) + 11 + (4) + 2 + 2 = 20
Kn:Arcana 2: 1d20 + 10 + 1d8 + 2 + 2 ⇒ (6) + 10 + (6) + 2 + 2 = 26

Kn:Planes 3: 1d20 + 11 + 1d8 + 2 + 2 ⇒ (12) + 11 + (3) + 2 + 2 = 30
Kn:Arcana 3: 1d20 + 10 + 1d8 + 2 + 2 ⇒ (18) + 10 + (2) + 2 + 2 = 34

The bonuses are +2 from Chain of Nights, +2 from Lowl's Library (MW Tools), +2 from having 5 spellcasting levels. Chain of Nights gives one +2 to any Kn:Planes roll regarding the Dreamlands to anyone who studies for an hour. I'll let you guys decide if your character would study such a book or not. The R'lyehian language is found Here


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Zandomir can't fail the first Perception check, so here's for the second one.

Perception: 1d20 + 16 ⇒ (19) + 16 = 35

Zandomir notes the remains of the pathway leading to the village and does his best to stick to the solid parts. No point in stirring up a sleeping badger or worse.

At the glimpse of movement in the trees, Zan says, "Nothing to worry about. Just a pair of jackdaws squabbling over part of a rotten apple."

-----

Zandomir's mostly clueless as to the exact words Heinrich uses to lead the ritual. Having read form Lowls' library, the warpriest is fairly certain he can at least offer a few suggestions here and there. Stance adjustments, ways to wave hands, things along those lines. He does his best to help rather than hurt. He also takes the time to read from Chain of Nights. Anything he can do to increase his chances of helping is worth it.

Knowledge (planes 1): 1d20 + 1 + 2 + 2 ⇒ (12) + 1 + 2 + 2 = 17
Knowledge (arcana 1): 1d20 + 1 + 2 + 2 ⇒ (9) + 1 + 2 + 2 = 14

Knowledge (planes 2): 1d20 + 1 + 2 + 2 ⇒ (9) + 1 + 2 + 2 = 14
Knowledge (arcana 2): 1d20 + 1 + 2 + 2 ⇒ (3) + 1 + 2 + 2 = 8

Knowledge (planes 3): 1d20 + 1 + 2 + 2 ⇒ (14) + 1 + 2 + 2 = 19
Knowledge (arcana 3): 1d20 + 1 + 2 + 2 ⇒ (6) + 1 + 2 + 2 = 11

+1 from Int, +2 & +2 from Chain of Nights and Lowls' library.


The lost village
The vegetation eventually gives way to the brother's machetes, revealing little over a dozen ruined houses. All that's left are low stone walls, perhaps a foot high, with interiors choked with weeds. Apart from animal sounds there are no signs of life and no footprints other than your own. It's as if time forgot whatever happened here.

Perception DC 18 if you look:
You have to cut through the undergrowth to see the ground in the remains of the houses, but each one has a thick layer of burned material smelling faintly of sulphur.

Perception DC 25:
By dumb luck you spot a pitted iron ring sticking out of the vegetation inside one house. After clearing away the weeds and brambles you find what appears to be an intact cellar door. Naturally it's closed.

You linger for a few moments, soaking up the forlorn atmosphere before Delrah says, "All right then enough gawping. The apple orchard is over yonder and it looks like they're nice and ripe!" Indeed past a particularly thick bramble patch you spot several hundred apple trees in what where once neat rows. Several have fallen but those that remain are heavy with unpicked apples. Clearly you have your work cut out clearing the way and picking!


F Halfling | Picture

Heinrich's diplomacy
"Err you want to do what?!" Skywin looked confused, Heinrich's words scared her. Hands on her hips the halfling looked up at him, "Look I guess it's your business what you do at night, and I'll make sure nobody noses about, but I don't want whatever it is your doing to endanger the boat or upset my crew ok?"


Heinrich's diplomacy
Winter looks concerned but not surprised when Heinrich explains what he needed. She replied, "I hope you know what you're doing Agrippa. I tracked down and interviewed a number of ex Iris Hill staff, toward the end Lowls was getting pretty unhinged. Essentially you're following in the footsteps of a madman who had no concern over the consequences, alas this is our best lead... May the blessing of Pharasma be with you, I'll keep watch while you sleep."


Heinrich's diplomacy
"The dreamland you say?" professor Malliver raised both eyebrows and glanced meaningfully at professor Kelkin.


Heinrich's diplomacy
Professor Kelkin stroked his chin as he considered, "Well I was writing a monograph."

Professor Malliver rolled his eyes. Conceding some point you're not privy to, Kelkin sighed, "Well the dreamlands does sound interesting. You have the relevant tomes with you? Mmm ok very good, I'm sure we can come to some arrangement."

The AP states they are professional scholars and expect to be paid. They want 5gp per day if assisting or 100gp per day if primary researcher.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

THE RITUAL
Heinrich turns out to be a natural when it comes to forbidden occult rituals. He passes the miniature staircase around and directs you to feel each of it's seventy steps. With each passing the staircase feels heavier and heavier till you can barely hold it. At the very last moment he drops it on the floor with a heavy thud and it seems to fall through the floor. At this moment Zandomir suddenly cries out in pain.

Backlash: 2d6 ⇒ (4, 4) = 8

Kn: Arcarna DC 18:
You're pretty certain the ritual has opened a portal to some sort of default location. It might be possible to research some additional words which could lead to some alternate place and time within the dreamlands.

A hot dry breeze washes over you as you notice an ivory staircase appear which spirals down through the floor through which the glimmer of golden sunlight filters through! In a trance you descend through to an opening in the sky above a vast trackless desert under a blistering sun. You fall several feet and with foreboding you see the staircase vanish. The heat simmers in the distance, causing the horizon to waver.

Kn:Arcarna DC 15:
As a full round action that provokes you can force yourself to wake up and return to the material plane by making a DC 25 concentration check. The DC of this check is reduced by 1 for every 2d6 of damage to you're physical body you're willing to take. This damage can't be reduced by any means. If not a spell caster you can use character level plus charisma bonus (if any) as your bonus on the check.

The only thing of note in the area is a partially ruined limestone caravanserai which stands one hundred yards away. From here you can see a single wide entrance, large enough to admit laden mounts which pierces the north wall of the structure. You need to get closer to be sure, but it seems it opens out onto a central courtyard. Time clearly has not been kind to this building for the north east corner has collapsed. Drifts of sand have built up against the walls inside and out with occasional tufts of short a stubborn bleached grass analogue.

Actions? Note it's very hot.

Severe Heat:
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the Survival skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).

A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.

IMPORTANT: Please make a copy of your character sheets for the dreamlands. The reasons for this will become obvious in due course.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Perception: 1d20 + 16 ⇒ (18) + 16 = 34
Perception: 1d20 + 16 ⇒ (9) + 16 = 25

Zandomir scans the ruins of the village. He notes that the ground inside the remains of each house appears to have a thick layer of burned material smelling faintly of sulfur.

As Zan glances from house to house, by dumb luck, he spots a pitted iron ring sticking out of the vegetation inside one house. The warpriest walks over to the place he spotted the ring and clears out the weeds and other debris to reveal an intact cellar door.

With the door closed, Zan says to the other members of the scavenging party, "We just came for apples and other food, right? I'm not sure we should get side tracked by a random door, but I did feel like I should at least point it out. It seems to be one of the only whole things left in this village."

Against his better judgment, Zan also casts a simple spell at the cellar door. Casting Detect Magic.

-----

In the dreamlands, as soon as Zandomir has full control of his faculties again, he takes a few seconds to beseech Desna for her healing light. He doesn't know what dangers they'll face, but he'd rather be at full strength come what may.

Fervor: 2d6 ⇒ (2, 1) = 3
Fervor: 2d6 ⇒ (4, 4) = 8

To his companions, Zan says, "We should probably try to get into some shade before we start overheating. Maybe we'll find something inside along the way."

If there are no objections, Zandomir will head toward the caravanserai. He keeps close watch for movement or anything else out of place.

Perception: 1d20 + 16 ⇒ (16) + 16 = 32

DM, do we need to post spell lists? And is the scavenging excursion on a different day than the dreamlands excursion? And a related question: there's no way we would have known the dreamlands would be exceedingly hot, correct?


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Yes please for spell lists and up to you if the ritual is on the same day or not.


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Landing party:

Perception: 1d20 + 11 ⇒ (17) + 11 = 28 (path to village)
Perception: 1d20 + 11 ⇒ (15) + 11 = 26 (jackdaws)
Perception: 1d20 + 11 ⇒ (4) + 11 = 15 (something I missed but looks like Zandomir found)
Perception: 1d20 + 11 ⇒ (14) + 11 = 25 (cellar door)

Zarine tries to open the cellar door.

Ritual:

Since Heinrich wants to do it and is being snippy about it, Zarine volunteers to stay behind and watch the group's bodies rather than participate. She'll join in if prodded, but has no interest in risking her life if someone else is crazy enough to want that honor instead.


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

Lizzie isn't the castery type, aside from being able to get a few blessings from Sarenrae, so she keeps to the side, in case anything tries to board the ship again.

When everyone goes to the dreamy dreamlands, she hopes for the best.

Currently.

"Well...this is some strange place. Surreal.
What will the odds be, that the stuff of our nightmares are running amock here, eh?"
, she jokingly adds.

GM, how long will we be in here? I know a high fort save is nice, but if we're to make checks every 10 minutes, there's bound to be fails if we're here an extended period of time. Just weighing off the possibility i may need to use one of my precious spell slots for an Endure Elements if we're here for a long time.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Lizzie you have no idea how long you'll be here, although it's probably a good idea to find some shade. Also please don't metagame when selecting prepared spells.


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

I think my previous post conveyed it differently than intended.
Casters can leave some spell slots unfilled, for versatility, and fill them later how needed, right?
I figured Lizzie would pray in reaction to the environment.
Though it's now after looking back, that i am reminded paladins need an hour of praying, which seems inconvenient, -and- arcane casters are the only ones able to do forementioned procedure with empty spell slots.

That in mind, prepping following spells.
Lvl 1 spells:
Hero's Defiance
Protection from Evil
Lvl 2 spell:
Aura of Greater Courage.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Yes you can do that Lizzie. Turns out you only need 15 mins to fill an empty slot, and thanks for clarifying :)

Rules wrote:
Spell Selection and Preparation: A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a cleric can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.


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

And make note it is 15 minutes to prepare up to 1/4 of your total spell slots if you have that many open. I use it a lot in table top games, not as much in PBP.

On this copy of our character sheet should it be a second copy in our alias or a separate alias?


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

15 mins? If you'll allow it, i'd then swap PfE with endure elements?


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

Note you can't swap prepared spells with this, only prepare spell slots you left empty to begin with.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

The lost village
The door itself doesn't detect as magic. It is however rusted stuck. To open you need to make a DC 18 strength check (aid another works) or smash through (hardness 5, 20 hp).

Anyone not joining the dreamland expedition
The ceremony is long peculiar and tedious punctuated by moments of terror when you feel something stirring. They all pass the ivory staircase around, becoming more and more lethargic as they do so. Finally after nearly an hour Heinrich shrieks something and drops the staircase which simply vanishes. A moment later all of them collapse in a heap, seemingly asleep. You notice blood leaking from Zamdomir's nose.

The forsaken caravansarai
Map updated. Here's a real world caravanserai for a bit of flavor.
The caravanserai entrance once had a stout wooden door topped with a wide shelf but now only fragments remain. Beyond this a cool, comfortable
passageway leads into the caravanserai. To your left a tattered curtain dangles from the lintel. The room beyond contains only a few bare tables and a narrow, barred door. The barred door at the back of the room leads to a small cell, the door is ajar.

Kn: History DC 16:
his room was once the guard station of the
caravanserai, where burly agents checked manifests, assessed taxes, and relieved travelers of obvious weapons before allowing admittance. The cell was where the guards could place prisoners, but the room was more often used to securely store travelers’ weapons.

Perception DC 5:
You notice a dusty sword abandoned in one corner of the cell. It's blade is still shiny and incredibly sharp putting even Red Destiny to shame. Detect magic results: The sword radiates magic brightly like the sun, with a blend of necromantic and transmutive auras. Kn:Arcarna / Spellcraft DC33! to identify this as a vorpal sword. I'll let you take 20 on this.

Heinrich:
You didn't notice it at first but in the Dreamlands it seems Red Destiny has a small button built into the pommel which you can press as a swift action.


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.
Momiji wrote:
Note you can't swap prepared spells with this, only prepare spell slots you left empty to begin with.

Swapping as in leaving 1 open, to use for endure elements prayer when there.


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

Scavenging trip

Filbert walks along the path whistling a jaunty tune he'd heard one of the sailors singing from the deck while they worked. The small narrow spaces they passed occasionally bothered him little, and he kept watch for some of the promised fruit.

Perception: 1d20 + 13 ⇒ (5) + 13 = 18

The Jackdaws fighting over the rotten fruit gives him some hope as the fruit must have come from somewhere, reaching the village he is happy to hear where the orchard was and to see ripe fruit hanging from the limbs.

"Not sure much left below there would be edible..."he comments as Zarine and Zandomir eye the cellar door and he heads off towards the orchard and it's bountiful treasures

Reaching out telekinetically he shakes the upper most tree limbs of three trees
rolls to reach fruit well up the trees using his telekinetic abilities
SoH: 1d20 + 14 ⇒ (4) + 14 = 18
SoH: 1d20 + 14 ⇒ (3) + 14 = 17
SoH: 1d20 + 14 ⇒ (19) + 14 = 33

Dreamlands

"Gah!, Heinrich you couldn't have sent us to a cooler place??"

Filbert gripes as the heat and the brightness of the sun glinting off the desert sands, cause him to squint and tug somewhat uncomfortably at the edges of his lightweight armor.

survival(DC15): 1d20 + 2 ⇒ (17) + 2 = 19
Fort(DC15): 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30

With some adjustment he finds the heat bearable for the moment, however he moves quickly with the others to the Canaveral's shade.

Reaching out with his abilities, Filbert tries to pick up the brightly shining sword. "Should it be a trap, let me pick it up."

SoH: 1d20 + 14 ⇒ (18) + 14 = 32


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

To keep things simple, here's Zandomir's spells for the scavenging mission and the dreamlands excursion:

Spells:

0th - Stabilize, Detect Magic, Detect Poison, Light, Guidance
1st - Divine Favor [ ], Remove Fear (x2)[ ] [ ], Bless [ ], Protection from Evil [ ]
2nd - Communal Protection from Evil (x2)[ ] [ ], Lesser Restoration [ ], Burst of Radiance (DC 15) [ ]
3rd - Beacon of Luck [ ], Invisibility Purge [ ]

DM: Beacon of Luck allows characters to each roll one save twice while it's active. Unless there's a specific effect we're trying to avoid, it might be simplest to just say that folks use the reroll the first time they have to make a saving throw.

That said, I think we should do the scavenging mission and the dreamlands excursion on separate days. We wouldn't know to expect anything for the scavenging mission, but the dreamlands are said to be quite dangerous, so I think we would want to have every resource available for the mission.

-----

Scavenging

Zandomir looks worried as Zarine tries to open the cellar door. He would prefer to leave the door and whatever lies below alone, but he doesn't expect Zarine to agree to that. Better to be close by in case something goes wrong.

Stepping over to the door ring, Zandomir grabs it with both hands and pulls hard till it opens. As it turns out, all it takes for him is one solid pull and the door comes open.

Strength Check: 1d20 + 2 ⇒ (18) + 2 = 20

Zandomir casts Light on his bow and peers beyond where the door was to see what he sees.

Perception: 1d20 + 16 ⇒ (2) + 16 = 18

-----

Dreamlands

Before the group departs for the Dreamlands, Zandomir notices that Zarine seems to be planning to stay behind. He says to her, "I'd be a lot more comfortable going to this mystical land of dreams if I had you with me. I realize we have others now, but... it's still a bit different to me. Winter will be here to watch our bodies, so we shouldn't have to worry about anything on this end. So... mind coming along?"

In the dreamlands, inside the caravanserai, Zandomir spots the magical sword immediately, though he's not sure what it does exactly. He watches as Filbert uses his... magic? ki? some other mystical force? to lift the blade. Zan keeps his bow at the ready. He half-expects the sword's owner to appear in a rage as soon as Filbert retrieves it.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Thanks for the spell list Zandomir.

Scavenging trip
Filbert's talents shake down several trees worth of apples in record time, much to the amazement of the scavenging party.

Zandomir in a feat of remarkable strength manages to heave up the rusted cellar door, breaking a rusted latch as he does so! He peers down into a dank and musty cellar. His glowing bow illuminates the gloom and he can see numerous ancient looking barrels, boxes, a large stone table with several skulls and a corridor leading to the east. In addition there is a regular but ancient looking wooden table. The air below seems very stale.

Map for the cellar.


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

Scavenging:
Momijii was ready when they went to disembark and do some scavenging. She didn't mind traveling by ship bit it could still be a bit bothersome. Oddly she didn't have a problem with sea sickness this time, smething she somehow knew plagued her in the past. It was rather nice really but she was still glad to reach dry land for a bit.

As they proceeded across the shore and began collecting supplies Momijii did what she could to both watch for danger and to help. When heinrich found the cellar and forced it open the lovely Momijii went to back him up if he went down there in case something nasty was lurking.
Perception: 1d20 + 10 ⇒ (2) + 10 = 12

The Ritual:
This whole situation had momijii very nervous. She didn't like such things but decided that it would be best to consider it a form of meditation. When Zarine expressed her desire to remain behind Momijii said, "No, I think we all need to go and trust those with us to keep our bodies safe." Regardless of what Zarine finally chose Momijii took her place in the ritual and did as instructed.

The Dreamlands:
When the ritual completed Momijii found herself falling, straight into a desert. She hadn't expected a dessert and found the heat to be stifling.
Fort: 1d20 + 10 ⇒ (5) + 10 = 15

When she saw the abandoned building Momijii knew it was a place to get out of the sun and into some shade where it might be cooler. She looked at the others and said, "Come on, let's see if it is any cooler in there." With that she began to head towards the structure.

Inside Momijii saw the place seemed abandoned but it was at least cooler than outside. As they progressed further in and found the door that was left ajar she felt a thrill of fear. She didn't like this place already and was on her guard for something nasty to come leaping out to kill them at any moment.
Perception: 1d20 + 10 ⇒ (5) + 10 = 15


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Scavenging

As Zandomir looks around the cellar, he thinks to himself, Of all the cellars in all the houses of this dilapidated village, why did this one have to be the one that survived?

The warpriest casts Detect Magic in the room and surveys the area to see if anything looks particularly useful.

Perception: 1d20 + 16 ⇒ (15) + 16 = 31

If not, he'll maintain the Light on his bow and proceed down the corridor to the east.

Not sure if you track such things, DM, (I wouldn't blame you if you didn't) but Zan has low-light vision if that makes a difference.


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Dreamlands:

When Zandomir and Momijii express that they want her to come along, Zarine reluctantly agrees.

Okay, okay. You guys are right. I'm coming.

Knowledge History: 1d20 + 6 ⇒ (20) + 6 = 26 (guard station)
Perception: 1d20 + 11 ⇒ (13) + 11 = 24 (sword)

Not rolling Knowledge Arcana or Spellcraft since I can't make a DC 33 even with taking 20.

Scavenging Party:

Zarine grins gratefully at Zandomir for opening the door and starts moving to the east, casting detect magic and keeping her eyes open for anything interesting.

Perception: 1d20 + 11 ⇒ (3) + 11 = 14


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Scavenging trip
Zandomir's eyes aided by the light shining off his bow pierce the gloom in the adjacent chamber where there has been a partial cave in but most of it is intact. The air in here is particularly bad, making breathing difficult (You're OK for short periods but if you try anything strenuous you will have to start making fortitude checks).

He notices five heavy stone coffins, the nearest two of which are open and empty, the others are closed. Next to the stone coffins are rotted remains of what once might have been bedrolls.

Perception DC 25:
In the south west corner under the rotted remains of a bed roll you find a pair of sharpened wooden stakes and a discarded but still serviceable mallet.

Map updated.

Dreamlands
With experimentation you can figure out what the weapon does, is anyone claiming it? It's a free +5 equivalent weapon.


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

Scavenging

Filbert returns from the orchard feeling happy in spirit, eating one of the apples that was shaken loose.

These are great, wonder if anyone can preserve them for the trip? Hmmm, where is everyone?!?!"

Not seeing anyone Filbert searches the area where the cellar door was located and finds the others below, dropping down into the root cellar, he takes a look around.

"Didn't you guys have enough fun messing around in the crypt below the Lowl's mansion, now you're actively seeking them out?" Shaking his head he joins them in searching the room regardless of any chiding he may give.

Perception(DC25): 1d20 + 13 ⇒ (18) + 13 = 31

"Got some stakes and a mallet here, someone chasing nightwalkers?"


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Scavenging

Perception: 1d20 + 16 ⇒ (20) + 16 = 36

Zan hastily retrieves the stakes and mallet that Filbert notices at about the same time as him. This place creeps out the half-elf and the coffins aren't helping.

"Maybe we should try opening the three coffins one at a time? If there is someone... or something... inside, they'll be easier to manage - and to stake - one at a time."


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

Sorry for the absence.
GM, I know its tedious, but how many 10 minute increments has it been....since we have to make Fort saves each 10 minutes....and most of us take a -4 penalty for wearing armor...and the Dc increases by 1 each 10 minutes until we rest. We aren't gonna last long without either magic or someone with amazing Survival skill. (Agrippa can cure the nonlethal damage with his restoratives, but he'd still be suffering from heat exhaustion.

Fort: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6
Agrippa visably wilts under the intense heat. He is sweating and turning beat red. Nonlethal: 1d4 ⇒ 2 As the group approaches the caravanserai Agrippa says

It seems the ritual took us to.. Kn:Planes: 1d20 + 11 + 1d8 ⇒ (3) + 11 + (4) = 18 Can Agrippa tell where in the Dreamlands they are located.

Something like "place" is fluid here in the Dreamlands. Similar to the First World I would imagine.

Agrippa understands the sword for what it is He can get to 33 by taking 20.

A marvelous weapon. Someone should use this.

GM, can Agrippa discern Red Destiny's special usage in the Dreamlands?

Status 2NL damage, fatigued


Palace of Birdsong| Shards of Oberon map | War for the crown maps

The caravanserai provides some relief (you only need to make a check every half hour) from the sun, at least in the tunnels. You are at the mercy of the elements otherwise. You have been here for five minutes tops.

Agrippa presses the tiny stud and hears a click followed by a strange buzzing noise. The blade has become transparent and sheds baleful red light like a torch! Curiously the buzzing grows an octave higher when he moves the blade and it makes a sizzling spark when it hits something and glides right through as if it wasn't there. You recognise this as a brilliant energy weapon. Pressing the stud again turns it off. You have no recollection of this stud's existence before.


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

Dreamscape

Agrippa wrote:
A marvelous weapon. Someone should use this.

"Hah, pretty it is, but it's half again as tall as I am. Think I'll leave that to someone a bit taller."

watching Heinrich swing around Red Destiny he couldn't help but make a few "vvvrrrzzzz, vvvrrrzzzz" sounds as he tries out the new variation. "Nifty you brought your own fireworks to the Dreamlands."

Foraging group

Filberts looks around at the others within the cellar to see if any were willing to join Zandomir as a vampire killer.


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Scavenging:

Zarine nods at Zandomir's plan, and gets ready to assist with vampire stabbing if needed.

Dreamlands:

Zarine watches as Filbert puts the weapon back down. She doesn't move to pick it up, waiting for someone who uses a sword more often to claim it, but if they start to leave without it, she will bring it along with them. She isn't sure if treasure can return with them from the dreamlands, but she figures they might as well find out.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

DM, do we need to make the Fort Save now or after the first 30 minutes have passed?

Dreamlands

Zandomir scratches his chin and at the fancy weapon that Filbert retrieved. It'd be a shame to find such a weapon and have no one use it.

"Do you think you'd use it Heinrich? Momijii seems to prefer her fists, Zarine her bow, and Filbert his... something. These are the dreamlands... I wonder if it would adjust to Lizzie's size if she picked it up?"

Zandomir glances from the blade to Lizzie and back again. He's not at all certain the blade will work for the paladin, but he figures it's worth a shot.


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

Indeed, unfortunately no Master archer, my training is lacking in the...martial arts. I'm afraid I'd slice my own leg off. Red Destiny is a fine enough blade for me.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Not yet, I'll probably roll them for you. @Lizzie are you taking the blade? It does magically shrink to the right size.


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

If nobody else wants it, i'll make good use of it. :)

Lizzie glances at Zandomir with an optimistic smile.
"You're thinking if i should put it to use, right?
Only one way to see."
, as she straps her morningstar to her belt.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

OK so where to next?


1 person marked this as a favorite.
Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Scavenging, I think we're going to open the closed coffins one at a time.

Dreamlands, I imagine we want to search the rest of the caravanserai before going anywhere else. Should probably take as much advantage of the shade as we can.

Zandomir smiles back at Lizzie. "Glad at least one of us will get some use out of it. Would be terrible to waste such a nice weapon."

4,301 to 4,350 of 5,510 << first < prev | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Strange Aeons Gameplay All Messageboards

Want to post a reply? Sign in.