Forgotten Realms- The Chosen Return (Inactive)

Game Master Vuvu


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RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

Bariel rarely makes plans outside of his sphere, and will leave the war plans to those suited for such. He is content to fill his role. As such, he has no personal plans for the following day aside from what others might ask of him. Getting to know his fellow champions would be his plan, should there be any white space in his time.


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here
GM Nightskies wrote:

Roseras bothers Barid during his watch. She's remarkably level-headed at the moment, speaking in the tone a normal person would. The other people do not get to sleep, but some do get a little nap.

"They're not going to find you tonight. But I had thought you'd make use of the night, to avoid the sun, like the rest of us. What will you do in the coming days? I foresaw your arrival, and that you would defeat the demons- but is that all? Some thought you to be our saviors in all ways."

One of the people interject. "They will deliver us from hell."

Roseras looks apologetically to Barid. "Pay them no further mind. When we are free from the demons, we will rebuild."

The rest of the night goes smoothly. If you're going to go looking for someone/something (or go for the cauldron), or wait for them to find you, I need a decision on that.

"I think that we will make use of the nights, but the timing of our arrival has thrown things off just a bit. As well, though; it gives us a chance to build up a fortification of sorts here that the refugees can fall back to if needed. As for what order we take to ensure this city's survival, I think we will need to work out some kind of plan. It is far easier to plan than to just make it up as you go. Also, more successful." He smiles at Roseras, but in the back of his mind, he thinks, Just how far can we trust this woman and is she trying to suss out our plans...


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Yes we should be safe here at least for now. Let us use the night to operate.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Immediately prior to resting Belsiard plays 5 more rounds of music to charge his harp a little, then he sleeps.

Upon awaking

Perhaps while we are out tonight we can gather some supplies to make things a bit more comfortable here. He says stretching.


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here
Belsiard the Wanderer wrote:

Immediately prior to resting Belsiard plays 5 more rounds of music to charge his harp a little, then he sleeps.

Upon awaking

Perhaps while we are out tonight we can gather some supplies to make things a bit more comfortable here. He says stretching.

"What did you have in mind?"


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Blankets, pillows, wenches, wine. You know the basic omforts in life.


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

"Barid and I could see what we could root out. I don't have a particularly stellar way to bring back a large supply, however, unless I can borrow a magic bag from someone. Or did you mean buy these things?"


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Does not matter, how much could it possibly cost? Anyhow lets just keep an eye out when we go out.


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

"Are we planning any excursions tonight?


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Yes time to claim the cauldron. Once that is done we need to remove the Hope Reaper


Before the night is through, three of the people leave quietly. Two come back by morning, carrying what little they can to help provide food for the group. The third rushes in as the sun rises, only minutes before the heat rapidly intensifies like an oven. The day is long- distant echoes of shouts once in a while break the silence outside. Twice, lesser demons arrive to test your defenses during the morning, but you make quick work of them both without trouble. Roseras reverts to the half-maddened state after the first attack, calming only when exhaustion forces her to sleep in the early afternoon. Even out of the direct sunlight, it seems clear that their sanity suffers during the day.

With the coming of the night, Roseras offers to procure comforts for the group... if she could just have a few coin. Gems won't do. Too many are traps, ready to take a greedy soul. Untainted gems are good, though there are cursed coins too.

After dealing with her, your group sets out to the dark streets to bring back the cauldron. Following the lead of Bariel and Barid, you are able to evade delays on the way there. Observing from a short distance, the same unpleasant and bulky demon from yesterday (identified as a Hezrou by Xaikon, Tarwas, and Ynaeve) lingers in front of the building. The stone construction looks sturdy and has survived the years of demonic occupation well. The hezrou demon notices your presence while the group assesses the situation from about 100 feet off. Its common speech has a deep, barely intelligible accent sounding like the voice of an abyssal aberration.

*blurg*... There? You two *glurp*... here to feed?

It waddles a few steps on short legs toward the group while speaking- and stops abruptly, as though recognizing your role.

*Ghuhh!* Wait! I am Zeurhoz... Zeurhoz lets you do your will, and in doing so will be free. *blurg* ... Peace.

By what you can readily see now, Zeurhoz is too weak to pose a challenge.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Come here.

Belsiard takes out his harp and plays soothing music. 1d20 + 32 ⇒ (4) + 32 = 36

Fascinate DC 27 Will Save or he is fascinated THEN the next round another DC 27 Will save or it falls asleep from SLUMBER SONG


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here

So nothing from my observations of the diamonds that I looked at back on Monday?

Barid scratches his head as the demon passes, "I'm not real sure what to make of that," he says to Bariel. Perhaps if the demon is still around after we get this done, I might have a little sport, after all...


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

honestly if he falls asleep belsiard doesnt have ANY problem with executing it. He does not like demons


The demon becomes enraptured by the music for a moment, then falls over. Its body rolls a little, letting a disgusting series of deflatulations. Nothing else seems to be bothered by its shouting.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

"This is quite a strange place. We should be careful."

Cast long term spells again.

Spoiler:

1d10 + 10 ⇒ (7) + 10 = 17 False Life
Overland Flight
Ablative Barrier


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

Pulling at her armor, she tries to get it shifted to a better position.

yeah, the entire world is like that now. Ynaeve smiles in gest, let us make haste before we are discovered to be away from the warehouse.

perception, w/detect magic 1d20 + 20 ⇒ (15) + 20 = 35


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

What do you want to do with that Demon? Any reason not to kill it?


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

"every reason to kill it."


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here

"Who gets the honor?"


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

I'll flip for you two sneaky stabby fellows.

bel takes out a copper and flips it.

1 is barid 2 is bariel 1d2 ⇒ 1


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here

"Who are you calling a 'sneaky stabby fellow?' Barid says with a wry grin. "I prefer to be known as a 'professional extractor of inanimate objects of fine value.'

Barid takes out Cotumo, pulls his cotton tunic up to his nose to staunch the worst of the expected smell, and performs a Coup de Grace adding Improved Vital Strike (Mystic) and Sneak Attack to the damage roll

CdG Damage: 3d6 + 3d6 + 3d6 + 3d6 + 8d6 + 21 ⇒ (1, 6, 2) + (6, 2, 6) + (3, 1, 1) + (5, 1, 3) + (1, 3, 5, 5, 3, 2, 5, 5) + 21 = 87


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

lol


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

I always considered those with a penchant for sneaking as being "purveyors of wealth redistribution through creative acquisition methodologies through the utilization of abstruse and esoteric value assessment processes."


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

"and I'm more slashy than stabby."


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

I don't really want to get any of that goo on me. Anything worth keeping on it?


The single blow easily ends the life of the demon on this plane. Its nauseous aroma only worsens with the massive injury. None the less, you find a dusty rose prism ioun stone (+1 insight AC) wedged into its flesh. Whoever removes it must make a Fortitude save (DC 24) or be nauseated for 5 minutes.

The building stands quiet. Ynaeve finds a simple alarm set at the front entrance, but from outside there is nothing else to be seen. You can enter from the front or the hidden entrance on the roof.


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

CAsting mage hand, Ynaeve attempts to yank the stone free, without getting too close...


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

if that does not work bel moves forward and tears it out

1d20 + 12 ⇒ (14) + 12 = 26


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

if bel winds up with it he tosses it to Tarwas. you took a beating last time this might help.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

"Thank you for the thought, but I've already have one of those."


The stone proves to need more than Mage Hand can provide, and Belsiard prys it out.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

do either of you need it? Hhow bout you (naeve?


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

More armor is always hard to turn down.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Belsiard launches it at Ynaeve, it stops and buzzes around her.

Shall we?


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

"Sure, front or back?"


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here

"Always back, fewer witnesses there."


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Following your lead gentlemen.

Belsiard readies his crossbow just in case and sneaks allowing the sneakier types to take the lead.

[ooc]Stealth 1d20 + 24 ⇒ (2) + 24 = 26


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here

Moving around to the back, looking for a door or entrance.

Stealth: 1d20 + 24 + 2 ⇒ (9) + 24 + 2 = 35

Perception, looking for traps: 1d20 + 27 + 5 + 2 ⇒ (4) + 27 + 5 + 2 = 38 Anything?


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

I prefer getting in the back... Ynaeve has fly active and she floats over the heads of the others, keeping an eye on the air above them. Whispering back to the others, and if any of you are tempted to look up my skirt, remember there are pigeons in my family tree.

Stealth 1d20 + 20 ⇒ (10) + 20 = 30
Perception 1d20 + 20 ⇒ (7) + 20 = 27


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5

stealth: 1d20 + 43 ⇒ (2) + 43 = 45
perception: 1d20 + 25 ⇒ (6) + 25 = 31

Bariel follows the lead of the others, sneakily looking for traps.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

stealth: 1d20 + 26 ⇒ (1) + 26 = 27

perception (looking for demons): 1d20 + 24 ⇒ (20) + 24 = 44


Ascending to the roof, you make your way into the hidden room above the cauldron. The trapdoor just over the cauldron is still unattended. Ynaeve detects a moderate magical aura over the cauldron, but fails to identify its magical properties. You detect an illusion magic is the most potent magic by the cauldron. The small blue fires prove to be permanent dancing lights. No other magical auras or traps or demons seem to be present. The room is roughly 30' x 20', the cauldron 10' from the wall opposite the double doors 20' away. The doors and cauldron are at the center of the room otherwise.

Still, only the dim fires around the cauldron provides illumination, unless you specify otherwise.

We'll count Xaikon as staying with the base to guard it.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Can Bel ID anything 1d20 + 19 ⇒ (3) + 19 = 22

Assuming Belsiard sees no one around he will Expend 2 Mythic points to cast Mythic Invisibility (cannot be detected by see invis, glitterdust, blindsense, tremor sense, etc)

Then he will click his boots of flying and slowly fly down to explore, assuming that his compatiriots are with him.

stealth1d20 + 24 + 20 ⇒ (11) + 24 + 20 = 55

Perception 1d20 + 14 ⇒ (16) + 14 = 30


Everyone moves into the room together, if I'm not mistaken. If so, please depict your spread by ASCII form. Hit reply to get a better visual. x is a wall, _ is open ground, | is door, ^ is cauldron. The fires take up virtually no space. 5' squares.
.
.
.

x x x x x x x x
x _ _ _ _ _ _ x
| _ _ _ _ _ _ x
| _ _ _ _^_ _ x
x _ _ _ _ _ _ x
x x x x x x x x


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8
GM Nightskies wrote:

Everyone moves into the room together, if I'm not mistaken. If so, please depict your spread by ASCII form. Hit reply to get a better visual. x is a wall, _ is open ground, | is door, ^ is cauldron. The fires take up virtually no space. 5' squares.

.
.
.

x x x x x x x x
x _ _ _ _ _ _ x
| _ _ _ _ _ _ x
| _ _ _ _^_ _ x
x _ _ _ _ _ W x
x x x x x x x x

What is ASCII form?

Belsiard flies down to the corner of the room below and to the left of the cauldron (note I made Belsiard a W for Wanderer)


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

Whispering to the others, does anyone else think it weird that the trap door is directly over the cauldron? I'm picking up some illusion magic near the cauldron. And more, an aura I am unfamiliar with...

Before moving into the room, she studies the magic some more, Could it be?... but that's merely legend, though I know not what else, the 9th ray?

Eventually she'll move to:

x x x x x x x x
x _ _ _ _ _ _ x
| Y _ _ _ _ _ x
| _ _ _ _^_ _ x
x _ _ _ _ _ W x
x x x x x x x x


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Yes it is. When we are all in place I will dispel whatever Illusion is there.


RETIRED HP: 105/178; AC 31*; F:+15; R:+22; W:+10; Init +12, Perception +25, Stealth +43* Ninja 15 / Mythic Champion Trickster Tier 5
Ynaeve Amryln wrote:


words

words

x x x x x x x x
x _ _ _ _ _ B x
| Y _ _ _ _ _ x
| _ _ _ _^_ _ x
x _ _ _ _ _ W x
x x x x x x x x

that B is Bariel


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Being told that there are unidentified aura, Tarwas also casts Detect Magic and tries to identify them.
Then he tries to hide again and flies down into the room.

Spellcraft: 1d20 + 26 ⇒ (11) + 26 = 37
stealth: 1d20 + 26 ⇒ (3) + 26 = 29

x x x x x x x x
x _ _ _ _ _ B x
| Y _ _ _ _ _ x
| T _ _ _^_ _ x
x _ _ _ _ _ W x
x x x x x x x x

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