Dungeon Master S's "Wardens of the Reborn Forge" (Inactive)

Game Master Dungeon Master S

Kargatt Mine | Tactical Map | Handouts

Initiative Quickpost:

[dice=Baddies]d20[/dice]
[dice=Aiuda]1d20+7[/dice]
[dice=Bill]1d20+11[/dice]
[dice=Sven]1d20+6[/dice]
[dice=Zelkin]1d20+6[/dice]

Perception Quickpost:

[dice=Aiuda]1d20+23[/dice] LLV (+4 v. Evil Outsiders/Aberrations, +2 Elves/Plants)
[dice=Bill]1d20+12[/dice]
[dice=Sven]1d20+28[/dice]
[dice=Whitestripe]d20+10[/dice] (LLV, DV, Scent)
[dice=Zelkin]1d20+27[/dice]


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Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Sven commands Whitestripe to attack the golem.

Firing only one arrows at the creature.

Longbow: 1d20 + 18 ⇒ (13) + 18 = 31
damages: 1d8 + 12 ⇒ (2) + 12 = 14


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

Graouh !

Bite: 1d20 + 21 ⇒ (13) + 21 = 34
damages: 1d4 + 20 ⇒ (1) + 20 = 21 as Whitestripe as DR5/adamantium, all its natural attacks bypass DR/adamantium


Sven fires a single arrow, hitting the clockwork, but doing little damage!

Whitestripe moves closer and bites the golem, tearing some the hard metal shell!

Also, I realize that two of Auida's (the last two) hit due to the grapple penalty.

Tracker:
46

Bill!


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Bill, realizing that he is unprepared for this eventuality, holds out hope that the party can take down the beast before it kills Zelkin.

Ready action Liberating Command after the construct acts and just before Zelkin's turn to try and free Zelkin. +26 to the Escape Artist check.


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Placing my arcane mark. It'll take me 24-48 hours to read the module and then about half a day to catch up on the thread.


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Recounting the tale of the great and powerful, for that which has come before is the clay that molds the present.

In the far corners of the Inner Sea the call was made. Zelkin, Bishop, Aiuda, Sven, and the wizard William Fortescue Monahan Billings the Fourth (AKA Bill) each received a missive. The parchment, expensive and thick, but with the faint smell of a chemical unknown to most…. gunpowder.

It read,
Eliza Baratella, minister of Alkenstar parliament and esteemed engineer seeks an audience with you to discuss potentially obtaining your services. If interested, come to the Brass Guild in Alkenstar. The matter is delicate and I can't trust going to local authorities. You renown proceeds you and I think you are the right person to aid me in investigating the suspicious malfunctioning of my clockworks, called Brass Guardians, and used to patrol Alkenstar.....

The letter, however, was but a lure (and well constructed, for adventurers are as entranced by the call as a dragon is to the glitter of gold.) Upon arrival a plot quickly unfolded. The woman explained:

”I’ve got a good sense of where you can start looking. When the first Brass Guardians started raging in the streets, we looked closely at their serial numbers to determine where they’d come from. In every case, the clockworks had originally been positioned in the city’s western quarters, closest to the Karggat Hills. I sent Arvanor, my assistant, to follow a series of tracks left by a guardian leaving the city’s western gates. Those tracks led north and west into the Karggat Hills, and into a mine some fifty miles away. Arvanor reported back that he was headed into the mines to investigate further, and no one has heard from him since. That was two months ago. And since then, the Brass Guardians’ attacks have only increased in frequency and intensity." She frowns and her features grow stern.
“I have secured transportation for you on the guild’s private airship, under the pretense that you are trapsmiths we’ve hired to help protect our facilities in Martel. You won’t go to Martel, however; instead, the pilot has been instructed to take you directly to the Karggat Mine. Please find out who’s behind this sabotage of the Brass Guardians and bring me evidence to put an end to the plot. The guild and I have significant resources with which to reward you, and time is of the essence.”

Learning very quickly what an airship is, the party set out as “trapsmiths” through the Karggat Hills. Recent earthquakes led to the mines being reopened after years of being sealed tightly. The weather itself bore an ill omen. Primal magic. The very reason behind Alkenstar’s unique place in the world. It makes magic unpredictable, and therefore ever more dangerous.

The party succumbed to the curiosity of the mines, exploring it festina lente. The tomb-like nature of the mines gave way as the party’s first foes met them in combat, gugs. The fight is short and decisive. It’s not an accident that the letter reached out to these heroes.

Banter, traps, and sneaking around followed (as is expected.) Before long the party met a denizen far less belligerent than the gugs, ratfolk. He introduces himself as Habblegash. He assumes the party has been sent by some “two-headed freak”, an ettin named Murg-Nurk, and points out the dangers ahead. Apparently a faction within the mines has begun mining some strange type of crystal. No one believes the ettin to be the brains of the operation.

Obviously, this warranted further investigation. Habblegash gives the party a key to a locked chest, but it’s only ⅓ the solution. It seemed the only way is down....

Unfortunately, down led to a purple worm. The party again fell to combat with masterful skill, laying low the worm. The path quickly became littered with the corpses of vanquished foes.

Eventually the path forward required piecing together, literally, a winch. The task was straightforward, and the party’s momentum continued, now on the lookout for missing pieces. The next obstacle proved to be a submerged route, though this time with magic instead of technology. Underwater they went, protected by a life-protecting bubble. The submerged route wasn’t overly long, but before continuing on they opted to return to the thrice-locked chest.

The chest, or rather safe, contained enough treasure to last a dozen elven lifetimes. It did not, however, provide a clue as to the plot brewing within the mines. Some help was found in a recovered journal. It contained mostly information about the mine, including much of the history of it, the story of how it came to be controlled solely by the Sultur Family, and the captain’s succumbing to a fatal illness shortly after her crew discovered a strange mineral known as eidite. The details on this crystalline substance are vague and scattered, since the toxin appeared to have a grave effect on the captain’s memory as her condition progressed. Even memories of her treacherous fellows (mentioned as untrustworthy and despicable early on in the journal) decayed near the end, and Captain Retham came to see these roguish brutes as true friends in her final few entries. The most telling passage regarding this unusual toxic mineral and the state of the captain’s mind is on one of the last passages, which take the form of a letter.

The eidite poisoning has taken almost fullhold of my blood by now. I fear that I may be its next victim in this struggle to command the properties of the enigmatic mineral, and I am regretful that it could not have been a more noble martyr who could teach my fellow miners the folly of their avaricious ways. I learned, but too late that all the wealth in the world could not replace my loyal comrades, who have seen me through to the end in these darkest of nights. To my most faithful friends, I pray that you see to my fellow invalids after my passing, including the following unfortunates:
Three fellow miners: Hekrin, Pyndle, and Sortare
One priest: Clockmother Ingled
Two pets: Maximos and Tor
To those who heed my dying wishes, I seek for you all the best in the Great Beyond, and hope that fortune finds you well.
Captain Retham

Finally taking the time to rest, the party then headed back to the front. Previously they had discovered a clockwork leviathan. Within moments of winding it up it began defending itself. What could have been a devastating fight for the party was cut short by a perfectly placed Disintegration spell from Bill. The feeling of triumpf pushed the party to new levels of confidence and power Level 13.

With all of the pieces of the winch recovered, the lower mine awaited.

The maze below at least contained some tracks, which led to a group of human and halfling slaves. The slaves assumed the party was working for “skull Splittah.” Once they learned of the truth (and the party’s mission to find the source of the amok constructs) the slaves proved to be a font of information.

"Well, hell! We'd all love to be rid of this gods be damned place!" The halfling sits and takes a long pull from the mushroom tea. "Name's Shyar by the by. What I can tell ye is this, that evil two headed son of marsh giant, Skullsplitta, he runs the show around here. Him and his orge lackeys. They make us slave mine a green mineral called eidite. Can't tell ya what its fer. The Skullspitta usually can be found to the east, wehere the crusher is. To the northwest, the leader of this merry band, Metruni, oversee the work. She's a real dandy. A tiefling gal with a faith in some demon lord, Haagenti, I think. She keeps company with some oversized spider lookin' creature."
He sets his cup down and regards the party for a long moment. "If you be serious about freein' us, I'd suggest you lot create a diversion, see. Ya, a diversion. When you distracting the Splitta', we can make a break fer it. We'll run to the east and take the ore lifts out. How's about that?"

The missing piece of a real leader was finally revealed, and the plan was straight forward; kill. It didn’t take long to find the grotesque ogres and their ettin commander. Magic, steel, blood, and sweat mixed in the deep. The battle raged and when the storm passed, the heroes stood over the giant corpses of their foes. With the Skullsplitter felled, the slaves we free of their servile capistrum and made for freedom and sunlight.

As they marched to safety, the adventurers marched into the spiders’ den. Finding no ordinary spider, the party has a vicious fight against a retriever! Zlekin nearly falls to his injuries as the tiefling woman named Metruni makes a quick and fleeting appearance. She can’t escape and is quickly brought down by arrow and spell.

Emboldened by their victory, the party opts to push to the bottom of the mystery of the constructs. The mystery deepens when the party found themselves in a trap invested altar of some sort. Defeating the summoned demons, albeit barely, the party returns to a more determined state of mind.

Deeper.

Deeper.

The party works quietly now, which proves to be a boon as they get the jump on some human guards. By no means an easy victory, the party puts them down convincingly. Now low on resources, Bill provides a safe shelter for them to rest and prepare for the next push. Keeping with the scouting technique, Auida reconnoiters the way forward, helping the party surprise some strange constructs. They fall easily, but the sense that more are to come pervades everyone’s thoughts.

The maze, littered with twists, turns, and foes eventually yields to humanoids willing to talk. A halfling man. He introduces himself as Waldat. Not being a gnome, Bill trusts the fellow. It was a bad move. The halfling was dead, and in its place an awful creature known as a ecorche had taken over the corpse. Desna smiled, for he was easily dispatched.

One of the other prisoners turned out to be Arvanor, Eliza's Baratella's missing assistant! Despite assurances, he would rather walk than teleport out, so he opted to stay hidden, putting his faith in his saviors to complete the mission first.

All of that, led to this:

Trying to calculate all the damage rolls for the current fight just doesn’t seem like a good time. From the reading of it, you had the upper hand, convincingly so at this point. I’m going to call the combat here and start fresh. Give me the weekend to prepare the rest (I spent this time getting caught up on the thread and back story.) Come Monday morning I’ll be in full swing. Hopefully Paizo has the thread ownership transferred to me by then.


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Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Great update! I came in after the start and I have a better idea of what happened now.


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I figure this gives everyone a chance to take stock of their resources.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Yes, thank you very much for that! Seems like you put a lot of work into it. Things have been so slow for the past few months that I'd honestly forgotten quite a lot of what had happened and what more needed to be done down here so that was a nice refresher and has gotten me excited to resurrect this game.


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No problem. I know part of it is getting the fire going again. I'm excited now too and looking forward to Monday!


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

+1 to all of that!

Double +1 for using all of Bill's name!

Bill proudly stands over the fallen construct as the group takes it down, pondering to himself about the mechanical beasts that he should have prepared for. "Perhaps I should look into some anti-construct magicks for the future..." he mutters.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin nods "thank you" to his friends and takes out his healing stick.

CLW Wand!: 11d8 + 11 ⇒ (4, 7, 8, 7, 7, 2, 3, 7, 3, 2, 6) + 11 = 67 That'll do it.

Shall we press on or do we need some time to replenish ourselves?

I have 6 1st, 5 2nd, 3 3rd and 1 4th level spell slots left, 10/13 of my Bane ability, 15/26 Dimension Hop (that I forgot about), but only one use of Judgment left.

Also, since I keep forgetting I have it, for my Solo Tactic feat I'll have Lookout active.


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The last thing I need to do is make a map of what's explored, and what's not. This one is a little trickier than summarizing, as I've got to match up a fair amount of directional posts.


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Whitestripe and I are ready to continue. We don't have use many of our ressources, so we don't need to rest for now.

Answer Sven to Zelkin's question


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

Grouh !

confirmes Whitestripe.


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I underestimated how tricky it would be to figure out the specifics of where you are. It'd be easier if I could do something like, "he do you guys remember fighting 17 ogres and 14 purple worms in this room with the staff of the archmagi?" but if the answer is no, it's a major spoiler. The best I can do is this: it looks like you've been exposed to the whole map of the lower mine level, which does have an exit out... one I'm confident you haven't taken. Shall we start with you emerging through this new exit?


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After a harrowing trip through the mine, the end is in sight. Sunlight, dirtied though it may be, shines ahead of you. You're exhausted, yet you know you've yet to discover the source of these errant automatons.

Sorry for the information dump guys, I'll get the sailing smooth as soon as I can. It's up to you if you want to rest here. Sven declares the area safe, and the rest of you concur.

Exiting the mine also results in hitting level 14. Once everyone is readied and rested, we'll see if we can get to the bottom of this Alkenstar mystery...


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Survival DC 15:


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

That's sounds fine, I'm sure it's close enough. I was kinda lost on our previous map with what we had explored and what was left anyways.

+17 Survival auto success

Aiuda leads the party out of the mine and breathes deeply from the fresh air. She then starts taking in the surroundings and even climbs up a large rock to get a better view. "I think I know where we are, or close enough," she says as she leaps down. She takes out a piece of parchment and makes a quick sketch. "We should be safe enough. Let's rest quickly and then see if we can find out more about these malfunctioning automatons."

[ooc]Cool! I'll get leveled up tonight.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

I assume this Arvanor is with us also? Are we to return him or do we need to press on with him instead?

I'll see if I can't level up tonight.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Arvanor is in no condition to help. If you're confident in the trail behind you, you can send him back. Otherwise he's going to "Wait right here, because getting deeper into this mess is a BAD idea..."


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

"Arvanor. I told you. I can send you from here in an instant. Do not worry about us." the wizard remarks.

Are we to level to 14?

Also, do not worry about major plot spoilers. I think just getting us back in the groove and getting us rolling, no matter where you place us, is the key.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

"and I told you I don't want my bits scattered all over the mana wastes. You'll need to come back this way anyhow."

His demeanor is light, but firm.

yes, level 14. The action picks up as soon as someone posts that the party steps outside to look around. I've placed a "perception quick post" at the top. I'm okay with you guys using it when entering an area look around.

-Posted with Wayfinder


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Aiuda is leveled! Her perception increased to +23, otherwise not much else changed.

Aiuda leads the way and tries to find someplace outside where they can settle down and think of their next move. "Perhaps you will take Bill's offer of a teleport back to Alkenstar now, Arvanor?" she asks.

Perception: 1d20 + 23 ⇒ (13) + 23 = 36
Survival: 1d20 + 17 ⇒ (10) + 17 = 27


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Yes, we need to get him out of here. I'd rather not have to worry about him any longer. Send him back.

I leveled up but haven't had a chance to update my header. I was hoping to take a look at the loot but it doesn't seem we're in a place to buy any goodies anyway.


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The conversation with the aid continues as Aiuda leads the party outside. Strong winds rush through the valley, scattering debris a bout . Lightning lashes out in all directions . Beneath the storm-rent skies, a rid hills give way to a sloping valley with a meandering river running through it. Not fifty feet to the east, three massive lifts deliver ore to equally impressive conveyors, which transfer the material to a nearby water mill several hundred feet away. Farther off, orange and red smog bellows into the sky from the long pillars jutting from a large stone fortification.

You find yourself directly in the midst of a massive mana storm-one of the magical tempests that frequently assail the Mana Wastes. Clouds of roiling arcana thunder with insane eldritch energy and it feels like they could undo the fabric of reality at any given moment.

It's bad.

Arvanor immediately digs in his heels about teleportation.

Based on the view, it'll take you two hours on foot to get to the outpost beyond. If you hustle, you might beat the storm before it breaks...

No check needed to make it there, but if you want to make a magical effort to hasten your arrival to beat the storm, let me know. Otherwise, let me know when you go.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

"We should make haste before this storm worsens." Aiuda cautions. "Lest anyone try to follow us..." she casts pass without trace on everyone. "There, now let's make haste."


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Leaving no tracks, Aiuda leads the party towards the building. Arvanor wishes you luck, but stays behind.

The haste is worth it, but not enough. Before reaching the building the storm breaks, and the world rips a bit. 1d100 ⇒ 28 The sound of Alkenstar canons BOOM in your ears. IT's as if you're in the middle of a battle. If your character owns a firearm, let me know.

As you approach you get a feel for the shape of the building, which looks far more militaristic than it did an hour ago. You approach from the SW (Map is updated.) The wind and boom of the storm makes it hard to see and you're not sure how well you could shoot an arrow in this wind.

In each tower flanking the main gate stand a trio of bat-like humanoids

They don't speak against the wind, but they level heavy crossbows at you. The message is clear, leave.

Knowledge DC 17:

Sabosans! These bat-like creatures are competent warriors, with a scream that can deafen someone, even in this storm. Ask a question for every 5 you beat the DC.

The storm is worsening...


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Which Knowledge is required?

So, do we try to talk down these creatures or fight our way past?


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Oops, my bad. Knowledge (NAture)


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Knowledge (nature): 1d20 + 19 ⇒ (15) + 19 = 34
Are they generally evil? DR? Resistances?

Aiuda mutters, "Sabosans! Not what I expected to see out here! Careful of their screams. Should we take them out?"

If they are generally evil, Aiuda will take out her bow and start firing. If not, she will hold up her hands and try to keep walking forward to speak with them.


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Aiuda:
yes, typically evil, no DR, no particular resistances, they are not known to be hale.

will post tonight. They're expecting trouble, so no one is surprised. Will roll initiative ASAP

-Posted with Wayfinder


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

If there is no other course of action, yes.

I smell a fight!


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

"If you'd like, I can teleport us back to Alkenstar." remarks Bill to the group. "The primal magicks will have little effect on my own spellcasting."

Bill is designed to deal with primal magic. :D

Bill conjures up a teleportation circle at his feet and invites the group into the area before finishing the incantation.

Concentration for Primal: 1d20 + 13 + 8 + 3 ⇒ (16) + 13 + 8 + 3 = 40


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Teleportation Circles take 10 minutes to draw... Now I'm a bit confused.

Regardless, Aiuda loosing her bow is enough to make it clear that this isn't peaceful.

Baddies: 1d20 + 8 ⇒ (8) + 8 = 16
Aiuda: 1d20 + 7 ⇒ (12) + 7 = 19
Bill: 1d20 + 11 ⇒ (14) + 11 = 25
Sven: 1d20 + 6 ⇒ (3) + 6 = 9
Zelkin: 1d20 + 6 ⇒ (14) + 6 = 20

Round 1:
Bill: Go
Zelkin: Go
Aiuda: Go

Baddies: TBD
Sven: TBD

Fiancee is asleep on my leg... can't get to module to look up wall heights. Will post in the am.


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

I'm just casting Teleport normally, not Teleport Circle which is apparently a real spell. (Didn't know that.) I was just fluffing it. Does that take us to Alkenstar?


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Assuming you're really doing it. Teleporting BACK here has only a 75% chance of success, as you've only see this building once. I'm fine with it, but I'm going to leave initiative up anyway. At the table we could sort it out in seconds, but it's tricky in PbP, so don't feel compelled, I'm just making my future life easier if you opt not to. Make sense?

If Teleport
Even as Aiuda knocks an arrow, Bill casts a spell to bring them all back to Alkenstar. 1d100 ⇒ 85 and is on target! The looks are strange, but strange is par for the course.

If no Teleport: The towers are 20' up and made of hewn stone.

Round 1:
Bill: Go
Zelkin: Go
Aiuda: Go

Baddies: TBD
Sven: TBD


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Unless Bill teleported us:

Aiuda's bow is in her hands before anyone even notices (free action Quick Draw) and she starts firing at the guards in the towers.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (10) + 15 = 25
damage: 1d8 + 13 ⇒ (6) + 13 = 19

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (7) + 15 = 22
damage: 1d8 + 13 ⇒ (7) + 13 = 20

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 1d8 + 13 ⇒ (7) + 13 = 20

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d8 + 13 ⇒ (8) + 13 = 21

@GM: Sven and I have the Target of Opportunity teamwork feat so if they are within 30 and Sven hits one, Aiuda will use her swift action to fire another arrow:
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (14) + 15 = 29
damage: 1d8 + 13 ⇒ (2) + 13 = 15


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Deciding to let the archers do their work, Zelkin will cast Magic Circle vs Evil to protect the party for the next 140 minutes.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

I don't want to resolve Aiuda's attacks until we confirm the teleport. :-)


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Well, do we technically need to be in a town in order to level up? If so then we'd have to go. Maybe we can figure out the loot and gear up a little too.

Otherwise I don't know why else we'd have to go to Alkenstar off the top of my head. Maybe someone else has a reason in mind?


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4
Zelkin Norwind wrote:

Well, do we technically need to be in a town in order to level up? If so then we'd have to go. Maybe we can figure out the loot and gear up a little too.

Otherwise I don't know why else we'd have to go to Alkenstar off the top of my head. Maybe someone else has a reason in mind?

I think the main reason was to take Arvanor back but he doesn't seem to want to follow us. Otherwise we haven't uncovered the mystery yet so I say let's just press on.


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Bill would normally only travel with Teleport, but if the group wants to fight, then he is down. You made it all public, so I leave it to you Mr. GM.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Let's go with this scene, then if you guys want to head back for something, it's up to you. That makes it still Bill's turn. :-)

Aiuda opens with a volley of confident arrows. Targeting the red one. All but one arrow lands. The creature's eyes grow wide enough that even in the storm you can see the surprise. It doesn't fall, though it's not far from it judging by the depth of the elf's arrows.

Round 1:
Bill: Go
Zelkin: Go

Aiuda: FIRE!
Baddies: TBD
Sven: TBD

DM:

Red: 60
Blue:
Black:

Green:
Yellow:
White:


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

My action still stands as I'm not effective at range.

Deciding to let the archers do their work, Zelkin will cast Magic Circle vs Evil to protect the party for the next 140 minutes.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

An intricate circle, perfect in form surrounds Zelkin for a moment.

Round 1:
Bill: Go
Zelkin: MCaE
Aiuda: FIRE!
Baddies: TBD
Sven: TBD

DM:

Red: 60
Blue:
Black:
Green:
Yellow:
White:


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Bill flies straight up to be even with the grouping of Sabosans and weaves his hands in a hypnotic pattern. "Et mors iam magicae facultatem fortunam amplecti te poscere fata."

Prismatic Spray on the entire group. My height will keep Aiuda out of the Cone effect.

Concentration-Primal: 1d20 + 13 + 8 + 3 ⇒ (3) + 13 + 8 + 3 = 27If it fails, then my Padma Blossom lets me reroll.

Concentration-Primal Reroll: 1d20 + 13 + 8 + 3 ⇒ (9) + 13 + 8 + 3 = 33

Red: 1d8 ⇒ 7 Sent to another plane. Will DC 26 to negate.
Blue: 1d8 ⇒ 5 Flesh to Stone. Fortitude DC 26 to negate.
Yellow: 1d8 ⇒ 3 80 Points of Electricity Damage. Reflex DC 26 to halve.
Green: 1d8 ⇒ 2 40 Points of Acid Damage. Reflex DC 26 to halve.
White: 1d8 ⇒ 2 40 Points of Acid Damage. Reflex DC 26 to halve.
Black: 1d8 ⇒ 5 Flesh to Stone. Fortitude DC 26 to negate.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Sciasne linguam lantinum?
Yes, the reroll was needed for primal magic. I need a fly check though.

The riotous display of colors is unlike anything in the mortal realm. They wash over the bat-like men.

Red: WILL: 1d20 + 5 ⇒ (14) + 5 = 19 GONE
Blue: FORT: 1d20 + 8 ⇒ (12) + 8 = 20 STONE
Black: REF: 1d20 + 11 ⇒ (14) + 11 = 25
Green: REF: 1d20 + 11 ⇒ (6) + 11 = 17
Yellow: REF: 1d20 + 11 ⇒ (5) + 11 = 16
White: FORT: 1d20 + 8 ⇒ (15) + 8 = 23 STONE

When the spell abates, one cluster of the guards is totally eliminated. A half-dozen crossbow bolts from repeating crossbows come streaking towards Bill, though the wind makes them erratic:

Bolt 1: 1d20 + 16 - 4 ⇒ (13) + 16 - 4 = 25 for DMG: 1d10 ⇒ 6
Bolt 2: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 Threat
Confirm: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20 for DMG: 2d10 ⇒ (2, 7) = 9
Bolt 3: 1d20 + 16 - 4 ⇒ (17) + 16 - 4 = 29 for DMG: 1d10 ⇒ 10
Bolt 4: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10 MISS
Bolt 5: 1d20 + 16 - 4 ⇒ (4) + 16 - 4 = 16 MISS
Bolt 6: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10 MISS

They look like they're going to take to the skies too!

Round 1:
Bill: Rainbow!
Zelkin: MCaE
Aiuda: FIRE!
Baddies: ATK
Sven: Go

DM:

Green: 40
Yellow: 80
White: 40


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Google Translate! :D

Fly: 1d20 + 15 + 7 ⇒ (8) + 15 + 7 = 30 I auto-pass all Fly checks at this point unless the DC is higher than 20.

Plane of Arrival: 1d36 ⇒ 7

Crypt of the Dying Sun:
The Crypt of the Dying Sun is a demiplane dominated by a gigantic, dying, blood-red sun and is home to a vampiric sorcerer named Larynsang the Wasted. Originally from the Material Plane, he now lives here in a reconstructed mausoleum. He travels back to the Material through his own portals from time to time to hunt for food, dragging them back to his lair where he does not have to worry about the deleterious effects of normal sunlight.


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Sven begins to shoot at the creature, following Aiuda's lead asking for the strength of the bull and the dexterity of the tiger. Swift action : Animal Focus

+3 longbow (manyshot): 1d20 + 15 ⇒ (20) + 15 = 35
damages: 1d8 + 12 + 1d8 + 12 ⇒ (5) + 12 + (4) + 12 = 33
+3 longbow (rapid shot): 1d20 + 15 ⇒ (18) + 15 = 33
damages: 1d8 + 12 ⇒ (3) + 12 = 15
+3 longbow 2: 1d20 + 10 ⇒ (2) + 10 = 12
damages: 1d8 + 12 ⇒ (3) + 12 = 15

+3 longbow (Crit Confirm): 1d20 + 15 ⇒ (20) + 15 = 35
damages: 2d8 + 24 ⇒ (2, 3) + 24 = 29

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