GM Kiora's Wrath of the Righteous

Game Master Kiora Atua

Chosen heroes have arrived in Kenabres at the dawn of the Fifth Crusade. Will they be the ones to end a century long war?

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Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

A dream is a wish your heart makes (to Xander):
Ary gives Xander a slight wave, she doesn't look particularly pleased though it isn't clear whether she's displeased with him or not... at least at first. She paces back and forth in the air.

"So, first... the Rahadoumi officials want you to turn yourself in. They say they'll let the rest of us go if you do... I told them I couldn't ask you to do that, but I would suggest it to you as an option. They kind of said you might get a very small sentence... but it's likely to be more than a decade. So, I feel like that's sort of off the table." she pauses for a moment, before continuing. After a few moments of waiting for a response and not getting one, she shrugs and continues. "I told them about all of us, and what was going on with Avi, so maybe you guys will get help and not just arrested on sight."

"Beyond that, there's an ambassador on their way from Cheliax, if you and the others manage to save Avi and get clear, you should send Ser Abranci for further details. He said he'd be about a week out... I'm not sure what he can realistically do here, or what they can realistically charge most of us with... maybe aiding your escape, but that's a tough sell for everyone not-me that's involved."

"Last contact with Isilme is that they were looking for Maroq. She said she was leaving a trail in the city that we would be able to follow to her to get back together, I don't know how useful that is, though. Hopefully that doesn't matter and you've already met back up with her."

"Speaking of Isilme... I think one of the cultists, probably Jerribeth came for a visit. They were pretending to be Isilme, rather badly. They also had a conjured earth elemental... they took most everything. And made it look like it was us." she says, with a pained look. "Faith, Radiance, the bags of holding... let Isilme know they got Cygnus and her spellbook, too as soon as you see her. So... keep an eye out for scrying censers."

"After that, they moved me from the Western Barracks to some giant red stone castle. The room they're keeping me in is like Nurah's cell. It's furnished alright and has a circle against magic built into it... so I'm also trapped as me, I guess. I don't know how useful that is. I haven't seen Lann or Hinagiku since we were processed, either."

She makes a thoughtful sound for a moment, concentrating. "Other useful things, I think Jamal is a Faultspawn. That's the investigator in charge of us. He's looking into the cult information, but I think he's also looking for all of you. He's really old, and he has connections with some group called the Aspis Consortium through his daughter. He's taken down multiple cults... but I don't know of any evil ones he's done so with."

She pauses for just a moment longer, "I think I messed up badly in even agreeing to how we were doing this in the first place. I can't see any way else it could have gone besides turning myself in, and I think that was an equally awful idea. Everything has gone wrong, since. Hopefully things are going okay out there, though. I don't think you'll be able to Sending me because of the room I'm in, and I don't think you can respond here... so I guess that's it, unless they want me to do this again, later. Good luck."


WotR Global Buffs/Debuffs: ----

Unafe, Valais:

"Mmmmm, the Dark Prince rules over all of the gods. Mistress says so," she says softly in response to Unafe's comment that there are other gods that disagree with Asmodeus.

Her eyes widen at the gold. "Oh, mistress, you are too generous!" she says, tearing up a bit at the charity. "If there is anything you need, please let me know, right away..."

Isilme, Ehren:

Their initial preparations now done, what was left to do was for Isilme to send to Xander.

Xander:

Earlier...

Theodora nods frantically, her eyes big and wide and watery. "Yes, Master Potts. Please bring me back. Please don't hurt me."

Now...

At the moment Isilme's sending comes through, Xander is fast asleep. He is dreaming about a meeting with Ary. The sending wakes him up, just as Ary finishes her message.


Female half-orc brd 5/clr 5/hybrid/Bound 3 THP 0 HP 48/49 | Init +6 Percpt +26/+30 | AC 25/15/22 CMD 21 CMB +6 | Fort +11 Ref +14 Will +10 (+5 comp/chrm); (+4 vs illusion, +3 vs. rune) BP 21/21 FP 5/7 MBP 1/3 MP 0/7 XRt 0/1 MF 0/1 BL 0/1 FF 1/1 Chn 4/8 SF 1/5
Spells:
Bard (CL 7; cn +12) 1st 3/5 2nd 1/5 3rd 0/4 4th 1/3 Clr (7;+12) Rng: SI
Skills:
Acro +17 Bluff +21 Dipl +27 DDev +18 Dis +23 K(Rel|trnd|untr.) +18/+8/+4 Ling +15 P(ora,wind) +25/+21 Ride +4 S Motive +28 Splcrft +15 Stealth +21 UMD +16

Sending to Xander:

With their course set, Isilme prepares to send to Xanderghul. If they were lucky he and Unafe would be able to return to join them, though they would need to teleport directly if they wanted to have any chance of avoiding raising an alarm.

She ponders the exact wording for a few minutes before finally sending him:
Located Aravashnial plus 3 and two dozen halflings. Planning rescue with Ehren tomorrow just after noon. Thanadaemon, two Dhergodameon guarding. Can scry me and teleport tomorrow


WotR Global Buffs/Debuffs: ----

Xander:

Xander can attempt the Knowledge Planes checks regarding daemons listed in this post. He cannot benefit from Isilme's knowledge without free communication with her.


WotR Global Buffs/Debuffs: ----

Xander has had 24 hours to respond to the sending, and the game cannot move forwards until he does.

As per expectations laid out for the game, since he has had 24 hours to post he will now be automated until he checks into Gameplay or Discussion.

In the meantime, I will leave Xander's response up to a vote for the remaining 5 active players. Please vote for one of the following options or, if you dislike all options, please propose your own to be voted on. Once there is a clear majority for an option, we will move forwards with that option.

Voting Options:

1. Xander tells Isilme that he has now gained access to scrying and teleportation magic. He will scry her at noon and teleport himself, Unafe, and Valais to her to assist with rescuing Aravashnial and the halflings. This option assumes that Xander brings Theodora back to the Boccanegra school in order to earn their good graces.

2. Xander tells Isilme that he has received a dream sending from Ary directing him to turn himself into Rahadoumi authorities. Xander tells Isilme that he intends to turn himself in by teleporting into Rahadoum alone, so that Ary may be released. This option will leave it open as to the fate of Theodora, whose fate can be finalized at a later time.

3. Xander tells Isilme that he is in Westcrown now, and will not be coming back to Rahadoum in the near-future. She should expect to have to deal with the daemons alone. This option will assume that part of the reason why Xander will not return to Rahadoum is because he wishes to help save Theodora, which is not compatible with his need to work at Boccanegra and gain access to their resources.

If Xander does not check in, and a consensus is not reached in 24 hours, then I will automate Xander along option 2. The reason for this is that Xander mentioned in discord awhile back that he would be willing to turn himself into the authorities in exchange for Ary.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

I'm a strong vote for #1, and I believe it's Xander's intent based on side conversations with him on Discord, where he said:
.
"I agree, we still need to join the fight. And i think the best way for us to do it is through the college"
and
"I agree that Xander shouldnt turn himself in. And he's gonna use his sendings on Isilme/Ehren, not Ary"
.
One addendum to #1: we haven't discussed it but I'd assume Xander wants to make those Daemon Knowledge Checks...and would use the university library to help him do so, once he gets Isilme's sending. That way he can choose his spells accordingly.


WotR Global Buffs/Debuffs: ----

Isilme:

Xander responds: "Still in Westcrown with Unafe and Valais. We will meet up with you at noon tomorrow. Don't resist the scry attempt. See you soon."


Female half-orc brd 5/clr 5/hybrid/Bound 3 THP 0 HP 48/49 | Init +6 Percpt +26/+30 | AC 25/15/22 CMD 21 CMB +6 | Fort +11 Ref +14 Will +10 (+5 comp/chrm); (+4 vs illusion, +3 vs. rune) BP 21/21 FP 5/7 MBP 1/3 MP 0/7 XRt 0/1 MF 0/1 BL 0/1 FF 1/1 Chn 4/8 SF 1/5
Spells:
Bard (CL 7; cn +12) 1st 3/5 2nd 1/5 3rd 0/4 4th 1/3 Clr (7;+12) Rng: SI
Skills:
Acro +17 Bluff +21 Dipl +27 DDev +18 Dis +23 K(Rel|trnd|untr.) +18/+8/+4 Ling +15 P(ora,wind) +25/+21 Ride +4 S Motive +28 Splcrft +15 Stealth +21 UMD +16

In the Hideaway:

"Xander says he will attempt to meet up with us and will scry prior to teleporting. We'll need to try to be at the location by noon so we can avoid them having to wander about," Isilme says to Ehren as soon as the spell ends. "For now we should go see if we can locate the closest point to the compound through the sewers. I should be able to track the Thanademon's staff if we get close enough. It would be nice if Jahani were still here to help guide us, but hopefully she got out of the city without problems."

Isilme gets out some of the bread and things she'd bought earlier today, offering some to Ehren. "We should eat before we go back to the sewers now. Hopefully they won't be crawling with patrols. I can't imagine they wouldn't figure out the sewers were the escape route for the theft. We will need to avoid using light sources while we're down there."

Once she's done eating she changes shape into a goblin, taking a moment to dance about in the ungainly shape. She then sets aside everything non-essential, bringing only her boots and Cygnus and her headband.

"Shall we head out?"


Male Oread (Kellid) Legendary Druid 12/Hierophant 4 | HP 148/148 | AC 26, T 25, FF 20 | Fort +9, Ref +7, Will +19 | CMD 27, freedom of movement | Immune to disease & poison | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +19 (missing eye), Darkvision 60 ft., Murksight, Tremorsense 60 ft. | MP 7/11 | LP 2/2 | PM 11/11

Sylvan Hideaway:
"Good," Ehren says with a sigh, not bothering to hide his relief. Their chances of success would be significantly higher if Xander and Unafe could join them. He derives enough peace of mind from the good news to find his appetite; he eats with Isilme in silence, having not eaten a bite since before they departed from Drezen.

Once Isilme is ready to go, the druid shifts into the form of a rat before climbing onto her shoulder, trusting her to take care of the sneaking if necessary.

"Alright, let's get going," he says in a low voice, sitting next to Isilme's bulbous head.


Female half-orc brd 5/clr 5/hybrid/Bound 3 THP 0 HP 48/49 | Init +6 Percpt +26/+30 | AC 25/15/22 CMD 21 CMB +6 | Fort +11 Ref +14 Will +10 (+5 comp/chrm); (+4 vs illusion, +3 vs. rune) BP 21/21 FP 5/7 MBP 1/3 MP 0/7 XRt 0/1 MF 0/1 BL 0/1 FF 1/1 Chn 4/8 SF 1/5
Spells:
Bard (CL 7; cn +12) 1st 3/5 2nd 1/5 3rd 0/4 4th 1/3 Clr (7;+12) Rng: SI
Skills:
Acro +17 Bluff +21 Dipl +27 DDev +18 Dis +23 K(Rel|trnd|untr.) +18/+8/+4 Ling +15 P(ora,wind) +25/+21 Ride +4 S Motive +28 Splcrft +15 Stealth +21 UMD +16

Round Two: Scout!:

After enchanting herself with heroism, Isilme pulls out the rose she had used earlier to produce the path Ehren had found. She again casts trail of the rose using it, knowing it would make navigating the sewers significantly easier. Isilme then climbs out of the hideaway cautiously, making a point of covering the edges of the door to prevent it from being easily spotted. She then moves away and begins following the river back to where they'd bypassed the grating earlier.

When they reach it, she moves up to it and begins working her way through the grating, making use of her smaller goblinoid head and dislocating her shoulders to get all the way through, thereby avoiding using magic to shape change as she had earlier.

Casting trail of the rose and heroism. Isilme, Ehren, Unafe and Xander are the only ones who can see the trail.
Stealth(Heroism,small): 1d20 + 23 + 2 + 4 ⇒ (16) + 23 + 2 + 4 = 45
Acrobatics(Escape Artist - Move through Tight Space, Heroism): 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30

She then begins to head in the direction along the river towards where the compound would be in town.
To be explicit, Isilme is a goblin and has darkvision 60' as a result, and she and Ehren are using no light sources


WotR Global Buffs/Debuffs: ----

Isilme, Ehren:

Heroism wears off.

Goblin-Isilme creeps along slowly through the sewers, using the river to help her navigate along under the city. However, Sophini's Servants was not directly river-front property, so to determine where it was from their vantage point of being below would require a skilled dungeoneer...

It's a DC 15 K.Dungeoneering check to navigate underground the rest of the way. If the heroes look above ground to gain their bearings, it's a DC 15 survival or K.Local check instead.


Female half-orc brd 5/clr 5/hybrid/Bound 3 THP 0 HP 48/49 | Init +6 Percpt +26/+30 | AC 25/15/22 CMD 21 CMB +6 | Fort +11 Ref +14 Will +10 (+5 comp/chrm); (+4 vs illusion, +3 vs. rune) BP 21/21 FP 5/7 MBP 1/3 MP 0/7 XRt 0/1 MF 0/1 BL 0/1 FF 1/1 Chn 4/8 SF 1/5
Spells:
Bard (CL 7; cn +12) 1st 3/5 2nd 1/5 3rd 0/4 4th 1/3 Clr (7;+12) Rng: SI
Skills:
Acro +17 Bluff +21 Dipl +27 DDev +18 Dis +23 K(Rel|trnd|untr.) +18/+8/+4 Ling +15 P(ora,wind) +25/+21 Ride +4 S Motive +28 Splcrft +15 Stealth +21 UMD +16

Isilme will refresh heroism if there's no signs of patrols in the sewers
Bardic Knowledge(Dungeoneering) - Heroism, Guidance: 1d20 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15


WotR Global Buffs/Debuffs: ----

Isilme, Ehren:

Isilme uses what she remembers of the maps she studied in Obo's office along with Jahani's instructions to navigate as close to the slaver's compound as she could. She and Ehren toddle along a 15'-wide sewer canal. They pass by a turn to the right, but rather than branching off into a new segment of sewer, this branch transitions to a small staircase out of the muck, which leads up to a large set of wooden double doors.


Female half-orc brd 5/clr 5/hybrid/Bound 3 THP 0 HP 48/49 | Init +6 Percpt +26/+30 | AC 25/15/22 CMD 21 CMB +6 | Fort +11 Ref +14 Will +10 (+5 comp/chrm); (+4 vs illusion, +3 vs. rune) BP 21/21 FP 5/7 MBP 1/3 MP 0/7 XRt 0/1 MF 0/1 BL 0/1 FF 1/1 Chn 4/8 SF 1/5
Spells:
Bard (CL 7; cn +12) 1st 3/5 2nd 1/5 3rd 0/4 4th 1/3 Clr (7;+12) Rng: SI
Skills:
Acro +17 Bluff +21 Dipl +27 DDev +18 Dis +23 K(Rel|trnd|untr.) +18/+8/+4 Ling +15 P(ora,wind) +25/+21 Ride +4 S Motive +28 Splcrft +15 Stealth +21 UMD +16

Isilme heads heads back along her trail a good distance, making sure to put them far enough out that her casting would not be heard, then begins focusing on the staff that was in possession of the Thanadaemon. Whether or not there was a set of stairs up, she wanted to ensure that they would be able to approach from the closest point to the jail first so that they could hopefully seal it off from the rest of the compound.

Using locate object on the Thanadaemon's staff to locate the nearest point in the sewers to where the prisoners are being held.


WotR Global Buffs/Debuffs: ----

Isilme and Ehren:

Isilme casts locate object, then walks down the sewers another fifty or so feet. She passes by another turn to the right, but this appears to be more akin to a purposeful break in the sewer wall. The wall caves in and gives way to a small, 5' wide tunnel that appears to have been burrowed out of the rock. A little bit past where this break in the wall is appears to be the closest point to the Thanadaemon's staff, which is somewhere above. There are no visible grates to the surface here along this tunnel, all of the refuse that enters here likely runs down from pipes.


Female half-orc brd 5/clr 5/hybrid/Bound 3 THP 0 HP 48/49 | Init +6 Percpt +26/+30 | AC 25/15/22 CMD 21 CMB +6 | Fort +11 Ref +14 Will +10 (+5 comp/chrm); (+4 vs illusion, +3 vs. rune) BP 21/21 FP 5/7 MBP 1/3 MP 0/7 XRt 0/1 MF 0/1 BL 0/1 FF 1/1 Chn 4/8 SF 1/5
Spells:
Bard (CL 7; cn +12) 1st 3/5 2nd 1/5 3rd 0/4 4th 1/3 Clr (7;+12) Rng: SI
Skills:
Acro +17 Bluff +21 Dipl +27 DDev +18 Dis +23 K(Rel|trnd|untr.) +18/+8/+4 Ling +15 P(ora,wind) +25/+21 Ride +4 S Motive +28 Splcrft +15 Stealth +21 UMD +16

Isilme uses Cygnus to notch some inconspicuous marks on the wall then they begin the process of navigating back out, this time trying to find a shorter path out that they would be able to use in the morning to get to the dug out tunnel. As she does she makes the marks such that they would only be intelligible if you were escaping from the prison and knew how to interpret them.

Bardic Knowledge(Dungeoneering)-Heroism: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Bluff(Heroism): 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35

Stealth(Heroism, Small): 1d20 + 21 + 4 + 2 ⇒ (4) + 21 + 4 + 2 = 31

Along the route back she makes marks in the wall at specific places to help guide them quickly back to their destination, and to help the prisoners when they were fleeing the next day. When she finally gets to the grating out, it takes a couple attempts to squeeze through before she finally tumbles out onto the ground below.

Acrobatics - Get through Grate (Heroism): 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26
Acrobatics - Get through Grate (Heroism): 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37

Once out she heads heads back to the hideaway to begin preparations for the morning.


WotR Global Buffs/Debuffs: ----

Is there anything Ehren wanted to do with this scene?


Male Oread (Kellid) Legendary Druid 12/Hierophant 4 | HP 148/148 | AC 26, T 25, FF 20 | Fort +9, Ref +7, Will +19 | CMD 27, freedom of movement | Immune to disease & poison | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +19 (missing eye), Darkvision 60 ft., Murksight, Tremorsense 60 ft. | MP 7/11 | LP 2/2 | PM 11/11

Ehren remains on Isilme's shoulder for the entirety of the trip, relying on her darkvision to navigate their way through the sewers.


WotR Global Buffs/Debuffs: ----

11 Rova 4717

Hinagiku:

Hinagiku wakes up. She is laying on a cold, uncomfortable slab of stone. Her body is fully healed of all injury from the previous day. She is only wearing her underwear, with just a thin cotton sheet laying across her body.

Her eyes open. It is dark, so she cannot see.

Isilme:

While trekking through the sewers on the way back to the hideaway, Isilme notices another scrying sensor appear, follow her for a brief amount of time, and then wink out of existence.

Will Save: 1d20 + 10 ⇒ (4) + 10 = 14
Perception: 1d20 + 26 ⇒ (5) + 26 = 31

Isilme, Ehren:

The trail of flower petals makes it easy for Isilme and Ehren to find their way back to the sylvan hideaway. Isilme and Ehren return to their muddy little hole in the ground and settle in to get some sleep. They would need it for tomorrow.

Isilme and Ehren may recover 1 MP each, all daily resources, and prepare new spells.

Xander:

Xander, as he typically does, stays up all night, contemplating the problems he has at hand. He finds that regardless of how dark it is in his room, he can see perfectly. His hobgoblin vision could only discern murky black-and-white in the dark, but now he saw in full color.

Moonlight streams in through the window, providing enough dim light for Theodora to see that Xander was still awake. She is clearly both confused and terrified of him, and stays as far away from him as possible. Eventually, though, she falls asleep, her head leaning against the wall of the bed and breakfast. She snores softly.

Xander Will Save: 1d20 + 11 ⇒ (6) + 11 = 17
Xander Perception: 1d20 + 14 ⇒ (16) + 14 = 30

Xander may recover 1 MP, his SP, and prepare new spells.

The next morning, Xander is in the middle of studying his spellbook when Ed knocks on his door, bringing a fresh platter of breakfast - two fried eggs in a stew of eggplant, peppers, and zucchini served with a cup of coffee. This wakes Theodora up. "Master Potts, breakfast is served. Would you like anything else?"

Unafe, Valais:

Unafe was exhausted after a long day of sprinting across the desert. Her body also hurt, from the many wounds that their pursuers had scored on her thighs and calves. She and Valais slept until the next morning, until Mirabella wakes them up with a soft knock.

Unafe may recover 1 MP. Unafe and Valais may recover SP and daily uses of abilities. Unafe recovers all hit point damage.

"Eggplant parmiggiana arrabiata, just as you asked, mistresses!" Mirabella says, beaming. "A little bit unconventional for dawn's meal, but I was worried you would be checking out today, and I wanted to thank you for your kindness."

She smiles, busying herself with setting the table. She pours them some mint tea. "A gentleman named Master Xander came in the night to see you, but I didn't want to disturb your sleep. His room is in the attic upstairs if you'd like to go see him."

Ary, Lann:

Though Ary and Lann cannot see each other, they are in similar situations. Their accommodations are much more comfortable, and also more private, as there are no slats to allow people from the outside to peer in. They eventually fall asleep, and in the morning, a Legionnaire woman brings them breakfast: fresh baked bread, fried eggs, goat cheese and olives. She doesn't bring with her any news of their friends (or enemies).

Ary may recover 1 MP. Ary and Lann heal any damage and recover use of daily abilities and SP.


Female half-orc brd 5/clr 5/hybrid/Bound 3 THP 0 HP 48/49 | Init +6 Percpt +26/+30 | AC 25/15/22 CMD 21 CMB +6 | Fort +11 Ref +14 Will +10 (+5 comp/chrm); (+4 vs illusion, +3 vs. rune) BP 21/21 FP 5/7 MBP 1/3 MP 0/7 XRt 0/1 MF 0/1 BL 0/1 FF 1/1 Chn 4/8 SF 1/5
Spells:
Bard (CL 7; cn +12) 1st 3/5 2nd 1/5 3rd 0/4 4th 1/3 Clr (7;+12) Rng: SI
Skills:
Acro +17 Bluff +21 Dipl +27 DDev +18 Dis +23 K(Rel|trnd|untr.) +18/+8/+4 Ling +15 P(ora,wind) +25/+21 Ride +4 S Motive +28 Splcrft +15 Stealth +21 UMD +16

On the walk back:

Isilme notices the scrying sensor almost immediately on the walk back and takes a moment to stop, turn and wave at it with her ungainly goblin arm and flash it a toothy grin. She then continues on her way, taking a few extra detours on the way back to add to ensure the sensor is gone before heading to the grate to leave.


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Buffs | Char. Sheet | Percept +22 | Init +6| AC 28, Touch 27, FF 22 | CMD 30 | Fort + 16 Ref +17 Will +19, +2 death effects | Evasion (for all saves)

She’s not buried!:

Slowly the universe comes into the alignment Hinagiku had foreseen and funnels her scattered spirit and mind back into her body. She is welcomed by the most unpleasant of sensations, strange liquid fills her stomach and makes her nauseous. Perhaps oneness with the universe had been a blessing, for the material world was not so pleasant anymore.

Centering herself, Hinagiku represses a retch which gives herself enough control to let her senses recover. Slowly the flow of the world and truth of this room comes into focus, allowing her to see everything around her. She carefully sits back up, takes a shallow breath, and makes her way to the closest garbage bin or refuse container she can find and throws up the poison still filling her body.

Wiping her mouth, she quickly surveys the surroundings. This did not look at all like the infirmary… strange. Perhaps her sleep had appeared too much like death, a good thing to keep in consideration for the future. Well, it did not matter, she was now alone and perhaps would have a chance to escape. All she needed was to recover. Laying back on the slab she was on, she covers heself back with the cotton sheet and then lets the energy of the room suffuse her and fill her inner ocean with tranquil power.
Hinagiku will meditate to recover her spell points, if needed she will spend half her mythic points to do so. She will only do so if it is obvious that there is no one nearby (might need to listen to the door first is there is one that lets some light pass in.

Resources:

175/175 hp
0/40 delayed damage pool
0/10 shawl of life keeping (lost)
19/19 ki
11/11 mythic??
Senses: 35’ blindsight, blindfolded oracle


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character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Unafe wakes up, mercifully refreshed, by the grace of the spirits that surround her.

"Thank you," she smiles at Mirabella. "And yes, I think we're likely to check out today."

When Mirabella mentions Xander, suddenly Unafe's stomach lurches. The Mithral! Did he trade it to some devil-worshipping slaver??

If it saves the lives of our companions it was worth it, but...

She shudders as she abandons the thought. As delicious the strange meal smells, she decides she won't be able to enjoy it until she knows what happened.

"Thank you. Yes, let me check on Xander. Mirabella, can you keep the lid on that food for another minute? Valais, do you want to come as well?"

Unafe bounds up to the attic and knocks on Xander's door, hoping for good news regarding a means back...and dreading hearing who her people's mithral had been bartered to.


Female half-orc brd 5/clr 5/hybrid/Bound 3 THP 0 HP 48/49 | Init +6 Percpt +26/+30 | AC 25/15/22 CMD 21 CMB +6 | Fort +11 Ref +14 Will +10 (+5 comp/chrm); (+4 vs illusion, +3 vs. rune) BP 21/21 FP 5/7 MBP 1/3 MP 0/7 XRt 0/1 MF 0/1 BL 0/1 FF 1/1 Chn 4/8 SF 1/5
Spells:
Bard (CL 7; cn +12) 1st 3/5 2nd 1/5 3rd 0/4 4th 1/3 Clr (7;+12) Rng: SI
Skills:
Acro +17 Bluff +21 Dipl +27 DDev +18 Dis +23 K(Rel|trnd|untr.) +18/+8/+4 Ling +15 P(ora,wind) +25/+21 Ride +4 S Motive +28 Splcrft +15 Stealth +21 UMD +16

Isilme's spells are finalized for the day


Male Oread (Kellid) Legendary Druid 12/Hierophant 4 | HP 148/148 | AC 26, T 25, FF 20 | Fort +9, Ref +7, Will +19 | CMD 27, freedom of movement | Immune to disease & poison | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +19 (missing eye), Darkvision 60 ft., Murksight, Tremorsense 60 ft. | MP 7/11 | LP 2/2 | PM 11/11

Ehren's spells for the day are prepared.


WotR Global Buffs/Debuffs: ----

Hinagiku:

Hinagiku is awake and in the dark. She doesn't sense anything alive with her supernatural senses.

Hinagiku recovers her SP.


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Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Xander's spells are prepared.

Xander waves the servant away when asked if he needs anything else, adding, "No, that will be all, thank you." Then he sits up to greet the morning light. Tentatively, he peers at the slave that he accidentally stole. "So," he begins, "We have a few options here that I want to bring up. I was hoping to speak with my ally first, though. You needn't worry about being harmed or taken advantage of in any way. We are reasonable people, and me taking you from the college was an accident."

At that very moment, there is a knock at his door, which he stands to answer. He opens it to find Unafe and Valais, who he quickly ushers into the small attic room. "Well," he begins awkwardly, "We have some good news and some additional complications."

He first withdraws some mithral from his haversack to give back to Unafe. "The good news. I did not have to barter any of your gold or your mithral, and I think I found the resources to join our friends."

Then he gestures towards the slave, and the iron staff lying alone on the ground. "The bad news. My staff of freedom's command decided to pick that moment to make a fit about slavery, and compelled me to bring this slave from the College here right as I signed away my soul to employment with the university here."


Buffs | Char. Sheet | Percept +22 | Init +6| AC 28, Touch 27, FF 22 | CMD 30 | Fort + 16 Ref +17 Will +19, +2 death effects | Evasion (for all saves)

Darkness and slabs:

Unable to find any container, Hinagiku is left with one undesired choice, tighten her sphincters and stop any of the strange liquid from leaving her stomach. One more occasion to be thankful for her training.

Unable to sense any door, Hinagiku elects to fully survey the room. After taking note of which slab she was lying on, she walks until she finds a wall and follows it in an attempt to get a sense of the size of the room she is in. Hopefully, she would find an exit and a much needed container to throw up in.
Assuming no mythic points spent on regaining SPs (though Hinagiku won’t rest until she can get rid of what was injected in her) and no jars to throw up in.

Resources:

175/175 hp
0/40 delayed damage pool
0/10 shawl of life keeping (lost)
19/19 ki
11/11 mythic
Senses: 35’ blindsight, blindfolded oracle
Precogniscient smite: +1 insight hit/dg


WotR Global Buffs/Debuffs: ----

Hinagiku:

Hinagiku paces around the perimeter of the room. She finds the room mostly bare. It is filled with about 12 slabs, each with a lumpy, draped piece of cloth over them. The floor beneath her feet is cold.

She finds a door, which is up a very short staircase.


Buffs | Char. Sheet | Percept +22 | Init +6| AC 28, Touch 27, FF 22 | CMD 30 | Fort + 16 Ref +17 Will +19, +2 death effects | Evasion (for all saves)

Darkness and slabs:

This was more trying than expected, the ball in her stomach was truly unpleasant. But, it seemed she would need to endure it some more.

After going back to her slab and draping herself (two posts ago), a difficult meditation, and intertwining her essence with the flow of the world so as to give her greater speed, Hinagiku readies herself for the outside world. She folds the shroud so as to make it less revealing and drapes her upper torso and head with it. She tries to make it look as much like the clothing she has seen people wear in Azyr.

disguise: 1d20 + 4 ⇒ (2) + 4 = 6

Once she is done, Hinagiku heads back towards the stairs and door upon which she lays her ear, listening to anything that might be outside. When she is convinced that there is no one there, she attempts to open it as stealthily as possible.

perception: 1d20 + 20 ⇒ (20) + 20 = 40
stealth: 1d20 + 4 ⇒ (13) + 4 = 17

Rest with stomach full of arsenic it is. Two essence dedicated to boots of the coward. If the door can be opened from the inside, will move at half speed (22’) to stealth until there is light or path is barred.

Resources:

175/175 hp
0/40 delayed damage pool
0/10 shawl of life keeping (lost)
19/19 ki
11/11 mythic
Senses: 35’ blindsight, blindfolded oracle
Precogniscient smite: +1 insight hit/dg
Coward’s boots (2 essence) + 15’ move.


WotR Global Buffs/Debuffs: ----

Hinagiku:

Hinagiku creeps up to the door, to see that someone passes by it on the other side carrying some form of light. Light streams in through the bottom of the doorframe. The light allows her to glimpse the stone staircase in front of the wooden door. She waits for a moment. Eventually, the light passes, and she is left in the dark, again.


Buffs | Char. Sheet | Percept +22 | Init +6| AC 28, Touch 27, FF 22 | CMD 30 | Fort + 16 Ref +17 Will +19, +2 death effects | Evasion (for all saves)

Glow & door:

At the sight of light, Hinagiku stands still. She waits almost a whole minute, and once she is certain the light carrier is gone, she tries to open the door.

If door opens, Hinagiku will move steatlhily through the corridors and listen for any incoming individual. She'll open her eyes every so often to catch glimpses of light.
more stealth if needed: 1d20 + 4 ⇒ (13) + 4 = 17
perception: 1d20 + 20 ⇒ (10) + 20 = 30


WotR Global Buffs/Debuffs: ----

Hinagiku:

Hinagiku stands still a whole minute. After a minute, the creature carrying the light returns, passing the door in the opposite direction.


Buffs | Char. Sheet | Percept +22 | Init +6| AC 28, Touch 27, FF 22 | CMD 30 | Fort + 16 Ref +17 Will +19, +2 death effects | Evasion (for all saves)

Alone? with door:

Thinking about patrols, Hinagiku remains inert for another 10 minutes in hope to get a grasp of their frequencies. Once she is done surveying people’s passings, Hinagiku concentrates on the ley around her. She focuses on the slowly dissolving threads of the past, on what they entailed while blocking threads from the present. She allows them to weave themselves back in her mind and form a picture of the last few hours.

Once she is done, Hinagiku finishes preparing herself by fully connecting herself to threads of the ley.

Deducted 1 sp on past sight and concentrate for 10 minutes to see the last 10 hours of occurrences within 35’. She focuses on whether a key is used to unlock the door, any other mechanism, as well as the layout beyond the door (when open) including whether she can see light from the sun and what direction it comes from. Deducting another 1 sp to cast prescience, battlefield sense, and rapid response.

Resources:

175/175 hp
0/40 delayed damage pool
0/10 shawl of life keeping (lost)
15/19 ki
11/11 mythic
Senses: 35’ blindsight, blindfolded oracle, prescience, battlefield sense.
Precogniscient smite: +3 insight hit/dg
Coward’s boots (2 essence) + 15’ move.
Rapid response


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Unafe sighs with visible relief--as though taking her first breath in a long time--when Xander offers her back her tribe's treasure.

"Well, that's a rel--SAY WHAT??

"I'm...I...I don't understand at all. Your soul? You've taken a job here? So you're not coming back? And what"


WotR Global Buffs/Debuffs: ----

Hinagiku:

Hinagiku observes the past of her immediate area. Around 7 hours ago, a person passed by in this area. They were a Garundi man, wearing bloodstained robes, long black gloves, and heavy black boots. They have long white hair and a trimmed white beard. They pushed the door open to leave. Nothing else of interest happened in this area for the past 10 hours.

Hinagiku also waits for 10 minutes, observing the person outside of the door moving back and forth. They move to Hinagiku's right, vanish for around 30 seconds to a minute, then move past the door, to Hinagiku's left, and vanish for one to two minutes, before repeating the cycle.


Buffs | Char. Sheet | Percept +22 | Init +6| AC 28, Touch 27, FF 22 | CMD 30 | Fort + 16 Ref +17 Will +19, +2 death effects | Evasion (for all saves)

Finally trying the door:

Next time the light passes by heading towards the right, Hinagiku counts fifteen seconds under he breath, opens the door and walks at normal speed, so 45” and takes the left corridor. As she advances, she remains alert for any approaching lights.


WotR Global Buffs/Debuffs: ----

Hinagiku:

Hinagiku darts out and towards the left. She can see light streaming from around the corner behind of her, so she heads in the opposite direction.

She heads down a hall, passing by a wooden door on her left. The hallway continues on in the dark, ahead.

GM:

1d20 ⇒ 9


Buffs | Char. Sheet | Percept +22 | Init +6| AC 28, Touch 27, FF 22 | CMD 30 | Fort + 16 Ref +17 Will +19, +2 death effects | Evasion (for all saves)

Spoiler:

Hinagiku simply moves towards the very end of the corridor, paying attention to the doors she passes by. Perhaps she would be lucky enough and spot a door that was different enough from others that it could be a door to the outside.


WotR Global Buffs/Debuffs: ----

Hinagiku:

Hinagiku finds that after another forty feet or so, the hallway curves around a corner, then leads to a narrow stairwell that leads up and out of range of her senses. There is light coming from somewhere upstairs.


Buffs | Char. Sheet | Percept +22 | Init +6| AC 28, Touch 27, FF 22 | CMD 30 | Fort + 16 Ref +17 Will +19, +2 death effects | Evasion (for all saves)

stairs:

The light did not matter anymore. There was someone behind her, so she needed to move forward, hoping that whoever was up there was not coming down. Stealthily, she moves up the stairs.

stealth (half speed): 1d20 + 4 ⇒ (12) + 4 = 16


WotR Global Buffs/Debuffs: ----

Hinagiku:

Hinagiku slowly creeps up the stairs, which lead to a new hallway. This one is twice as wide as the hallway that was downstairs. She finds the light-source: a torch of continual flame in a sconce at the top of the stairs. The hallway is short, terminating in 20' in a pair of wooden double-doors.


Buffs | Char. Sheet | Percept +22 | Init +6| AC 28, Touch 27, FF 22 | CMD 30 | Fort + 16 Ref +17 Will +19, +2 death effects | Evasion (for all saves)

More doors!:

Hinagiku briskly walks to the double door and, knowing she is faster than the sentry, takes a few seconds to listen to what is going on on the other side and inspect whether light comes from the other side too.

perception: 1d20 + 20 ⇒ (9) + 20 = 29


WotR Global Buffs/Debuffs: ----

Hinagiku:

Hinagiku does not hear anything on the other side. It is well-lit on Hinagiku's side of the door, and there are no large seams on the door, so it is not possible to tell if the other side of the door is also lit.


Buffs | Char. Sheet | Percept +22 | Init +6| AC 28, Touch 27, FF 22 | CMD 30 | Fort + 16 Ref +17 Will +19, +2 death effects | Evasion (for all saves)

Pushing on doors:

Hinagiku pushes on one of the doors to try and open it, slides between them, and closes it behinder her.


WotR Global Buffs/Debuffs: ----

Hinagiku:

Hinagiku pushes her way through the doors with no resistance.

On the other side is another hallway, extending to the right and left before curving out of sight. The floor is tiled with marble, and the walls are made of white stone. There are no windows. Every dozen feet or so there is a sconce affixed to the wall with an everburning torch, which keeps the hallway well lit.

There is no furniture in the hallway for Hinagiku to hide behind but she also doesn't see anyone approaching, or hear any foot steps.

She can see a small wooden door about fifteen feet down, across the hall to her right. There is a plaque on the door but she cannot read the writing.


Buffs | Char. Sheet | Percept +22 | Init +6| AC 28, Touch 27, FF 22 | CMD 30 | Fort + 16 Ref +17 Will +19, +2 death effects | Evasion (for all saves)

Spoiler:

Hinagiku moves down the hall to the rigth until it curves, stops shy of the corner and listens for any more footsteps. She then turns the corner and continues moving down the corridor.

perception: 1d20 + 20 ⇒ (8) + 20 = 28


WotR Global Buffs/Debuffs: ----

Hinagiku:

Hinagiku moves down the hall to the right. The cool marble feels good against her bare feet. Further along, there are more doors on both her right and left side. Each door has a plaque, written in a language that Hinagiku doesn't understand.

She stops just shy of the corner and listens. She hears foot-steps in the distance, but they don't seem to be coming in her direction.


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Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)
Unafe Two-Hearted wrote:

Unafe sighs with visible relief--as though taking her first breath in a long time--when Xander offers her back her tribe's treasure.

"Well, that's a rel--SAY WHAT??

"I'm...I...I don't understand at all. Your soul? You've taken a job here? So you're not coming back? And what"

Xander tries to wave Unafe's concern away with his hand as if it were a mosquito. "Don't worry, of course I will return to Mendev. I plan to send a clone of myself to teach my classes in my place, though we must first survive and return home to make those preparations."

"The real problem is this:" he says, gesturing towards his staff and the slave. "The staff is my arcane focus, which means it is intricately tied in to my practice of magic. The staff hates slavery, which I supposed was a fair thing to carry at the time it was made. However, it also compelled me to steal a slave from the school and abscond with her. I must return the slave in order to use the school's magical facilities, which we require in order to rescue our friends."

"What do you think we should do? I'm not exactly happy about bringing a slave back into servitude."

Also gonna check daemon knowledge here...

Derghodaemons: 1d20 + 20 + 1d6 ⇒ (10) + 20 + (5) = 35
Thanadaemons: 1d20 + 20 + 1d6 ⇒ (15) + 20 + (6) = 41

"Isilme also told me a bit about our foes, those keeping Aravashnial. She said they're keeping dozens of other captives as well, and that they are guarded by powerful daemons that summon swarms of insects and raise the undead."


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Unafe frowns. "Any moral person hates slavery. This is an evil place."

She scratches her head. "It seems your staff is even more impulsive than you are. Are you to now abandon the work at the Worldwound to take on the work of bringing down a nation of slavers?"

Unafe turns to the halfling, who looks clearly terrified. "What do YOU wish for? Do you want to be set free, here? I don't know that we have a way to take you elsewhere, unless it's into a deadly battle."

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