Hmm's 9-07: Salvation of the Sages: An OutPost Musical (Inactive)

Game Master Hmm


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Scarab Sages

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active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

Quenly reads the magic upon the scroll.

A Heal spell. Intended to rescue an experimental subject in order to prolong their agonies, perhaps. We can put this to better use. Fendel, there is a good deal of crystalline aether here. Now would be a good time to create that anti-anti-magic solution. An elf IS magic, you know. I do not relish the prospect of being anti'd.

Quenly then casts Detect Magic focusing on the 'pearl' at the bottom of the acid pool.

Oh, and don't anyone touch that acid pool there. Not without a lot of protection anyway.

Dark Archive

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HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Sense Motive, Take 10: 10 + 20 + 1d6 ⇒ 10 + 20 + (3) = 33 Better keep an eye on Torch. Indeed perhaps all of the Sages are experiencing similar difficulties.

The detective ponders Quenly's suggestion. Well, I have many of the required elements in my possession. How long would it take to process the materials into something useful? I wonder.

Is it possible to create anything now, or is it 'beyond the scope of this adventure'?


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

It is very possible to create something now, Fendel. You can either do that now, or when you’re done exploring this wing. Which do you wish to do?

Meanwhile, Quenly casts detect magic on the ‘pearl’ at the bottom of the acid pool.

Spellcaft 18:
The ‘pearl’ is a continuous flame on a glass bead. Pretty, but also fairly worthless.

Scarab Sages

Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

The ectoplasm that makes up Dunia's lash quivers at her side. Less that's deeper'n I expect, shouldn't be cause for anyone to go in de pool.

Dunia's essentially got a 15' reach with her lash, and can use it to manipulate objects as easily as her hands.

Sense Motive: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31

At Torch's outburst her eyes go flat, but as it continues she realizes that his querulousness is at least in part Aryana's influence. But that's still him in there, for now.A small part of her strongly considers standing aside from whatever torments he's experiencing, but in the end it's not in her nature to allow him to suffer from possession when she might be able to at least alleviate it.

Torch. She halts him with her voice and weaves an abjuration over him. That help any? Protection from Evil

Grand Lodge

AC 24(26 BOF), T 15, FF 23 | hp 83/114 | Fort +12, Ref +7, Will +10 (+3 vs. fear) Human Garundi Fighter 10 Init +2; Senses Perception +14 Base Atk +10; CMB +15; CMD 30

"Thank you for the restoration. I feel much better." She follows along quietly taking in the scope of the evil that this woman perpetrated. I hope we can clear the world of her spirit.

She gives Torch a look when he snaps at them, and shrugs. She never pays much attention to anyone who calls themselves her better anyway.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
GM Hmm wrote:
Fendel. You can either do that now, or when you’re done exploring this wing. Which do you wish to do?

Let's clear the next room while we still have buffs running strong.

Grand Lodge

Male NG Halfling Druid 11 | HP 80/80 | AC 22 T 13 FF 20 | CMB +12, CMD 23 | F: +12, R: +5, W: +13 | Init: +2 | Perc: +21, SM: +12 | Speed 30ft | Wild Shape: 5/5 11 hours | Spells: See Stat Block | Active conditions: Barkskin (110 minutes)

"Let's keep moving...I hate dungeons..no room. I like the wide open spaces. With plenty places to hide.." Rufeo mutters to himself.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

When Dunia touches Torch with the Protection from Evil, Torch visibly shudders and then his eyes clear. “Why didn’t I think of that? A mere week ago, I would have been chugging potions of Protection from Evil in this place like an Ulfen in a drinking contest.” There’s a worried and haggard look to Torch as he turns to Dunia. “Thanks. I know you don’t like me, but you look after your team. I can appreciate that.”

★ --- ★ --- ★ --- ★

You move northwards to the North Archive.

Standard Door Opening Procedure:

Perception, Ariana: 1d20 + 14 ⇒ (11) + 14 = 25
Perception, Dunia: 1d20 + 13 ⇒ (11) + 13 = 24
Perception, Eadie: 1d20 + 16 ⇒ (16) + 16 = 32
Perception, Fendel: 1d20 + 30 + 1d6 ⇒ (19) + 30 + (4) = 53 +2 if trap, and trapspotter
Perception, Ki’ala: 1d20 + 10 ⇒ (17) + 10 = 27
Perception, Quenly: 1d20 + 22 ⇒ (18) + 22 = 40
Perception, Quenly’s Dragon: 1d20 + 6 ⇒ (7) + 6 = 13
Perception, Rufeo: 1d20 + 20 ⇒ (13) + 20 = 33

Perception, Sage: Add +3 to everyone’s rolls
Hunters Blessing: Add +2 to everyone’s rolls

Once again, you find another sad depository, many of these skulls. Tahari collected bones here in the same manner as in the previous archive you entered. A short review indicates each bone is from a separate victim of her research, this time chronicling her studies in memory extraction.

Having seen all of this, you move to the door to the South and West, the one marked, Slave Pits.

★ --- ★ --- ★ --- ★

Standard Door Opening Procedure:

Perception, Ariana: 1d20 + 14 ⇒ (15) + 14 = 29
Perception, Dunia: 1d20 + 13 ⇒ (5) + 13 = 18
Perception, Eadie: 1d20 + 16 ⇒ (18) + 16 = 34
Perception, Fendel: 1d20 + 30 + 1d6 ⇒ (15) + 30 + (3) = 48 +2 if trap, and trapspotter
Perception, Ki’ala: 1d20 + 10 ⇒ (16) + 10 = 26
Perception, Quenly: 1d20 + 22 ⇒ (13) + 22 = 35
Perception, Quenly’s Dragon: 1d20 + 6 ⇒ (9) + 6 = 15
Perception, Rufeo: 1d20 + 20 ⇒ (11) + 20 = 31

Perception, Sage: Add +3 to everyone’s rolls
Hunters Blessing: Add +2 to everyone’s rolls

A bridge crosses a dark chasm containing mountains of bones. Fearsome fiendish statues armed with serrated blades guard one side of the bridge, standing before a double door. An obsidian moon embosses the doors' center.

On your guard against such things, just about everyone in the party notices that the bridge across the chasm is trapped. Staring at it Fendel realizes that the bridge was designed to tilt someone running across it straight into the pit, which is now filled with all manner of messy bone spikes and other debris. However, someone walking at a stately half speed would have no trouble crossing it without the bridge tilting.

Or someone clever could just disable it... Fendel cannot fail this check.

After Fendel disables the tilting trap on the bridge, you all walk across and peer at the scene around you. Torch stares down at the piled bones below. “Have you noticed how much pride the Black Moon takes in the devastation she caused? She’s certainly made no effort to hide the evidence.”

If you descend into the pit for a better look:

Aren’t you glad you didn’t fall in here? These jagged bones could have impaled you as you fell and done a lot of damage.

Heal Check DC 20

Spoiler:
Staring at the bones, forty feet below you, you realize that this is not a mere mass grave with bodies tossed willy-nilly. No, what you see is something far more horrific. The slaves battled and fought each other, with the losers dying to cannibalism and the winners to disease.

It’s unclear whether why this waste happened. Did Tahari mistakenly include a plagued subject into her otherwise healthy population of experimental subjects? Was this place abandoned? Or was this the last action of someone who decided she was leaving and wanted the amusement value?

Each of the two fiendish looking statues holds a wand.

Wand 1 Spellcraft DC 17:
Wand of Levitate (6 Charges)

Wand 2 Spellcraft DC 17:
Wand of Calm Emotions (15 Charges)

To the north, through a set of double doors, is a room marked Incubation Chambers. What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective lowers himself down into the bones in pursuit of answers.

Heal: 1d20 + 9 + 1d6 ⇒ (20) + 9 + (4) = 33
As brilliant as she is, this speaks to something far more malicious than madness.

Fen returns to the top, sharing his findings. He appraises the wands and discloses that information as well.

Spellcraft: 1d20 + 15 + 1d6 ⇒ (19) + 15 + (1) = 35
Spellcraft: 1d20 + 15 + 1d6 ⇒ (4) + 15 + (4) = 23


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Torch grasps his forehead, grimacing. “My mood isn’t helped by the visions I get while in this place. I just saw her in my mind’s eye using that levitate wand to pluck test subjects out of the pit, while their wailing family members tried to hold on...” he shakes himself. “This place stinks. Let’s move on while I still have my crap together.”

Let me know who grabs the wands.

★ --- ★ --- ★ --- ★

Standard Door Opening Procedure:

Perception, Ariana: 1d20 + 14 ⇒ (13) + 14 = 27
Perception, Dunia: 1d20 + 13 ⇒ (4) + 13 = 17
Perception, Eadie: 1d20 + 16 ⇒ (16) + 16 = 32
Perception, Fendel: 1d20 + 30 + 1d6 ⇒ (20) + 30 + (4) = 54 +2 if trap, and trapspotter
Perception, Ki’ala: 1d20 + 10 ⇒ (15) + 10 = 25
Perception, Quenly: 1d20 + 22 ⇒ (5) + 22 = 27
Perception, Quenly’s Dragon: 1d20 + 6 ⇒ (1) + 6 = 7
Perception, Rufeo: 1d20 + 20 ⇒ (17) + 20 = 37

Perception, Sage: Add +3 to everyone’s rolls
Hunters Blessing: Add +2 to everyone’s rolls

You head north, through the double doors to the Incubation Chambers. As you step inside, Fendel recognizes it immediately. It’s the room full of sarcophagi, that he saw in the vision behind door number nine. A momentary glance confirms that the secret door from the vision is still there.

Stone sarcophagi line the walls, held closed by straps and bindings. Arcane glyphs spark over the walls and tombs periodically. There is an open sarcophagus along the eastern wall that appears completely unused, a large sarcophagus sits upon a raised dais at the room’s center, and several latched closed sarcophagi can be found on the western edge of the room. Some of the sarcophagi even have little plaques on them. Most of these are numbers, though there are a couple with actual names. On the large sarcophagus is the name Drak Modra and next to the center of the Western wall is one with the label, Dalla.

Where do you investigate first?

Grand Lodge

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Male NG Halfling Druid 11 | HP 80/80 | AC 22 T 13 FF 20 | CMB +12, CMD 23 | F: +12, R: +5, W: +13 | Init: +2 | Perc: +21, SM: +12 | Speed 30ft | Wild Shape: 5/5 11 hours | Spells: See Stat Block | Active conditions: Barkskin (110 minutes)

Rufeo looks at all the sarcophagi, "Okay...now I hate this room more than the cramped conditions of the tunnels."

He makes his way over to the large sarcophagus. "Drak...I wonder who this could be." He then pops the lid

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"This confirms some elements viewed from within the mindscape are indeed accurate."

Fendel scans the room with his wayfinder, seeking any auras of a magic nature. Detect Magic


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Rufeo pops the lid, and dust particles pour out... bouncing off the life bubble spell. Inside, he sees the crumpled mummified remains of a large blue dragon.

Heal DC 27 (or 23 if you read Tahari’s notes):
It died from the Fading Light Plague, which fed off the creature’s innate magic, sapping its life in the process. As an innately magical creature, it must have been in agony, and there are claw marks all along the interior as the creature fought to get out.

Fendel notes all the sarcophagi are magical.

Spellcraft 20, Sarcophagi:
They each functioned as a Ring of Sustenance, keeping plague victims alive while sealed in there.

In addition, several auras (universal, transmutation and good) spill out from under the lid of the Sarcophagus along the center of the western wall.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Spellcraft: 1d20 + 15 + 1d6 ⇒ (1) + 15 + (5) = 21
Heal: 1d20 + 9 + 1d6 ⇒ (20) + 9 + (3) = 32

A sudden concern furrows the brow of the investigator. A creature of magic exposed to a contagion designed to eliminate the presence of such. This may have been a capstone test of Fading Light. The name of the plague itself clearly shows 'magic' to be the light. She gave herself the title of 'Black Moon', which by definition is devoid of light. Is this how she has corrupted the Sages? Remove their 'light' and ...what? Destroying the Sages is too direct. This whole facility is testimony to Tahari's need to witness her subjects' torment. The pit saw former victims fighting one another. These were villagers who knew one another, broken until they fought. She want wants revenge. What better way than to have the Sages destroy one another?!!

"I believe Tahari means to force the Sages to battle eachother en mass in a chaotic melee. Tahari could have used the magic dampening properties of Fading Light to bypass or eliminate any inherent protections the Gem-Carrier possessed. The greater a Sage's reliance on, or affinity for magic, the greater would be her ability to seize their will. From what Torch has expressed, I would suspect Tahari is very close to wresting control of the Sages themselves!"

Grand Lodge

AC 24(26 BOF), T 15, FF 23 | hp 83/114 | Fort +12, Ref +7, Will +10 (+3 vs. fear) Human Garundi Fighter 10 Init +2; Senses Perception +14 Base Atk +10; CMB +15; CMD 30

Ariana looks horrified at Fendel's conclusion. She gives Torch a glance half expecting him to attack them all immediately.


active effects:
Dragon (shadow conjuration draconic ally) | AC 15 T 14 FF 13 | HP 3/3 | F +5 R +5 W +4 (+4 vs mind affecting) SR12 | Init +2 | Perc +6, lowlight vision, darkvision, blindsense 60', see in darkness

Fendel, we must fabricate the anti-anti-magic immediately. Otherwise we shall find ourselves pawns in that melee. And, need I remind you, I too am a creature of magic.

Quenly's telepathic message is punctuated by a "Eeeep!" from his dragon, the poor half-alive thing horrified at the sight of the remains of Drak Modra.

That western sarcophagus, it must be the resting place of the paladin.

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

Earlier...

spellcraft: 1d20 + 9 + 2 + 1 ⇒ (18) + 9 + 2 + 1 = 30 +2 to identify magic items

Don't bother with that 'pearl' Dunia. It is only a continual light spell on a bauble. A trap, nothing more.

Quenly takes the Wand of Calm Emotions. The Wand of Levitate should be taken by Dunia, I think, since the spell is on her list.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none
Quenly's Dragon wrote:
Fendel, we must fabricate the anti-anti-magic immediately. Otherwise we shall find ourselves pawns in that melee.

“I’ve just been thinking about how we could keep the Sages from fighting us and themselves.”

Eadie looks dismayed at the notion. “I think anything that prevents that should be a priority.”

“Would the wand of calm emotions applied to each of them help?”


active effects:
Dragon (shadow conjuration draconic ally) | AC 15 T 14 FF 13 | HP 3/3 | F +5 R +5 W +4 (+4 vs mind affecting) SR12 | Init +2 | Perc +6, lowlight vision, darkvision, blindsense 60', see in darkness

The wand of Calm Emotions might help. The spell covers a small area with one casting, but it requires concentration to maintain and is easily thwarted.

Scarab Sages

Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

Reading Ariana's expression, Dunia gives some reassurance, He ain' turned. Yet.
An' besides, keepin' her from takin' over de Sages is why we here in de first place. Just gotta keep 'em safe til we can get de ritual underway.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

So what do you do now? Tomb to the West? Backtrack to the Lab? Through the secret door? So many choices!

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

A high level scenario like this just calls for splitting the party! What could possibly go wrong?

"I concur that we are in immediate need of solutions. That said, we should clear this room and the concealed chamber beyond first. We also need to decide which is more important, the cure or defeating the suppression magic. If the Sages are infected with the plague, we know it is one hundred percent fatal. They would die regardless of our stopping them from combating each other."

Are we looking at rounds, tens of rounds, or tens of minutes to create either the cure or the anti-anti-magic (and how much of what could be made)?


active effects:
Dragon (shadow conjuration draconic ally) | AC 15 T 14 FF 13 | HP 3/3 | F +5 R +5 W +4 (+4 vs mind affecting) SR12 | Init +2 | Perc +6, lowlight vision, darkvision, blindsense 60', see in darkness

I strongly disagree with continued exploration, Fendel! Most especially with entering the library that lies beyond this room. Recall what we learned in the memory chamber: the library is vast.

We could encounter Black Moon's anti-magic at any time. We need to be prepared for it, lest I share the fate of Drak Modra. We might take a look at the paladin's tomb first, but after that, we need to prepare the anti-anti-magic.

If the Sages are already infected with Fading Light, we now have the knowledge to create more crystalline aether from their own still-living bodies, yes? They should be able to complete the ritual first. Black Moon seems to enjoy prolonged suffering; the disease will not kill quickly.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"While what you say is true, further exploration could lead to more materials, thereby granting greater instances of the consumable."

I'm really okay with majority rule here. I just want to make certain we find everything possible, because I really do NOT want to get in a fight with the Sages.


active effects:
Dragon (shadow conjuration draconic ally) | AC 15 T 14 FF 13 | HP 3/3 | F +5 R +5 W +4 (+4 vs mind affecting) SR12 | Init +2 | Perc +6, lowlight vision, darkvision, blindsense 60', see in darkness

Eventually, exploration is going to bring us face to face with the ghost of Black Moon, or Kabede, or Black Moon's anti-magic coupled with a Fading Light trap, or any one of a dozen potential combat situations that could prevent us returning to this laboratory.

We appear to have mapped out the laboratory. Forwards means going into another expansive area, if the memory chamber was accurate.

We need the anti-anti-magic now. We can manufacture cures for Fading Light once the ritual has been completed, but first we need to protect ourselves against the likelihood of being stripped of all our magical defenses right when we need them most.

Our best chance of preventing a fight with the Sages is countering any anti-magic field with the Blood of Nethys. Black Moon has created a scenario in which her plague can bypass immunity, and feed on magic; it seems likely she has some sort of anti-magic set up. The only means we have to thwart that is Blood of Nethys, and if we keep on exploring we are just going to stumble into the encounter we need it in, without having made it. The only disadvantage of making the stuff now is that we run the clock down on some buffs, but those buffs can be put up again (most of them, if not all).


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Am I hearing right that you are looking at the paladin’s tomb at least?

Fendel thinks it will take fifteen minutes to manufacture blood of nethys, and five minutes to manufacture any separate doses for cures for Fading Light. Although he’s likely the only one who can make Blood of Nethys, anyone with Knowledge Nature, Heal or Herbalism can manufacture cures.

Grand Lodge

AC 24(26 BOF), T 15, FF 23 | hp 83/114 | Fort +12, Ref +7, Will +10 (+3 vs. fear) Human Garundi Fighter 10 Init +2; Senses Perception +14 Base Atk +10; CMB +15; CMD 30

Ariana will carefully approach the tomb. "Is the Paladin still good? Could he be alive in there still?" Her sword is at the ready.

That's what I understood tomb and then we either make things or move on. I'm down for the creation of the items while we're fairly "safe"


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Ariana opens the tomb, prying back the lid. An explosion of dust motes puffs out all over her, bouncing off the life bubble. Inside is the paladin from Fendel’s vision — but a ravaged, pock-marked and clearly tortured man. There are livid burns, bruises and signs that he battered against the walls of the sarcophagus before dying of plague. Inside, tossed in there like an afterthought, are three vials that gleam of universal magic that Fendel recognizes instantly as being crystal aether. There’s also an ancient gold symbol of Osiris that the Paladin is clutching, and a folded suit of armor that appears to be made from golden scales of a large beast.

Suit of Armor Spellcraft DC 20:
Celestial Dragonhide Armor — it acts just like celestial armor, only made of golden dragonhide.

Does anyone have Speak with Dead in this group?

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)
GM Hmm wrote:


Does anyone have Speak with Dead in this group?

I don't know that any of us have it prepared or known (Quenly doesn't), but if I understand the setup correctly we can still have GMT pull potions and scrolls out of a metaphorical hat for us, in which case, why not ask him for a scroll? Dunia could use it (so could Quenly, but Dunia is Lawful Good which might matter).

Quenly examines the armour:
spellcraft to identify item: 1d20 + 11 + 2 + 1 ⇒ (13) + 11 + 2 + 1 = 27

Celestial dragonhide armour! An impressive feat of enchantment. This could be of use to any of us I suppose. It likely will not provide better protection than the shadows however, nor do I need it to fly. I will forgo it.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie stands admiring the dragonhide armor. “It’s pretty but I’d prefer my old steel plate and have potions to fly with.”

“Grandmaster Torch, sorry if this is a bad time –– but do you have a scroll of speak with dead Dunia could use to speak with the dead paladin?”


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"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

“Heh.” Torch pulls out the scroll. “This is something I always carry. Speak with dead means that you never have to say you’re sorry.”

When Dunia casts the spell — it just works. Scenario Fiat. The Paladin wants to talk to you. You get 2 questions, also by scenario fiat. What two questions do you wish to ask?

★ --- ★ --- ★ --- ★

Meanwhile, Torch listens to Quenly and Fendel debate about whether to make cures or move forward into the library, and then watches with disbelief as the entire group deadlocks on the topic, leaving him the tiebreaker. He pulls out a coin and flips it.

Torch’s coin flip: 1d2 ⇒ 1

“We’re going to the lab. End of discussion. Go do your thing, Fendel.”

Scarab Sages

1 person marked this as a favorite.
Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

Dunia first makes certain that the Paladin's body is posed respectfully before partially animating it for their questions, "When you fought Aryana, what kind o' spells was she throwin' 'round?"
"Do you know o' any weaknesses she had?"


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

“You are fighting an incorporeal, a malicious twisted spirit,” Ermias’s voice is dry and raspy, lips moving slowly. He speaks in ancient osirion. “The witch leads with spells that take out and isolate people — blinding lights, searing fires, clouds of poisonous gas, dazing spheres of flame. You have magic, so she’ll aim diseases at you, like the one that killed me. She’ll curse you, or get one of the jewel-bearers to fight you if she can.”

“Weaknesses? Her main weakness is her own pride and arrogance. She might want to toy with you and cause you pain. Use that. And then free me.... please.” Then the paladin falls silent, once more.

Scarab Sages

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Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

“Wow! Good info. Thanks Dunia and GMT.”

“Sorry if I don’t understand, but …” You sense this is a well-practised phrase for the warrior.

“Will killing Black Moon be all that’s needed to put the poor paladin to rest?”

Eadie thinks through the valuable information the party has received. “Sounds like some protection from fire will be handy against the Big Bad Moon Girl.”

“Hmm … do you think she might try to dominate our Sage ally? We’re gonna have to be careful about who we choose …”

“Ariana have you got a way to fly? Or should someone else have the celestial dragonhide?”

Grand Lodge

AC 24(26 BOF), T 15, FF 23 | hp 83/114 | Fort +12, Ref +7, Will +10 (+3 vs. fear) Human Garundi Fighter 10 Init +2; Senses Perception +14 Base Atk +10; CMB +15; CMD 30

"I have one potion of fly on me. After that I'm on the ground unless someone has a way to get me in the air. I too want to know how we can free this man. It's not ok to treat the servants of the gods like that."


active effects:
Dragon (shadow conjuration draconic ally) | AC 15 T 14 FF 13 | HP 3/3 | F +5 R +5 W +4 (+4 vs mind affecting) SR12 | Init +2 | Perc +6, lowlight vision, darkvision, blindsense 60', see in darkness

Good work Dunia. Thankyou Torch. We should prepare for fire. If we keep Life Bubble active that should counter some of Black Moon's favoured attacks, like Cloudkill. We should keep taking the antiplague and using the wand of Remove Sickness too.

Torch, that incense we asked you to bring is of paramount importance. It will counter Black Moon's incorporeality. We should decide who will activate it. I have elven reflexes; I am probably faster than any of you. But I can also speed the rest of you up with Blessing of Fervour.

Ariana, I believe Dunia can give the gift of magical flight. If necessary she can draw upon my magical essence to power her spell. Channel the Gift.

And then a message broadcast excluding GMT: As for the sages' vulnerability to Black Moon's control, I suggest that if we have the choice we bring only Dhiara, the topaz sage. Not only is she a monk, but also an elf. She will be best able to resist mental control.

To everyone again: Best get to the laboratory. No time to waste! I can perhaps aid with my knowledge, though I am no herbalist.

Quenly can auto-aid with spellcraft, and might be able to make a cure by making use of his Lore Needle, though I am not certain that works on an untrained knowledge. I prefer that we make as much Blood of Nethys as we can in the time we have though.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

After time in the laboratory, you finally move on to the library that you had only glimpsed previously in a vision. This vast library holds stacks of books filling every ward-inscribed shelf. The room’s design draws the eye toward a central ritual area, inscribed with arcane markings as complex and nuanced as a living mind. A lifetime of trophies and curiosities line the shelves as bookends, including a bulette head, a Jistkan legion banner, a framed page from a Thassilonian necromantic text, a Tekritanin idol dedicated to a forgotten sky god, and a brass orrery enchanted with a rudimentary adaptation of the flying Shory cities’ Aeromantic Infadibulum.

An easy search of the room reveals a small leather journal near the ritual area written in Ancient Osiriani containing notes and schematics for constructing the original sage jewel prototype. It opens with, “Life is fleeting, but undeath leads to stagnation. Only ideas endure, moving from host to host, alive and undying. That is true immortality.”

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective makes certain Quenly, the dragon, Dunia and Rufeo all have a dose of the Blood of Nethys. They will need it more than I will. He surveys the library, trying to categorize its contents as he takes the vast chamber in.

Perception: 1d20 + 30 + 1d6 ⇒ (16) + 30 + (1) = 47 plus any pluses (I think it was up to +5?)

Though he is certain he will find auras, he scans the room to look for anything dangerous. Last thing we need to to accidentally trigger a necromatic ward.

Detect Magic

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

In the lab, Eadie shifts uncomfortably from one foot to the other looking bored.

“Do you need anything heavy lifted, Fendel?”

⚗ ☣ ☤

Eadie switches to her enchanted falchion in the library, holding the heavy weapon at the ready.

“Amenopheus explained the Shory flying cities to me once.” The warrior admires the clockwork model.

“Whole cities in northern Garund kept aloft with magical engines. Some historians say they were brought unstuck after warring with their neighbors –– the Pharaohs of Ancient Osirion.”

Eadie helps Fendel search for traps, threats and clues, but is reluctant to read any of Black Moon’s books –– considering them capable of corrupting her with their vile darkness.

auto-aid Perception: 1 + 16 = 17

Grand Lodge

AC 24(26 BOF), T 15, FF 23 | hp 83/114 | Fort +12, Ref +7, Will +10 (+3 vs. fear) Human Garundi Fighter 10 Init +2; Senses Perception +14 Base Atk +10; CMB +15; CMD 30

Ariana also stands watch her weapon ready. "The clockwork is amazing. I haven't seen anything like that before. I"m going to do my best to not touch anything in here unless it's an enemy. Just in case." She laughs.

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

Is this where Amenopheus' ritual is to be conducted, Torch?

Quenly examines the journal...

perception: 1d20 + 22 ⇒ (13) + 22 = 35

Incredible! Is Aryana responsible for the creation of the Sage Jewels?

Quenly understands all spoken and written languages thanks to his Scholar's Ring, and the telepathy of the dragon.

Grand Lodge

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AC 24(26 BOF), T 15, FF 23 | hp 83/114 | Fort +12, Ref +7, Will +10 (+3 vs. fear) Human Garundi Fighter 10 Init +2; Senses Perception +14 Base Atk +10; CMB +15; CMD 30

Ariana is very surprised to hear this about the Jewels, "She's responsible for the creation. It's no wonder she could hide herself in them. It's like a story I heard one time about a ring controlling a whole bunch of other rings. I wonder if there's a master Sage Jewel. That story didn't end well for the other ring wearers."

Scarab Sages

Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

Despite their source, Dunia finds herself nodding along with Aryana's musings on the nature of immortality.

A reminder that the good must remain vigilant, and that even the fallen may hold wisdom as well as horrors.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Torch scratches himself absentmindely as he looks around the central ritual area. “Yeah, this looks like the place old Menopause was looking for, Let’s call them in, shall we, and get this shindig started!”

★ --- ★ --- ★ --- ★

But before Torch can even activate the silver raven he had in his pocket, the other sages begin to arrive. “Oh, excellent! This looks exactly like what we’re looking for,” Tahonikepsu says, raising an eyebrow as she surveys the ritual space.

The sages move into the room preparing it for their ritual. As the others work Amenopheus approaches your party. “I’ve prepared a spell that I hope will draw out the malignant presence in the sage jewels so that all of us can bind, banish, or destroy it. Obviously, we’ll like your help in that final piece, but you’re also welcome to help us in our preparations. It would be appreciated — though you should know that participating is dangerous.”

Torch yells, “Yeah, participation is DANGEROUS! So is staying back and letting evil WIN! Gads, Amenopheus!’ Torch says, making it clear that he can say the sage’s name correctly when he wishes to do so. “They’re not babies. It’s not like they haven’t figured out already that this place is dangerous, trapped to the gills and that we’re all dealing with a psycho nutjob of a necromancer!”

“Are you done?” Tahenikepsu asks, softly, her violet gaze steady on Torch. Then she turns to you. “Help out if you think you have enough training. If you are worried about your credentials, aid someone else. We all know what’s at stake here, and we trust your judgment.”

Torch nods.

There’s a pause here as Amenopheus rummages through his robes, then he snaps his fingers as if remembering something. “Once we begin preparing the ritual, I need to warn you that casting any spells, activating any magical items, or consuming anything of a magical nature could have dangerous consequences. Doing so could be disastrous, any entity that can possess a sage jewel could as readily hijack another magic item or magical process, putting such bystanders at risk.”

If you wish to lay down buffs BEFORE starting to prepare the ritual, do so in your next post. The ritual will take approximately 1 hour, so any buffs that won’t last that long will not be worth casting. Each of you may help with the ritual twice, once during the preparations and once during the ritual itself. You may opt to aid another in place of one of your checks.

If you’d like to help prepare the ritual area you can do so by giving me one of the following;
a Perception or Survival check to remove extraneous debris or identify any damage that needs to be repaired.
Or A Knowledge Arcana, Religion, or Planes or Linguistics to provide academic and technical assistance to properly align the components, drawing ritual diagrams, and other similarly occult techniques.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Will reapply Clear Ear and take another Bloodboil Pill. My extracts of Darkvision & False Life should still be good to go. Looks like our Life Bubble will be over by then. Does someone have another casting to cover everyone? If not, I can burn my second and final scroll.

Help Ritual, Perception: 1d20 + 30 + 1d6 ⇒ (4) + 30 + (4) = 38
Help Ritual, Planes: 1d20 + 22 + 1d6 ⇒ (7) + 22 + (5) = 34

The detective helps to clear the area, taking notice of any items that deal with alternate dimensions.

Scarab Sages

Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

If my tick-tock is on track, my extended heroism should still last through this ritual. Two questions: Do we have any way of getting a Magic Circle against Evil that'll give the Sages safe haven, and will having Heightened Awareness active for 10 minutes help with the preparation if not the actual performance of the ritual?


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Fendel, you may do either Perception or Planes. Which would you like to do to help with the ritual?

Dunia, it would have to come from one of you. Torch’s bag of tricks would only provide you with a 5th level casting of a scroll of Magic Circle vs Evil — Which would come just short.

I would allow Heightened Awareness to help with the preparation. For the ritual, you’d be on your own.

Grand Lodge

Male NG Halfling Druid 11 | HP 80/80 | AC 22 T 13 FF 20 | CMB +12, CMD 23 | F: +12, R: +5, W: +13 | Init: +2 | Perc: +21, SM: +12 | Speed 30ft | Wild Shape: 5/5 11 hours | Spells: See Stat Block | Active conditions: Barkskin (110 minutes)

Rufeo scans the room and aides in preparation of the site.

survival: 1d20 + 25 ⇒ (2) + 25 = 27

Scarab Sages

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Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

Makes sense to me!

Dunia's long years of work on the extraplanar aspects of the Scarab Sages' research comes to the fore as she works alongside Amenopheus to ready the ritual. Worried that it would be all too easy for Aryana's compulsions to introduce slight errors into the Sages' work, she attempts to compensate with dogged reliability if not flare.

Knowledge (Planes)(Heroism, Heightened Awareness): 10 + 13 + 2 + 2 = 27

I'm borderline enough that I don't want to risk a garbage roll, definitely wouldn't hate an aid another if someone's got one though...

Scarab Sages

active effects:
more active effects:
M Elf Oracle (Ancient Lorekeeper) 14 | AC 28 T 18 FF 22 | HP [121/121] 121/121| F +15 R +18 W +16 | CMD 31 | Init +12 | Perc +19/21 lowlight vision, scent, darkvision, see in darkness, deaf | Spells (-, 8/8, 8/8, 8/8, 7/7, 7/7, 6/6, 4/4)

Amenopheus. You mean to draw Black Moon out of the sage jewels, so that we will confront her here? We learned from an enemy of hers, a paladin whom she tortured and killed, that she will manifest as an incorporeal undead spirit. She employs disease and fire magics; dazing spells, curses, blinding spells. She will attempt to use your links to the sage jewels to control you. We must be completely ready before the ritual is begun. What risk does magic use present, during the ritual? Can you be more precise?

Quenly draws out his book and casts Page-Bound Epiphany; using the power of his Lore Needle and his Scholar's Ring, he finds the links between the hidden histories of Osirion and the secrets of the gods...

ritual prep, Know.religion subbing know.history, heroism, insight, epiphany, osirion: 1d20 + 22 + 2 + 1 + 10 + 3 ⇒ (19) + 22 + 2 + 1 + 10 + 3 = 57 It might be overkill, but I'll use my magic whilst I can ;)

GM, how long did we spend in the lab in the end? I've been tracking time as well as I can. Some longer buffs might not need refreshing, depends on how much time has elapsed.

If we need another Life Bubble, Rufeo hasn't cast his yet.

Quenly can cast Magic Circle at caster level 11 if he's given a scroll, by using his Mnemonic Vestment. Happy to do that if Torch supplies the goods.

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