Hell's Rebels with GM Zek

Game Master Zektolna

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Gilda tries to dispel the domination, but also fails, the magic proving too strong.

Just as it seems you’ll be forced to turn back, a familiar face emerges from among the elves and half-elves behind Nerrenn. It’s Aava, the leader of the aquatic elves you rescued from the skum.

“That’s enough, Nerrenn,” she says as she shakes her head. “These are the ones who rescued me and the other scouts. I told you about them when I returned.”

“They saved you?” Nerrenn asks, apparently not believing her words the first time.

“Yes, they rescued us and let us return. They’re some of the ones working against Thrune. I’m sure Speaker Athannah will wish to speak with them.”

Nerrenn looks at you again with disdain apparent on his face. Then he turns away, stepping aside to let you enter the village.

Aava offers you a small smile. She seems to know something is amiss with Nerrenn. But the longer you linger near the village, it seems as though something might also be off with the area in general.

“Please come with me and I will bring you to the Speaker,” Aava says.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

"Thank you, Aava. We weren't quite sure if asking Nerrenn for you would allow her to let us pass. Her dominating personality is quite formidable."

Bluff to pass secret message to alert Aava that Nerren is dominated: 1d20 + 15 + 1d6 ⇒ (3) + 15 + (5) = 23

I can't fail the check to pass the message, the roll is to set the DC so others can't figure it out.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Gregor lets out a huff in irritation for all the double-talk going back and forth. He's, however, not surprised that this is the way that they have to tender relations with elves. He merely crosses his arms and waits for the duplicitous back and forth to end.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda lets out a sigh of relief once Aava interjects and begins to lead them towards their "Speaker".

As they trudge forward, Gilda speaks her mind, "so, what's the deal with this Speaker?"

"Is that like the mayor here or is it some sorta priest?"


Maps | Info | Loot

Nerrenn doesn’t seem to pick up on Evander’s secret message to Aava. He just shakes his head and takes his leave from the scene.

Aava, upon receiving the message, raises an eyebrow. She doesn’t exactly seem surprised by the news, but she also doesn’t appear to have known all the details.

She says, “Yes, well, perhaps we can discuss such matters when we have a bit more privacy.”

You finally properly enter the village, but the view isn’t much better from inside. There almost seems to be a sickness in the air… somehow barely noticeable but ever present all the same.

As you walk, Aava answers Gilda’s questions, “She’s a little bit of both, I suppose. She’s our leader, but also our spiritual guide. In recent years, Nerrenn has had to take on more of a leadership role as Speaker Athannah’s health and vision have faltered. She’s still of sound mind, but not nearly as able-bodied as she once was.

“I have told her of what you did for us. She was quite grateful. I’m sure she will be glad to be able to express her thanks in person as well. I must personally thank you for coming as well. As you may have noticed, something is not right in our village. Something I hope you can solve.”

You arrive at the speaker’s home, a modest abode near the center of the village. Aava leads you inside where four young elves attend a blind woman who must surely be Speaker Athannah.

Despite her age and infirmity, Athannah remains clear of voice and sound of mind. Her long white hair is tied back with strips of dried bladder wrack and she sits in a chair of driftwood, wrapped in furs.

Aava briefly introduces you to Speaker Athannah before letting the elderly elf speak for herself.

“I must thank you for rescuing Aava and the other scouts. Saving any of my kin is worthy of praise, but with our ranks thinning by the day, it brought me much joy to see them return safely. You have my gratitude, but I must also ask for your help.

“I know my remaining time on Golarion is limited, and want only to live long enough to see someone vanquish this latest threat facing my home. As you probably noticed, there is a cursed sickness blanketing the area, and its source is the Drowned Eye, a foul place west of here. Most of the village’s warriors are missing, so we have few recourses. I ask that you seek out whoever or whatever is causing this sickness and rid us of its malign influence.”


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda waits longer than usual to respond, given she's recently found herself in the position to be the first to jump in whenever they meet someone new.

Clearly, Celia is planning some sort of dissertation, perhaps on the origin of planes relevant to this Drowned Eye. Evander likely feels the pressure to impress the Speaker with an elaborate pun.

"The Drowned Eye, eh? Well, see we're tryin' to fix up ol' Kintargo best we can and we're needin' friends in all sortsa places - both high and low."

Gilda glances towards Matiscio and Gregor.

"So, fixin' these problems. That's somethin' we's real good at, so I imagine this Eye ain't no big deal for us. Probably some sorta spirit or somethin' that needs us to beat it up real good or maybe do it some sorta favor."

As the others seem to generally be nodding agreement that they didn't travel all this distance to just turn down the elven leader's request, she goes right into asking more questions.

"So whatdya know about this place? Buncha somethin' must be livin' there?"


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Despite his thoughts on the matter, the group come all this way to try and win over the elves to the cause, so it didn't help to be ineffective. "Yes, something more informative than an ominous name would go a long way in us doing something about it. What can you tell us of the area or its denizens? Are we dealing with an entirely underwater threat, or is it either amphibious or land-based?"


Codename: Lily | Human | Wizard (Exploiter) 7 | HP 48/48 | AC 14 | T 13 | FF 12 | CMD 15 | Fort +5 | Ref +5 | Will +6 | Init +4 | Perc +13 | Reservoir 10

Before anything else Celia attempts to detect magic when meeting with the speaker, looking for any signs of influence like Gilda detected with the warden. Assuming she doesn't find any once the speaker finishes she adds "As my friends say the more information you can give us about this place the better in assisting us to help you with your problem."

The part below she only says if she thinks it is safe ie no one detected as being under a magical influence

"However, one thing of not is your warden back there seemed to be under someone else's influence. Perhaps it is related to your other problems, or maybe something else, but either way something should likely be done about that."


Maps | Info | Loot

Athannah addresses Gilda’s questions first, “The Drowned Eye is an accursed place. Ships and people go there and never return. It is said to be a place of undeath. That much, at least, is true as several draugr live there. I fear something far worse has moved in recently to cause this sickness we now endure. What, exactly, I’m uncertain.”

To Gregor, the Speaker says, “The Drowned Eye is about 4 miles west of here, out at sea. All of your foes should be underwater.”

Celia and her companions detect no enchantments on Speaker Athannah. At Celia’s words, the Speaker slowly nods and says, “I wish I could say I do not believe you, but Nerrenn has been acting oddly as of late. I had thought it was due to the general sickness of the village, but it did seem as if there was something more in his case.”

Addressing Aava, the speaker says, “I’m relieving Nerrenn of his duties for now. You will serve as warden, at least until Nerrenn is returned to his right mind and this crisis is over. Please find Nerrenn at once. If he is under some ill influence, we need to secure him for now.”

Aava bows her head and replies, “It will be done at once, Speaker. Thank you for trusting me.”

The scout leader and now warden takes her leave as she goes to seek out Nerrenn.

Speaker Athannah says to you, “As you can probably see, there are very few amongst my tribe that I can turn to with our warriors disappearing and even some of those still here proving untrustworthy. I do not know how long we have before this evil presence chooses to act more directly. If you have more questions, I will do my best to answer them. But otherwise I must ask that you make haste to the Eye to deal with whatever threat lies within.”


Codename: Lily | Human | Wizard (Exploiter) 7 | HP 48/48 | AC 14 | T 13 | FF 12 | CMD 15 | Fort +5 | Ref +5 | Will +6 | Init +4 | Perc +13 | Reservoir 10

Celia nods along to the speakers words. As she finishes she asks a few follow up question "Well, I think we should be able to see what is going on. Before we depart though, do you have any easy means of traveling to the location? The ship that brought us here had to dock pretty far off for safety and if you had someway to get us out there it would help us to conserve resources that we might need otherwise."


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda crosses her arms, waiting then hoping for someone else to voice the concerns reaching into the back of her mind.

"So, uh, Nerrenn. From what I could tell, somethin' else had their paws on his mind, and those things don't just happen accidentally due to some sorta cursed land."

Swallowing, she adds "which means somethin' intentionally is targeting him or the village... is there anything yer forgettin' to mention about this Drowned Eye? You know, when ever I think about creepy things in the water, I think about dark evil tentacled brains..."

Gilda allows her eyes to rest on the Speaker.

"So, any chance your forgettin' about some sorta Unspeakable Evil that might be hangin' out there?"

Assuming she replies enough to read her...

Sense Motive: 1d20 + 17 ⇒ (17) + 17 = 34


Maps | Info | Loot

Thank you for your patience, everyone.

To Celia, Athannah says, “Easy? For my people, perhaps. But it will do for land-dwellers when needed. Swimming is the safest way to get there. My eyesight may be failing me, but I can still cast Water Breathing on you should you desire me to do so. It will allow you to get there a bit faster than skimming along the surface the entire way.”

Athannah is a bit harder to read than usual for Gilda as her eyes don’t react the same way as most, but the shaman is still able to tell that the Speaker is repulsed by the idea of an evil tentacled monster or some unspeakable evil.

She says, “I feel certain you will encounter more than draugr should you do this for us, but what exactly, I cannot say. If what is plaguing our village is the same thing as what is controlling Nerrenn, then you may have some sort of powerful sea wizard on your hands. There are many things that can come up from the depths of the ocean. Beyond that, I couldn’t say.”

Gilda believes the Speaker is telling the truth.


Codename: Lily | Human | Wizard (Exploiter) 7 | HP 48/48 | AC 14 | T 13 | FF 12 | CMD 15 | Fort +5 | Ref +5 | Will +6 | Init +4 | Perc +13 | Reservoir 10

Celia agrees to Athannah's offer for help "We have some of the same magic, but if you can cast it for now then we can save it in case of emergency once we are out there, or should we need to stay longer than intended."


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Gregor opts to keep his comments to himself, as it seems his general dislike of the entire situation will continue to fall on deaf ears. So, instead he merely maintains crossed arms and a scowl to show his displeasure.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Evander nods understandingly. "The more resources we can conserve now, the better we'll be. I'm ready to head out when the rest of you are."


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda gestures towards Celia, wondering if she's thinking the same things as her.

"So, if whatever's out there can warp Ol' Ner's brains, it might be able ta' do the same ta' us if we're forced to face it."

Gilda scrunches up her nose, considering what favors she could ask Old Kintargo for this far away from her home town that might ward their group, or bring one of them back should they be so... dominated.

"And our magic didn't work ta' break that."


Maps | Info | Loot

When you’re ready to leave, Speaker Athannah casts Water Breathing on you and informs you it should last about two hours for each of you.

As you’re about to leave, Aava returns and says, “We couldn’t find Nerrenn anywhere. And a couple villagers said they saw him swimming out to sea. He may be one more threat you have to face in the Eye."

Aava leads you to the westernmost edge of the village, by the sea. She points out almost directly west and says, “The Eye is about 4 miles straight that way. You can skim the surface, but you’ll get there much quicker if you go underwater. It will be difficult to miss. There’s a large shipwreck in the Eye and it’s quite a bit deeper than the rest of the ocean that far out.”

Anything else before you leave? Also, what’s the plan? Just swimming straight there and see what you find?


Codename: Lily | Human | Wizard (Exploiter) 7 | HP 48/48 | AC 14 | T 13 | FF 12 | CMD 15 | Fort +5 | Ref +5 | Will +6 | Init +4 | Perc +13 | Reservoir 10

Celia considers if there is anything else she can do to prepare but just shakes her head. She does pull out a scroll and cast it on herself as a shimmering suit of armor briefly appears over her and then disappears. She does note to the others "I do have some scrolls that would allow us to fly and get there quicker potentially, but it may not make too much of a difference."

She turns to Gilda and asks "What magics do you have at your disposal. We should coordinate as to not overlap."

Casting mage armor with 7 hour duration. @Gilda, I have 2 water breathings prepared, if you have some as well I might swap mine out for Hastes to help us.

Status:
HP: 42/42
AC: 18 (Base 14, Mage Armor +4)
Reservoir Points: [X] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Pearl of Power: [ ] [ ] [ ]
Lvl. 0 Spells: Acid Splash [U], Detect Magic [U], Light [U], Message [U]
Lvl. 1 Spells: Toppling Magic Missile [ ] [ ] [ ] [ ] [ ] [ ]
Lvl. 2 Spells: Glitterdust [ ], Invisibility [ ] Knock [ ], See Invisibility [ ] [ ]
Lvl. 3 Spells: Dispel Magic [X] , Water Breathing [ ] [ ]
Lvl. 4 Spells: Emergency Force Sphere [ ] , Greater Invisibility [ ]


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda just has the one for this detour, plus a Ride the Waves for herself. I didn't expect the Speaker to apply it, so we can have ours in case it's dispelled.

Gilda shrugs.

"Fly. Swim. Either way I'm using magic. You guys got a boat we can borrow? Could save the magic for when we get there. Four miles of swimming sounds pretty tirin'."

Spells:

. . 4th—divination, ride the waves[UM] (DC 19); confusion[S] (DC 19) or restoration[S]
. . 3rd—dispel magic, fly, water breathing; hold person[S] (DC 18) or neutralize poison[S]
. . 2nd—false life, resist energy, spiritual weapon, suppress charms and compulsions; lesser restoration[S] or summon swarm[S]
. . 1st—chill touch (DC 16), comprehend languages, ears of the city, heightened awareness[ACG], mindlink[OA], unbreakable heart[ISWG]; charm person[S] (DC 16) or detect undead[S]


Maps | Info | Loot

Aava smacks the side of her head with the palm of her hand. "A boat would be helpful! We have a couple small fishing boats. You could borrow one. They're essential to our local economy, so if you decide to use one, please bring it back in one piece."

So... modified plan... boat to above the Eye, then swim down to it? Any spells you want to cast before leaving the boat?


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Don't we have a folding boat? ...
> https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/boat-folding/

Knowing that it won't do him any good with where they're going, Matiscio stows away his exotic shield. The brawler then takes his time to secure the straps of his armor. "Perhaps this is a foolish question, but what are these 'draugurs' you speak of?"

Matiscio won't use his shield when underwater. He'll keep the lawful outsider bane dagger sheathed at the hip. Who knows, he might need it.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda smacks herself on the forehead in an exaggerated manner as the group unfolds their own boat and begins the journey to the "Eye".

"Eye, eh? Anyone else think eyes are kinda creepy? So I imagine a place called th' Eye ain't gonna be so nice either. Might've called it Eyes and Tentacles just ta, ya know, really keep them tourists away."

As she peers into the water, Gilda winks at their groups all-too-quiet faerie dragon companion before she gives herself a little extra boost at their impending explorations, courtesy of the Old City.

Ride the Waves on Gilda. Heightened Awareness + False Life too.

False Life: 1d10 + 7 ⇒ (10) + 7 = 17


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

"Some say that the eyes are the best way to tell the truth about someone. Maybe this eye will reveal its own truths to us." Gregor sulks uncomfortably in the boat, "Little of my talents will be of much use in the water, much like when we last found ourselves in such an environment." under his breath he mutters "The elves were there as well."


Maps | Info | Loot

Aava answers Matiscio’s question, “Draugr are a form of undead that reside in the water. They often rise from drowned souls or sometimes through necromantic means.”

Once the Speaker casts Water Breathing on you, you depart in your own boat. The elven villagers seem quite relieved not to have to part ways with one of their own boats.

You make decent time, but the closer you get to the Eye, the greater a sense of dread descends upon you. You don’t feel sick per say, but you feel as though sickness might come upon you at any moment.

As the boat slows and you ready to enter the water, you find yourself not just wanting to go into the water, but compelled to do so. The depths are oh so enticing…

DC 15 Will Save to resist the compulsion to immediately dive down into the depths of the Eye.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Will DC15: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30

Gilda peeks over the edge of the boat into the murky depths.

"No.. nuh uh. Not jumping into you."

Sighing, she tears her gaze away from the empty darkness and looks towards the others.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Will save vs DC 15: 1d20 + 7 ⇒ (11) + 7 = 18

Uncertain of the unwanted compulsion that just washed over him, Matiscio shoots a panicked look at his companions. "What was that[?" It only then dawns on him that perhaps he ought to be more concerned about the possibility of one of the others actually jumping overboard.

Since it happens to all of us, Matiscio can hardly 'ready' an action to grab and prevent a friend from jumping if a save is failed, but he will definitely dive after whoever fails the save and does jump.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Will: 1d20 + 6 ⇒ (1) + 6 = 7

Evander immediately leaps from the side of the boat and attempts to swim down into the Eye.


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

I suppose one question is, how/if we can tell what happened given we had similar urges. Sense Motive? Just roleplay success?

Sense Motive: 1d20 + 17 ⇒ (3) + 17 = 20

Gilda reaches out as she watches Evander silently leap into the murky depths.

"What are you---?"

Her eyes bulge as she glances towards Matiscio and Gregor, uncertain how at least she would deal with the tiefling's sudden action.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

I'm back
Will save 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16

Despite Gregor's desire to be anywhere in Kintargo over anywhere in their immediate vicinity, he is drawn toward the depths they look down into. He shakes away the thought just in time to see Evander jump in. "Damned impetuous people!"


Maps | Info | Loot

Welcome back!

Celia Will Save: 1d20 + 6 ⇒ (4) + 6 = 10

Celia jumps in only moments after Evander, also seeking to reach the depths of the Eye as quickly as she can.

Let me know what you're doing to try to stop Celia and Evander. One would be simple, I would think, but two might require some planning or luck, or both.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Matiscio will jump after the first person to get off the boat. He will try to catch up to Evander and then attempt to drag the tiefling back up to the surface.
Celia 1 Evander 2: 1d2 ⇒ 2

Without a warning, Matiscio jumps after Evander and tries to outpace the man underwater. "Evander, come back here!!!"

Martial Flexibility into Improved Grapple and and Greater Grapple for a +4 bonus and the ability to make two grapple checks to move/harm/pin. Matiscio's grapple check is +17.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Don't roll a nat 1 and you'll succeed on your grapple check. You'd actually still succeed on a 1, but a 1 is an auto-failure on combat maneuvers.

Swim: 1d20 + 2 ⇒ (19) + 2 = 21

Evander swims 15 feet beneath the surface.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Am I able to tell whether this is a magical effect based on either sound or sight? As in, could I use either Countersong or Distraction to try and shake them out of it?


Maps | Info | Loot

Yes, you can tell it's a magical effect, Gregor, since you resisted the effect.

Matiscio, give me a grapple check on Evander when you have a chance.

Celia continues swimming into the depths, albeit slowly.

Celia Swim Check: 1d20 - 1 ⇒ (7) - 1 = 6

Per the house rules on underwater swimming, Celia moves 30 ft down.

Also, since we're leaping into the water now, please review the house rules when you have a chance, and go ahead and make any swim checks you need to if you haven't already. We're not in combat right now, but more of a chase scene.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Swim check: 1d20 + 6 ⇒ (11) + 6 = 17
Grapple vs Evan: 1d20 + 17 ⇒ (9) + 17 = 26

As kindly as he can Matiscio puts a hand on Evander and attempts to stop him from swimming on down to his doom.


Maps | Info | Loot

Matiscio grabs hold of the investigator and doesn't let go. It gives the tiefling a chance to reconsider what he's doing.

Evander, you can make another will save. Same DC.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Will: 1d20 + 6 ⇒ (7) + 6 = 13

CMB to escape Grapple: 1d20 + 5 ⇒ (1) + 5 = 6

Evander struggles against Matiscio's grip, trying to swim further down into the depths, but he fails to get free.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

But is it either a sight based or sound based effect? Since I didn't hear anything, and it was based on looking into the depths, I'll assume sight and use Distraction.

Distraction:
- Distraction (Su): A bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Gregor begins a rant about proper planning and counsel before making rash decisions, extolling the virtues of group think.

Perform (Oratory) 1d20 + 12 ⇒ (1) + 12 = 13


Maps | Info | Loot

Ouch. We’ve all had some bad rolls lately.

Evander continues to struggle vainly against Matiscio’s grip. Meanwhile, Celia continues swimming further down, intent on reaching... whatever lies below.

You can try another will save, Evander. You’re not at risk of continuing on thanks to Matiscio, but you are preventing him from trying to help Celia till the effect is broken.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

"Brghlrbrbr!", Matiscio yells at Evander as the man refuses to snap out of the hold of the wicked enchantment.

Without a speed buff it will be tricky for Matiscio to catch up to Celia.


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Will: 1d20 + 6 ⇒ (15) + 6 = 21

Evander suddenly feels the compulsion to swim to the depths end. Blinking, he sees Celia swimming deeper, then turns to Matiscio, who is holding him, and says, "We need to get Celia before she goes too deep!"

I believe water breathing allows us to speak normally underwater. That's what we did last time.

Evander attempts to swim and catch up to her.

Swim, move at speed as standard action: 1d20 + 2 ⇒ (16) + 2 = 18
Swim, move at half speed as a move action: 1d20 + 2 ⇒ (8) + 2 = 10

If both checks failed, I moved down 20 feet. If the first succeeded, I moved down 35 feet. If the second also succeeded, I moved down 45 feet.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Gregor realizes that they are probably out of earshot by this time, and turns to look at the only other person left in the boat. "If we are trying to stop them from swimming down, does it help to also swim down after them ourselves? Or are we more help here in the... oh my words, I just realized I am stuck asking your counsel. I may have lost my mind.. Oh, no offense intended."


Shaman 7 | HP 58 | AC 13 T 11 FF 12 | CMD: 14 | Fort: +6 | Ref: +3 | Will: +10* | Init: +1 | Perc: +17 | Sense: +17

Gilda presses her palm to her face as all four of her companions leaps into the water, some presumably of their own will, and others not so much.

"Alright, Ven. Keep and eye on the boat alright? Maybe stay hidden a bit."

Gilda takes in a breath and holds it, which is completely superfluous given she's been gifted the ability to breath in water like a fish. She clutches the boat's edge tightly, seeming to not want to let go before finally closing her eyes and leaping over the edge.

At first, the old widow flails about eyes closed before finally peaking out from a single eye and floating.

Earlier, Gilda cast Ride the Waves which lasts hours.

"Hey, what am I freakin' out about? I can swim!"

She begins gliding effortlessly through the water in Celia's direction, winking at Gregor as she passes.

"Celia! Hon!?"

Gilda pauses for a moment, giving the wizard a chance to come to her senses - or be restrained by Gregor's or her own hands - before resorting to magic.

Gilda has a suppress charms, but its duration is just concentration. She's might be more likely to try to grapple Celia, given it's Celia if Gregor can't get to her first (and with her swim speed she should have no issue catching Celia?).

CMB (grapple Celia): 1d20 + 3 ⇒ (14) + 3 = 17

Gilda's Status:


HP: 50/50 +17 temp

Spells Prepared
0th - daze, detect magic, guidance, light
1st — [ ] chill touch [ ] comprehend languages, [ ] ears of the city, [ ] heightened awareness, [ ] mindlink, [ ] unbreakable heart [ ] charm person/detect undead
2nd - [x] false life, [ ] resist energy, [ ] spiritual weapon, [ ] suppress charms, [ ] lesser restoration/summon swarm
3rd - [x] dispel, [ ] fly, [ ] water breathing, [ ] hold person/neutralize poison
4th - [ ] diviniation, [x] ride the waves, [ ] confusion/restoration

Pearl of Power remaining: 1/1
Channels (DC15; 3d6) remaining: 4/4
Hexes: Chant, Evil Eye DC17, Misfortune DC17, Healing (2d8+6), Ward +2
Healing Hex used on: N/A
Cure Light charges remaining 38/50


Maps | Info | Loot

With Gilda's magical enhancement, she's easily able to catch up to Celia and get her arms around the wizard. With Gilda holding onto her, Celia manages to snap out of her enchantment. She stops trying to swim toward the depths.

Celia Will Save: 1d20 + 6 ⇒ (20) + 6 = 26

I believe that's everyone free of the effect now. What's the plan?


Codename: Lily | Human | Wizard (Exploiter) 7 | HP 48/48 | AC 14 | T 13 | FF 12 | CMD 15 | Fort +5 | Ref +5 | Will +6 | Init +4 | Perc +13 | Reservoir 10

Celia snaps to after Gilda grabs a hold of her "I... sorry, I don't know why I did that... I just felt like I really needed to swim down to the bottom. Obviously, something is down their trying to compel us so we should be cautious..." She offers Gilda a hesitant smile and gives her a nod to let her know she is ok now.

Once they are all back at the surface again she notes "I can use one of my scrolls to make us all invisible for a few minutes as we descend if we want to do that, just to try and give us some advantage in this unusual terrain. Otherwise, any other specific plans?"


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

"I'd say 'don't go out of sight from each other' as there is still a time limit to how long we can breathe underwater for ... but if you make us invisible, yeah ...", Matiscio says as he scratches the back of his head. "How about all of you stay together and I move up ahead after you worked your magic, Celia?"

Matiscio can scout ahead once he's cloaked by an invisibility spell. That +18 stealth might finally come in handy!


Male Tiefling (Pass for Human) Investigator (Conspirator, Empiricist) 6/Swashbuckler (Inpsired Blade) 1 | AC 21, touch 15, flat-footed 18 | HP 53/53 | Fort +5, Ref +11, Will +6 (+2 vs illusions); resist cold 5, electricity 5, fire 5 | Init +3 | Perception +13 (+15 to notice scrying); low-light vision, darkvision 120 ft | Inspiration 6/6 | Panache 4/4 | SLAs: Deathwatch At-Will |
Extracts:
Level 1: 6/6; Level 2: 4/4
| Active effects:

Wow. Matiscio has better Stealth than I do.

Evander says, "Will invisibility work the same underwater? We're still there, and we'll displace the water as we swim down."

Invisibility Bubble exists for a reason.


Male NG Human (Chelish) Brawler 7 | HP: 67/67 | AC: 22 (16 Tch, 18 Fl) | CMB: +10, CMD: 24 (grapple 26, trip 25) | F: +7, R: +7, W: +7 | Init: +2 | Perc: +15 SM: +14 | Speed 30ft | Martial Flexibility: 6/6 | No Spellcasting | Active conditions:none

Matiscio has a Cloak of Elvenkind, so he's cheating.

All that Matiscio can do in reply to Evander's words is blink.


Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])

Gregor, still having never left the boat, adds his concerns. "What good can come of us swimming down, if it tried to compel us to do just that? Invisibility does pose a problem in seeing each other, maybe something else illusory that could change our external form. Maybe something that is a common enemy of the sea elves. Either way, it almost seems as if it knows we are here."

Did we use the folding boat? As in, once Gregor finally gets in the water, can we fold it up and bring it so it doesn't float away?


Maps | Info | Loot

Gregor, you did use the folding boat, so you could fold it up and take it with you.

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