Helikon´s Core Iron Gods (Inactive)

Game Master Helikon

Map of Torch
Picture of Torch
Khonnir Baine
Val Baine
Dolga Freddert


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If no one else wants to do anything the evening everybody takes leave returns to his sleeping place and arrives early morning at the townhall ready to go on an adventure.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ready to go!


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

Mort shows back up, having been up for a couple hours, armed with a new tin of chocolate cookies.

The Exchange

female Halfling Bard 2

Dinali arrives on time carrying the note from Dolga in her hand. Seeing the earlier arrived Humans and beams a smile at them. "Ready all, excellent, excellent."


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

I arrive just before sunrise but apparently after everyone else, I am rolling up a few strips of linen cloth and tucking them in my pack.

Mornin' all, ready to go huntin' for a missing man?

Grand Lodge

Male Human Ranger 1 | HP: 11/11 | AC: 18 (13 Tch, 15 FF) | CMB: +4, CMD: 17 | F: +4, R: +5, W: +2 | Init: +7 | Perc: +6, Surv: +7 |

I'd like to take some time at night to check out the tracks you mentioned

Survival: 1d20 + 7 ⇒ (19) + 7 = 26

Tavar walks in right before Derlan, [b]"Sorry I'm late folks! I was too excited to sleep last night so I went about the city exploring; it puts my mind at ease on restless nights..."[b]

Tavar kind of embarrassingly brushes the back of his head with one arm with his shoulders raised.

The Exchange

female Halfling Bard 2

Smiling at dwarf Dinali nods and says:"Always. Look, I have this announcement. They want to pay us 4000 goldpieces. 4000! That is a lot of money!"


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ibarra shakes his head and runs his hand over his bald pate. "Be careful you don't swallow the hook, Dinali."


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Aye I agree with Ibarra, they will draw you in with a large prize but it will dwindle as they find a way to blame you for anything that happened out of your control. We are here to find a man, any sort of reward post would be nice."

I finish up packing my satchel and move to take a spot at the table, ordering some food before we head out.


Where do you want to go to?


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

"Baine was last seen in the Black Hill Caverns, so I say we go there."

The Exchange

female Halfling Bard 2

The halfling looks sheepishly at Ibarra and says."Excellent. You do not want the money. I can take your share!"

GM:
Any information about the other groups! What they were, how many?


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ibarra smirks and shakes his head. "I didn't say that. You just need to know how to eat around the hook."


GM:

Ibarra: 1d20 ⇒ 2
Dinali: 1d20 ⇒ 15
Mort: 1d20 ⇒ 8
Derlan: 1d20 ⇒ 19
Tavar: 1d20 ⇒ 8
Erithiel: 1d20 ⇒ 20

Erithiel:
This morning you wake up with a bad headache.
Please make a FORT save


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

GM:

Fort Save: 1d20 + 3 ⇒ (1) + 3 = 4

Eriethiel puts her hand up, "Please, let us stop this bickering and make our way to the caverns."

Eriethiel rolled a Knowledge (Geography) check earlier - perhaps she knows where they are?


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

GM:
Fort Save: 1d20 + 7 ⇒ (1) + 7 = 8

5+2 for dwarf

Grand Lodge

Male Human Ranger 1 | HP: 11/11 | AC: 18 (13 Tch, 15 FF) | CMB: +4, CMD: 17 | F: +4, R: +5, W: +2 | Init: +7 | Perc: +6, Surv: +7 |

Did my survival check not yield anything?


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

"I feel we should head out of the caverns right away, any hold up may cause undue harm to Master Baine and that is something that we don't necessarily need right now."

I will scarf down my breakfast if it has arrived if not I will leave some change for it and leave with the group.

Grand Lodge

Male Human Ranger 1 | HP: 11/11 | AC: 18 (13 Tch, 15 FF) | CMB: +4, CMD: 17 | F: +4, R: +5, W: +2 | Init: +7 | Perc: +6, Surv: +7 |

"I agree with Derlan, who knows how long Baine can hold out; should we get going all?"


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ibarra heads out with the group.


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Eriethiel nods, fingers pressed to her temples, and readies herself to leave.


Eriethiel:
You have really bad headache. On a failed save, the character takes a –1 penalty on all Intelligence-, Wisdom-, and Charismabased skill checks for 24 hours.
Know Dung.: There are caverns in this area. They are quite dangerous. Not only are there strange creatures, but there are other... dangers like heat vents or poiosns.
Know Geography: You know the entrance to them.. but there is something .. you think there was a problem but you just heard about it, not the real problem.
Know Nature: This area is well known for strange things. There has been a three headed cow, and some of the chickens have no wings. But most of it is gone after the water cleaning plant started working.

Derlan:
You are not affected, but in the past you had those headaches too. And you know headaches from too much alcohol, those are different. Hardy is not applicable

Tavar:
Roll a DC 10 Constitution check to avoid being fatigued. You have spent some hours in the dark of the night to find some footprints. You did find some, older but you followed them into the desert. After a while you found some strange mechanical "THING" and you think it is harmless. You decern that not all rumours are true!

Dinali:
You heard there were 4 or5 expeditions. Two of Khonnir, one of some priests and some others, some "interested townspeople" and... You think maybe the councilwoman could tell you more.

Combined with the knowledge you manage to reach the entrance to the black hill caves. It is the Weeping Pond. This placid-looking pond is set off from the surrounding area by a crescent-shaped escarpment. No vegetation grows on the banks of this pond, and the waters carry a bitter stink of sulfur and other chemicals, enough to make the eyes water after spending too much time on the shore. The pond is fed by an underwater spring from under Black Hill, but no fish live in these waters, for the pond is tainted. All you have to do is no swim to the caves. You all now remeber something... it is a long dive. Who dives in first to find the right tunnel?
IF I forgot someone else, apologize, please remind me.

The Exchange

female Halfling Bard 2

Looking at the pond and smelling the foul air Dinali looks at Ibarra."You are the one with the diving goggles!"


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ibarra grimaces. "I suppose so." Ibarra hyperventilates a bit, then holds his breath and dives in.

Take 10 Swim: 10 + 3 = 13


Please make a Fortitude(Poison)Check Ibarra.
Ibarra jumps into the foulsmelling water and immidiatly feels woozi. But he feels like he could, slowly move forward. Does he see the cave entrance?Perception DC 20 please 10 if lowlight.

Ibarra Int5:
Trying this in night would have been at best foolhardy, at worst suicide!


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

I will look around, then down at the putrid lake, I slowly take a step in and walk/flounder after Ibarra. I press my grease stained smock against myself to keep it from floating into my face, my beard is slick from grease and should stay put.

"This is not goin' to be fun, how did they manage to get Baine down here unwillingly?"

Swim: 1d20 - 5 ⇒ (3) - 5 = -2

I will also cast light on all the part members that way we can keep track of each other under water. If possible can I cast light on Ibarra before he dives in? I can cast it on whatever people want it cast on.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Fortitude save: 1d20 + 2 ⇒ (17) + 2 = 19
Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Derlan, if you cast light again before its duration has expired, the first casting ends and the new casting begins.


Nothing happens to Ibarra. Make a Fortitude check(Poison)Derlan please.
Ibarra you think it would be better to put a light spell on a stone and let it sink. You are not sure but you think you have seen a cave entrance. It is about 20 feet underwater and leads down.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

"Derlan, put that light spell on a rock and drop it down so we can see better. I think I saw something over there."


New perception roll please


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Take 10 Perception: 10 + 9 = 19


I will let it pass, although I think you can´t take 10 as you are distracted by not be able to swim and dive!
Ibarra finds a cave entrance.

Survival5:
You might swim better if you undress. But you have a feeling to continue that way might be suicidal.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Survival: 1d20 ⇒ 5


The others can try a perception 15 or survival 15 check.

If you succeed:
You find 6 small flasks, empty smelling distinctivly like kelp.


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Perception: 1d20 + 1 ⇒ (6) + 1 = 7

Eriethiel finds her mind wandering as she watches Ibarra vanish beneath the surface of the pool.

Grand Lodge

Male Human Ranger 1 | HP: 11/11 | AC: 18 (13 Tch, 15 FF) | CMB: +4, CMD: 17 | F: +4, R: +5, W: +2 | Init: +7 | Perc: +6, Surv: +7 |

Rolling constitution for fatigue:

Constitution: 1d20 + 1 ⇒ (5) + 1 = 6

A little groggy from staying up all night, Tavar has a tough time keeping up with the group and almost falling asleep as they all reach the pond together.

Watching Ibarra dive into the water Tavar tries his hardest to see if there is anything near the pond that might have some clue as to where the entrance is,

Survival: 1d20 + 7 ⇒ (20) + 7 = 27

Scanning through the brush he sort of clumsily stumbles on 6 flasks that have a familiar stench. He recognizes the smell as kelp, similar to Junkers Beach on the shores of Sandpoint.
"Hey folks, look over here, There seem to be some flasks around here in this brush... Phew, they smell of kelp, anyone have any idea what these are for or what they are doing around here?"


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Eriethiel takes one of the flasks and casts a quick cantrip, examining the contents.

Cast detect magic
Spellcraft (Take 10): 10 + 9 = 19


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Fort: 1d20 + 7 ⇒ (2) + 7 = 9

Already heading off after Ibarra I don't hear Tavar talking about the potions, I light up a rock and toss it in the direction that Ibarra points to under water.

Perception: 1d20 + 4 ⇒ (15) + 4 = 19 +2 more if it is "unusual stone work"


Erethiel thinks those are potions of water breathing.
Derlan starts to retch and falls quite violently ill.
Derlan is sickened


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Eriethiel remarks, "These appear to be the remnants of several potions of water breathing." That said, she continues to monitor Ibarra's progress through the water.

The Exchange

female Halfling Bard 2

Looking around Dinali also joins into the search and after Eriethiels finding she says:"Oh, I know where to buy those, yes I do. Seems one needs help getting there." After Derlan falls ill she moves in for a moment then pushes Mort to help the dwarf out. "That is why we have the water cleaning plant!"


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Allowing Mort to help me, I get back to shore and cough up large amounts of disgusting fluids, some bile and what I think may be my supper from last evening.

'preciate the help my friends, I was never one for water and this fluid here that passes for water makes me even more Leary of water in general.

I retch up some more fluids, using my smock to clean my mouth.

Has Ibarra come back up? also anyone have a better idea than attemptin' to find this cursed cave under water?

Grand Lodge

Male Human Ranger 1 | HP: 11/11 | AC: 18 (13 Tch, 15 FF) | CMB: +4, CMD: 17 | F: +4, R: +5, W: +2 | Init: +7 | Perc: +6, Surv: +7 |

What about these potions, or ones similar to those... Could that help us not be affected by the water? ... I mean I'm not really sure *yaaawn*, hoo, sorry 'bout that. Anyways, not really sure how these liquids work?"

Looks over at Erethiel and Dinali, shrugging his shoulders lazily.


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Erithiel looks at the water with concern, then answers Tavar. "It may not protect us from the water's effects, since it seems to affect one even when not purposefully drunk. However, it would surely allow for the time needed to make our way through the tunnel to find what is on the other end."

She looks to Derlan. "I have no other idea, but I do feel that we must find another way. There are caverns in the area, we might be able to find an alternate path?"


All make an Int-check DC10

If made:
Maybe it does help. Maybe the people who will pay you have means to protect you. There is a cleric in town, and an alchemist, and many other ressources you do not know yet.

You can look around a month, this is the entrance


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Int check: 1d20 + 2 ⇒ (17) + 2 = 19

OK, back up a bit. There was a general announcement about a reward for finding Khonnir Baine, and that we should go to the town hall. We did so, but all we found was each other. So we decided to search for Khonnir Baine. What are we missing? Are you telling us that there should have been NPC 'quest givers' at the town hall, because I'm sorry, you never said there were. I'm sorry if this is a bit hostile, but I'm a bit frustrated with our current situation.


you met at the courtyard in the evening for the townhall at a beerstand and the eternal candle in the evening to get some drinks. I posted dinali in her profession as town scryer to lead you to the towns hall in the morning and meeting with dolga who would have given you background information and some aid. I had the feeling you wanted to run there as a first reconaissance, wich is fine. If there was a misunderstanding, I apologize. There will times when you will get special knowledge, due to class, and also some others


Going with a fine comb through all posts it seems some thought they were at a bar and some that you were in front of the townhall. Ok no wonder this was confusing for all. On the other hand... it is quite good. You learned a few very important environmental hazards in the area, and how some managed to clear this obstacle. Remember there were a few parties before you, wich can be quite important for you.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

I was confused why people thought they were ordering drinks at the town hall. OK, can we all head back to the town hall and get off on the right foot? :)


dinali wrote me last night why no one listens to her. I answered no worries but i do not want to railroad With the help of the townscryer you get a meeting with Dolga in no time.
By the tome you reach the townhall the dwarf feels much better.

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