Honor´s Echo Core for PBP V (Inactive)

Game Master Helikon

Remaio Alcasti
Encounter Map


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Human Female Barbarian 1 | AC 15 (T 11/Fl 14) CMD 16 | hp 6/15 | Init +1 | Fort +4 Ref +1 Will +1 (+2 vs Fear) | Perception +5 | Conditions:

Fort save: 1d20 + 4 ⇒ (1) + 4 = 5

Amiri groans as she struggles to regain consciousness as the druid applies her magical aid to the savage woman. "The..child..he..lives? are the first words she struggles to get out of her mouth uncaring of whatever effect the poison of the scorpian's deadly tail had on her.

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"For now. Though he seems intent on self destruction."

Use Heal to help Amri fight off the poison.
DC 17 Heal check: 1d20 + 9 ⇒ (18) + 9 = 27

Success! Amri gets +4 to her next Fort save.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Seelah shakes her head.

"The courage of youth is important, but it needs to be tempered with the wisdom to realise when a foe is beyond your skill. No-one doubts your bravery; but if we had not happened upon you, you would likely have ended up dead. In future, consider bringing allies along with you - there is no point gaining glory, if you do not live to tell the tale."


"Well, you saved the lad. Let us return! I seek more glory!" A voice is heard.


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

Ezren's head swivels around, trying to locate where the voice had come from, but he finds himself totally at a loss. "Who said that?"


Human Female Barbarian 1 | AC 15 (T 11/Fl 14) CMD 16 | hp 6/15 | Init +1 | Fort +4 Ref +1 Will +1 (+2 vs Fear) | Perception +5 | Conditions:

Amiri looks about mustering her strength for the next foe "Child. Did you bring someone here with you?"

perception: 1d20 + 5 ⇒ (14) + 5 = 19

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Perception: 1d20 + 9 ⇒ (3) + 9 = 12

Btw the event ends Nov 25th. If we don't complete the 6th quest by then I don't think we get a chance at a boon.


I will give the chronicles on the 24th. There are still two more quests to do. You can finish the quests and get full credit later, but you are not allowed to add another chronicle to the char in the meantime.
"Ha, heroes sometimes look but not see! I am here. Right in the boys hands!"


Human Female Barbarian 1 | AC 15 (T 11/Fl 14) CMD 16 | hp 6/15 | Init +1 | Fort +4 Ref +1 Will +1 (+2 vs Fear) | Perception +5 | Conditions:

Amiri spits on the ground watching the child holding what she tries to fathom to be a talking. "You talk? Are you the reason why this child left?" weakened or not she stands quickly anger coursing through her at the possibility that this blade is probably the reason why the child ran off to 'slay a beast'


"Actually no. This one is not worth that I speak to. No offense! But I am the one why he is still alive." Looking closer you can see that there are a few gashes in the boy.


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

"There. You see, lad? Even the sword you wield sees that you are not yet fit for this kind of foolishness. Return home to your mother, and let her provide you with the training you need to become worthy of such a weapon."

Diplomacy: 1d20 ⇒ 6


I need a DC 13 Diplomacy or Intimidate check to bring AAyef home.
I need a DC20 check to get Soldiers Glory, the mighty sword to aid you.
Good roleplay will and can influence booth rolls.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Seelah addresses the sword directly.

"A former wielder of yours has fallen out of favor with Taldor; her legacy has been forgotten. We wish to restore her honor, and her memory - a witness such as yourself would be invaluable to our cause; will you aid us?"

Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25.


Perfect pitch Seelah

Seelah:
"You are worthy to wield me!"

With this the sword accepts a new owner. Now just get the boy to go home.


Human Female Barbarian 1 | AC 15 (T 11/Fl 14) CMD 16 | hp 6/15 | Init +1 | Fort +4 Ref +1 Will +1 (+2 vs Fear) | Perception +5 | Conditions:

"Child you have played hero long enough in this wild and seen where it almost took you. The wilds are not for dreamers. This is no game we play to fill our time. Each day we are out here we must wake up knowing that we might never see another. That we might die alone. Know what you ask for and know there are few happy endings choosing this life. So enough of this! We head back to your mother and if you choose not to come I will personally drag you by the scruff of your hair all the way back. Then you will truly begin to understand what life you dream is like.

Intimidate: 1d20 + 4 ⇒ (4) + 4 = 8


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

Didn't quite make the Diplomacy DC earlier, so I'll try Intimidate

Ezren once again raises his cane into the air and begins waving it in a circular pattern while muttering a few nonsensical words. In the midst of his nonsense, he casts a cantrip to summon a light at the end of his cane, then looks at the boy. "Aayef al-Fakhiri, your sword has abandoned you for one more worthy. You have shown yourself too weak to face the dangers of the wild. You will return with us and surrender the sword, or you will be brought back. The time for play is over."

Intimidate: 1d20 ⇒ 12

Any chance I can get a +1 bonus for some role-play? Haha

Grand Lodge

Deck Handler Desired Upgrades:

"Your mother misses you Aayef. She cries for your safety. Go home. Train, Become strong. And when you are older no doubt stories will be written about you. But not today."
Diplomacy: 1d20 + 2 ⇒ (6) + 2 = 8


Ezren:
You feel a guiding hand in your mind Guidance. "he is no warrior. Bring him home with dignity!"Soldiers glory has spoken.

Visibly shaken left and right but swayed by the sage counsil of Ezren, the boy hangs its head down.
Together you bring him home and true to her word his mother hands you the sword. This leaves only one last episode .. Breakdown.
Remaio Alcasti asks the PCs to retrieve Honaria’s many decorations and honors from her burial chamber. Breakdown letter

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Is the sword coming with us? What does it do?


Human Female Barbarian 1 | AC 15 (T 11/Fl 14) CMD 16 | hp 6/15 | Init +1 | Fort +4 Ref +1 Will +1 (+2 vs Fear) | Perception +5 | Conditions:

From the way Seelah rolled pretty sure it is attached to her now


It will tell Seelah that she is a glorious weapon. It is a +2 benevolent sword, that can cast cure light wounds and aid. Lawful good alignment


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

With Remain's final letter in hand, Ezren makes his way toward the mausoleum. An orb of light already clinging to the handle of his cane and lighting the way for the group.

Changing out Sleep for Grease. With our luck, we'll run into a mess of undead, and the undead do not sleep. They do fall, though. >:D

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Who are we waiting on?


Knowledge history or nobility
The PCs long journey through the foothills of the World’s Edge Mountains is uncannily desolate, and a lonely pall hangs over the entire trip.
A white marble tomb emerges from the shadow of a low mountain. Two composite columns frame the tomb’s tarnished silver door with cracked hinges. The rain-streaked relief of a pegasus head sits in place of a keyhole.


Human Female Barbarian 1 | AC 15 (T 11/Fl 14) CMD 16 | hp 6/15 | Init +1 | Fort +4 Ref +1 Will +1 (+2 vs Fear) | Perception +5 | Conditions:

Never one for waiting on anyone Amiri moves up to the door and pushes it open while the others decipher the history behind this place.

btw I put myself back up to full hp


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

"Amiri, wait," Ezren calls out as the powerful young woman moves to push open the door. "Didn't you read the letter? What am I saying? Of course you didn't, foolish girl. Here, we are to pour the water on the door to reveal the keyhole." The wizard steps forward, holding the vial of water ahead of him, and carefully pours its contents onto the door, particularly around the pegasus head relief.


Human Female Barbarian 1 | AC 15 (T 11/Fl 14) CMD 16 | hp 6/15 | Init +1 | Fort +4 Ref +1 Will +1 (+2 vs Fear) | Perception +5 | Conditions:

The woman looks at the old cripple. "Hmph. Pour away then."


AS you pour the water on the door a keyhold appears soon to be opened by the sage Ezren. You enter a musty corridor leading to a room.
A large granite tablet covered with names and dates stands in the center of this small room.
The tablet provides a chronological record of the Alcastis buried within the tomb. About halfway down the stone the list stops, ending with “Honaria Alcasti, 4049 ar–4123 ar.”
Looking carefully around you do not notice anything of interest.
You move on and reach another room.
A statue of a soaring pegasus rises above the pool of stagnant water in the center of the room.
The pool in this room was once a fountain, but soon Ezren deduces its pipes broke over years of neglect. Now the water is dusty and still.
You move on. Somber statues of Alcastis past line this hallway, their hands broken apart and lying at their feet. A pile of shattered rubble lies strewn across the floor, the stone pierced through with
abandoned spears and swords. The air is thick with dust and neglect.

Please give me a perception check.


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

Ezren looks around the dusty hall, the light from his cane casting shadows behind each stately figure.

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

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Lini
Perception: 1d20 + 9 ⇒ (5) + 9 = 14

Droogami
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
+8 if smell is involved.


Human Female Barbarian 1 | AC 15 (T 11/Fl 14) CMD 16 | hp 6/15 | Init +1 | Fort +4 Ref +1 Will +1 (+2 vs Fear) | Perception +5 | Conditions:

Amiri grumbles as the old man seems to take forever to open the door. Moving in she looks at the chambers she passes and wonders if things are really going to be this easy...

perception: 1d20 + 5 ⇒ (10) + 5 = 15


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Perception: 1d20 + 1 ⇒ (8) + 1 = 9.

Seelah remains oblivious.

Dark Archive

HP 10/10 || AC:17 T:14 FF:13 CMD:16 || Fort:2 Refl:6 Will:1(+2 vs ench). || Init:6 Perception:7 || CN Female Elf Rogue 1 || rapier +4 (1d6+2/18–20); dagger +4 (1d4+2/19–20)

I don't like tombs..

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Male Human NG fighter 7, HP 74/74, AC 24, T 15, FF 20, F +8, R +6, W +4(+2 vs fear), Perc +0, Init +7

perception: 1d20 ⇒ 4


As you look around Lini, Amiri and Merisiel notice distinct features in the shape of the stone, such as a paw and an ear, that suggest that it was once part of a statue of a dog.
Seelah notices that the weapons seem to belong to the other statues.
And Valerion notices that all of the weapons bear a pegasus crest upon them, which matches the wax seal on the letter that the PCs received from Remaio. There are 3 longswords and 4 spears.
Amiri and Merisiel also hear scraping and crackling noises through the door to the next room.


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

As the group makes their way through the tomb, Ezren begins to Detect Magic, scanning the room and pausing to focus on any magical auras he might perceive.


Male Human NG fighter 7, HP 74/74, AC 24, T 15, FF 20, F +8, R +6, W +4(+2 vs fear), Perc +0, Init +7

Valeros looks at the longswords. He grabs one and puts it in his scabbard.

These swords are of fine quality....never hurts to have a backup either.


Human Female Barbarian 1 | AC 15 (T 11/Fl 14) CMD 16 | hp 6/15 | Init +1 | Fort +4 Ref +1 Will +1 (+2 vs Fear) | Perception +5 | Conditions:

Amiri moves to the door and then turns to Merisiel. She raises her blade in both hands and then nods to Merisiel to open the door.

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I Guidance Amiri.

Dark Archive

HP 10/10 || AC:17 T:14 FF:13 CMD:16 || Fort:2 Refl:6 Will:1(+2 vs ench). || Init:6 Perception:7 || CN Female Elf Rogue 1 || rapier +4 (1d6+2/18–20); dagger +4 (1d4+2/19–20)

Merisiel whispers: "Did you hear that? There is something or somebody scraps in the next room,"- and draws her rapier. She moves to the door silently
Stealth: 1d20 + 7 ⇒ (16) + 7 = 23

She the opens the door. If it should be pulled, Merisiel stays behind it. If pushed, she pushes and steps back behind the wall.


Stairways lead up to a marble dais, where rotted wooden offerings lie in splinters. The tiles of the floor are scorched black, and the smell of magical ozone fills the air. A sickly pale glow sputters amid a pile of debris, illuminating a shattered sword upon the ground. In the chamber’s walls, rows of niches bear ceramic urns labeled with bronze plaques. A repetitive grinding sound echoes through the chamber, erratic and yet unceasing.


Human Female Barbarian 1 | AC 15 (T 11/Fl 14) CMD 16 | hp 6/15 | Init +1 | Fort +4 Ref +1 Will +1 (+2 vs Fear) | Perception +5 | Conditions:

Amiri sniffs the air and turns to the old man. "Do you know what that smell is?" With that she moves into the room confident of her ability to survive whatever might come next. "Elf. Do you think this is a trap?"


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

Ezren breathes in the sharp tang of magic and mutters grimly. "Oh there's magic here. You may be certain of that." He scans the room with a glowing hand outstretched, trying to determine if the magical auras can be traced to a particular location or item within the room.

Scan the room with Detect Magic. Then a general perception check to see if there are any enemies present that are not immediately present to the eye.
Perception: 1d20 + 1 ⇒ (10) + 1 = 11


There is a magical force ahead. Formerly a statue of a proud, doglike creature, it now lies in fragments, only able to move its intricate metal
frame with its magical animating force. The guardian’s jaws spark wildly as the disparate pieces drag themselves towards the PCs, struggling to destroy the intruders. Suddenly while looking ahead Ezren feels a hand land on his shoulder trying to strangle him.
IniativeEzren: 1d20 + 2 ⇒ (10) + 2 = 12
IniativeAmiri: 1d20 + 1 ⇒ (10) + 1 = 11
IniativeMerisiel: 1d20 + 6 ⇒ (16) + 6 = 22
IniativeValeros: 1d20 + 2 ⇒ (5) + 2 = 7
IniativeLini: 1d20 + 1 ⇒ (7) + 1 = 8
IniativeSeelah: 1d20 + 0 ⇒ (13) + 0 = 13
IniativeGuardian1: 1d20 + 1 ⇒ (7) + 1 = 8
IniativeGuardian2: 1d20 + 2 ⇒ (3) + 2 = 5

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Deck Handler Desired Upgrades:

Helikon we could use an encounter map.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Seelah does her best to help Ezren with his 'hand' problem.

Talking Longsword: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

If Ezren is considered grappled:
Ezren claws at the hand grasping him and attempts to wriggle away.

Escape Artist: 1d20 + 2 ⇒ (11) + 2 = 13

If he escapes, he moves as far away as he can from the attackers.

If he is not grappled:
Ezren gets some distance between himself and the attackers, provoking any attacks the hand might be able to take. Once he gains sufficient distance between himself and the tomb's guardians (15ft will do), he lobs a conjured orb of acid at the hand.

Acid Splash: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 1d3 ⇒ 1
Does this get a crit?: 1d20 + 2 ⇒ (19) + 2 = 21 Crit damage?: 1d3 ⇒ 1

Dark Archive

HP 10/10 || AC:17 T:14 FF:13 CMD:16 || Fort:2 Refl:6 Will:1(+2 vs ench). || Init:6 Perception:7 || CN Female Elf Rogue 1 || rapier +4 (1d6+2/18–20); dagger +4 (1d4+2/19–20)
Lini the gnome and Droogami wrote:
Helikon we could use an encounter map.

+1, sry, but i cab't quite understand what's happening w/o visualization(


Map is up.
There is one broken dog statue ahead and 3 hands crawling towards you, one has dropped on Ezren.


Male Human NG fighter 7, HP 74/74, AC 24, T 15, FF 20, F +8, R +6, W +4(+2 vs fear), Perc +0, Init +7

im still here...just waiting for my turn....second last....lame....lol

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