GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Spike looks up at the bird sitting on Guaire's shoulder.

"No Spike, i know that look. I'll get you something to eat when we're out of this place, you're not getting him for lunch."

The berating tone is met with a low grunt, and Spike looks at Guaire and the bird a few seconds longer, before Spike turns to scurry around, sniffing the air.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Mort you better see to it Guaire feeds Spike a bit better, looks as if he might be making plans for you."

Holding out a piece of hard tack for the two of them....


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen proposed we go outside. Can we move on?


Current Map

Yep.

Isuma nods to the android

Indeed Servitor. We should take the fight to the Dominion. Perhaps they have some clue there to your "Casandalee".

Isuma tells you some of what she knows of the Scar of the Spider.

The Lair of the Dominion lay in the far western portion of the Scar. Their fallen dropship lay in the waters not far from the lair. To the Southwest there is a swamp, some foul things live there. I know not what they are called. Paetyr has a Grove to the South. He is mad, but harmless. Finally, the Strange Servitors. I kept my distance from them. They were smashing bits of paneling when I observed them. I was tracking a neh-thalggu.

Map labeled "The Scar of the Spider" updated. Let me know where you wanna go


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

At Jarreck's comment..

"I am feeding the little guy properly, but this extra fighting must be making him burn his energy more quickly."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"How'd your hunt go?" Jarreck ask amiably, once clear of the cave he sets about hiding the entrance to the cave, and the fact anyone has been here.

"I'm voting for the wreck, the swamps creatures are best left alone if they leave us alone, I've no desire to spend a few days walking round on muddy ground needlessly."


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"As a person close to the ground, I prefer not to get muddy either."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

In a monotone Seventeen states, "Wiping out the dominion is our ultimate objective. But a neh-thalggu can not be allowed to wander around. We should find it and slay it."

I'm thinking that while the neh-thalggu is nasty, a wreck plus a cave full of the Dominion will suck to fight. I think we need some more loot preferably things to boost our will saves before we fight them!

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"What it's still alive, I thought you completed the hunt?" Jarreck ask Isuma

As one of the lower will saves in the group, Sevens comment makes sense."


Current Map

Isuma grins The Hunt went well Human. You saw my handiwork upon entering the cave I called home.

The remains of the dead neh-thalggu were in the very first room in Isuma's cave.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Without any emotion, Seventeen blinks once as she processes Isuma's words before suggesting, "Ah. Well then we should hunt elsewhere. The fight against the dominion will be hard, perhaps we had better salvage some weaponry first? We could investigate the fungus encrusted cave to the north."

I guess I'm saying we should fight the Dominion last. Guaire / Omo / Mort what do you think?


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

I'm game. As long as we're prepped before doing so. :)


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort flies over to Seven and caws loudly, while nodding fervently as like he's agreeing to Seven's suggestion.

"Kraa! Kraa! RAAA!"


Current Map

Isuma shrugs at Seven's suggestion

If you wish to explore every crevice of this gods forsaken place, so be it.

The Heroes head towards the Fungal Cave, as usual Mort flies top cover and Jarreck scouts ahead

The rocky wall of the valley rises abruptly, swaths of green mold clinging to the broken surfaces. A few mold-encrusted trees and tangles of brambly undergrowth decorate the region-one particularly large patch nearly obscures a single cave entrance at the cliff base.

Perception DC26:
The mounds of mold and rotting undergrowth are actually three Shambling Mounds

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

perception(DC26): 1d20 + 14 ⇒ (12) + 14 = 26

Walking forward of the others Jarreck is taking in the different aspects of their surroundings when something draws his eye, holding a hand up to stop the others he edges forward to determine what caught his attention.

Slowly backing away from the three piles of rotten vegetation, Jarreck meets with the others.

"We have trouble ahead, that's not just piles of rotting vegetation, although around here that wouldn't be surprising. They're called Shambling Mounds"

Kn:Dungeoneering/local: 1d20 + 9 ⇒ (14) + 9 = 23 [ooc]Would either of those benefit Jarreck's knowledge of the creatures?{/ooc]


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

Seventeen fails to notice the creatures until Jarreck points them out. Apparently they where vegetation based and this out of her area of expertise. Being a logical creature she asks Mort, "Do you know how to deal with these?"


Current Map

Kn:Nature DC 20:
Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants with a fondness for elf flesh in particular. What serve as a shambler's brain and sensory organs are located in its upper body. Shambling mounds typically have an 8-foot girth and stand between 6 and 9 feet tall. They weigh about 3,800 pounds.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Knowledge (Nature): 1d20 + 15 ⇒ (1) + 15 = 16

Derp.

"Never heard of them."


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Knowledge nature: 1d20 + 15 ⇒ (4) + 15 = 19

Dooh


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Kn. Nature: 1d20 + 8 ⇒ (10) + 8 = 18
Alas...


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Nobody seems to know anything about these strange creatures. Seventeen suggests, "Maybe we can fly over them, although doing that for all of you would prove taxing... Of course if the cave is narrow that may not help depending on how fast these move. Perhaps making you all invisible would work better."

Any suggestions? Of course sneaking past things doesn't always work out well if they pile in on a boss fight.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

<Sigh> "Not really sure, had a team run into some during a raid during my younger years in the guild. They went in early in the morning and the wizard, whose tower they were trying to infiltrate, used them as guard dogs. Only one guy made it back from the tower and he didn't survive past the mid-day meal. Wound up burning down the tower, and learned to stay away from them."


Current Map

The only way into the cave is through the Mounds. You could theoretically sneak past them with invisibility. I just need you guys to decide if its worth it, and tell me what you're gonna do


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

In a monotone Seventeen summarizes the situation saying, "Ahead are three Shambling Mounds. We know almost nothing about them or how extensive the cave is, but we do know they are rather large. Tactically it would be best if I was to summon another dinosaur but I can't do that again today. Perhaps we should camp and attack at first light."

I'm thinking two "dungeons" in one day is asking for trouble. If we had a meat shield I'd be less worried about attacking now.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

sorry out of town on a group trip, missed this yesterday.

"Perhaps a good night's sleep will be better, at the least for us if not to catch them asleep. Should we move back to the crazy guy's grove? "

Jarreck will take mid watch as usual


Current Map

Does anyone else have a preference? Otherwise I'm moving you all back to Mad Paetyr


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

That's fine by me.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Sure, mad hatter here we come.


Current Map

The heroes trek their way back to Paetyr's Orchard 1d20 ⇒ 15 and the trip is uneventful. Soon, the same view presents itself after a few hours travel

The valley's wall rises up here in a forty-foot-high bluff. A single cave entrance sits at ground level, the opening h ung with strings of bones, twigs, bits of metal, and tiny fetishes crafted out of fiber and leaves. Before the entrance to a cave are five gardens of strangely colored vegetables and fruits. A few fruit trees grow near by, shielding the view of the garden and cave entrance save for from the east.

Paetyr himself is nowhere to be seen.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck enters the camps searching for Paetyr and any traps he may have left behind. {b]"Hello in the cave, Paetyr are you there?"[/b]

Perception: 1d20 + 14 ⇒ (7) + 14 = 21 +3 more vs traps

Survival: 1d20 + 4 ⇒ (19) + 4 = 23 can he spot any tracks and which way are they heading?"

Jarreck isn't trying to be quiet as he's not trying to sneak up on the strange fellow.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guaire looks in whatever direction Jarreck isn't inspecting upon arrival.

1d20 + 12 ⇒ (13) + 12 = 25

If there is something the mad hatter wears that is left behind, Guaire lets Spike smell it, to try and find him.


Current Map

Jarreck enters Paetyr's cave and finds the man sitting alone in the gloom, muttering to himself.
The Flayer. She hurts. Hurts so bad. Bad. The Garden is good. Good. Growing, Green.

Perception DC20:
In the far cave behind the man, you think you spot a small shrine. Or what looks like it might have been a shrine.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Partyr,,Paetyr, hey are you alright?" Jarreck ask gently approaching the man and shaking his shoulder.

Perception: 1d20 + 14 ⇒ (19) + 14 = 33

Looking around he spots what he thinks may have been a shrine once upon a time. "Omo, anything you can do for him, he seems pretty out of it."

As Omo moves to check on Paetyr, Jarreck moves to investigate the shrine closer.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Heal: 1d20 + 12 ⇒ (19) + 12 = 31

Omo examines the man, trying to determine what if anything can be done for him.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Seventeen watches Partyr and ignores any evidence of pagan worship in the cave. She glances at the various exotic plants and fungi and wonders if any of them are toxic or perhaps even enchanted...

Whispering several spidery phrases she attunes her senses and checks! Casting Detect Magic and Detect Poison and concentrating for 3 rounds on each.


Current Map

Jarreck touches the man, but Paetyr seems not to notice. Jarreck then proceeds to the rear of the cavern in a new chamber.

This chamber features a small, personal altar of Gozreh fashioned from a large and beautiful set of geodes embedded in the wall.

Omo can tell the man has obviously suffered mental trauma. There are many spells that assist with this...

Seven being the consummate paranoid detects no poison in the cave. Paetyr's armor and ring detect as slightly magic with a small abjuration effect.

Isuma says in Androffan The human is not right, his utterances. He's been driven mad by the Dominion.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen regards Isuma with a thoughtful look and after a while she states, "He was more lucid last time we saw him. We'd best be on our guard in case one of their agents is around."

OK lets set up camp and sort watches. How about Seventeen & Isuma, Guaire, Jarreck, then Mort & Omo? The watches can be long enough that all spell casters get their requisite 8h sleep.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

the black hypogun's secondary use is lessor restoration, granted it will use have of a canister to administer.

As Jarreck inspects the shrine he can't help but check out the geodes that were used in its construction.

Appraise: 1d20 + 8 ⇒ (4) + 8 = 12 don't think he knows much more than they'really pretty.

Leaving the shrine behind for now he moves to help Seven with setting up camp and Guaire with the most advantageous night watch locations.

schedule sounds good to me Seven


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Guard order's fine.

"Hrmhm, he was more sane last time. As far as he was anyway."


Current Map

You guys got "sane" from Paetyr the last time you met him...I didn't do a good enough job playing him then. He's suffered greatly at the hands of the Dominion (this includes a whole bunch of stat damage)

Resting the night

3d20 ⇒ (4, 11, 17) = 32

The night passes with not much in the way of action. Paetyr talks about his garden, or he gibbers about nothing in particular. You get the sense he enjoys the company and hasn't had much of it in a long time. He pointedly avoids talking about his time in the Scar or his experience with the Dominion. He'll answer questions but that's all.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Omo will prepare some infusions of lesser restoration for Paetyr.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Good idea Omo. Perhaps we should wait till those have been used before asking him questions?

Spells Memorized:

1. Silent Image, Magic Missiles, Shield, Mage Armor, Obscuring Mist
2. Web, Mirror Image, Invisibility, Glitter Dust
3. Ablative Sphere, Aqueous Orb, Slow
4. Persistent Create Pit, Greater Invisibility, Stoneskin

Seventeen prepares her spells in the morning, before suggesting, "He is damaged. We should try to help him before we depart."

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck pokes at the remains of the fire while the others try repair Paetyr's psyche.

"His carrots helped Mort's eyes, momma always said carrots were good for the eyes, is there anything that's good for the brain, perhaps he should be fed some of it, if so, save Omo an infusion or two, maybe."


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort, having changed back into his normal form, sits by the remains as well and looks at Paetyr. Then shakes his head replying to Jarreck.

"I reckon if anything he found helped to restore his mind, he would have eaten it some time ago. I can help Omo administer some healing, I can ask the land to help me with that. It's not my forte, but I can help."


Current Map

Paetyr trusts you and would do whatever you said to do. (IE if you said, "Eat this it might help" he would do that, or if you said "This injection will make you feel better" he'd let you...etc.)

Just waiting on actions from you guys.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

"Not really sure he's in any shape to eat anything on his own."

Jarreck replies offhandedly studying Paetyr, rising he makes a pass through the odd-fellow's garden gathering items,

Hmm, carrots? they helped Mort's eyes but who knows that might only be because he was a gnome, and a strange one at that. Beets? never liked them much, but he must have he was growing them, odd shade of pink though. Cucumbers? made good sandwiches growing up during the summer, and oh the pickles momma made using grape leafs he thinks to himself with a wistful smile. Continuing through the garden he collects a few more vegetables, snow peas - they actually look normal, that is probably not a good thing, blue radishes and some leafy greens that were actually red, a cross between lettuce and cabbage maybe?

Using the campsite's spring, he cleans the vegetables cutting them up to make a salad but saving some bite-sized pieces of each to have Paetyr try as he goes. "Mmm try this" he says over and over handing off a small piece each time.

Finally setting the salad in front of him, "You must be famished, eat this and then we can see about setting things right again within your little part of the world."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen generally dismissed such things as folk tales but she noted absently, "They say 'fish is good for the brain.' Of course statistical basis of such assertions is generally based on a sample of size one..."

If somebody manages to help Paetyr:
Seventeen asks the man, "Paetyr have you ever visited a cave guarded by shambling mounds to the west of here? Do you know what's inside? Either way can you tell us anything about shambling mounds?"


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Mort will offer two Lesser Restorations to cure Paetyr's worst affected stats.

Lesser Restoration 1, LR2: 1d4 ⇒ 41d4 ⇒ 4


Current Map

Paetyr eats the fruits and vegetables that Jarreck prepares (Is anyone else partaking in the mutant fruit salad?) They don't seem to "cure" Paetyr. However, Mortimer's spells do wonders for the man. He begins to look around a little more clearly and his rocking motions cease.

Wow. Your magic. It has really helped me.

His Wisdom was 4, its now 12(of 17) and while he still has his Insanity he's much better off now.

Paetyr now fully understands what's happened to him, and tells his story. He was a Druid, a worshipper of Gozreh who came to the Scar from his former home in the River Kingdoms. He had planned on forming a Grove here and tending it, but he was captured by the Dominion and forced to endure terrible experimentations. He isn't sure how long he stayed, but he remembers running and coming back here. He's sure the Dominion doesn't consider him a threat but he thinks he might leave the Scar for good now.

Replying to Seven, Paetyr tells what he remembers of Shambling Mounds.
They're plants. You'll not want to use electricity against them, nor fire. But I haven't been to that part of the Scar.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen replies, "Thank you, we shall be sure not to use either. Perhaps acid or simple brute force would work best."

I think I'm ready to go back, unless anyone has any more questions?

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