Iron Gods: Forged into Legends

Game Master polyfrequencies

Roll20 Map
Loot Sheet


3,151 to 3,200 of 3,457 << first < prev | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | next > last >>

Female N Human Wizard / Cleric 7 | HP: 22/63-14 | AC: 13* (10 TAC, 13* FAC) | CMB: +5, CMD: 15 | F: +7-2+2, R: +4+2, W: +10+2 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Detect Radiation (>1 hr), Resist Fire 20 (>1 hr), Barkskin (>1 hr), 5 con damage, +2 sacred to saves for 3 rounds

Thawm wrinkles her nose as her lack of illusion spells in her book reminds her that she gave up the ability to use it without praying to Nethys.
(Hallit: "Yes, a Pathfinder. That's what I've heard. I never met him personally, of course, but he seemed admirable. I learned his spell after -how do I put this? Ah, well- let's just say that my compatriots aren't often subtle. Naturally, I use my magic to be assist me with all endeavors, and that that spell is for delicate ones. I take it that you'd like to trade for it?") Thawm replies shrewdly.


Hallit: <"Ach, well the world is wide and the peoples in it numerous. Even if we lived as long as the elves, we could not possibly meet every wizard alive during our time of arcane practice."> The woman smiles and listens to Thawm's anecdote. She laughs out loud at Thawm's expression at exposing her companions' indelicacy, casting her gaze out towards a burly, muscle-bound man near the boar being carved. <"I know the type. They think every problem worth being solved can be done so at the tip of a spear. But anyway: ach, I haven't seen this formula before. The components are runes I recognize, but it's like...how to put this. Ach, it's difficult in Hallit. One moment.">

She looks from Thawm to the half-elf she walked in with and tries Elven. <"You still understand me, don't you? Good. It's like the maker of the spell used the vocabulary of transmutation but the syntax of divination. Maybe some loanwords from abjuration. Better still, it isn't a run-on sentence like some of those ancient Thassilonian spells, so a novice barely out of casting cantrips could understand it. Oh, I wish I could be this confident and creative. Yes, yes of course I'd like to trade for it!">


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Hum. I was certain I posted following the sign. Something about how a ballista is hopefully low-tech enough if my guns are a no-go and that we can investigate - alas, seems I only previewed.

Basil shows no emotion upon seeing Harg, but readily returns the hug, and remains near the Half-Orc after meeting him. She had been told before that the factual way she presented information did not make for good storytelling, and as such waits for Keldor to answer Hargs question, only adding details or information he omits.

She does add a "It is good to see you again.", though - Harg had been quite a capable warrior, AND he most likely knew more about what the problem of the tribe was, and could relay some information before their audience. So it was good indeed to meet him.
Basil disliked unknown variables that could not be deduced - such as the nature of the trouble they were here for.


As Keldor begins explaining the tale of Scrapwall to Harg, the blade vibrates slightly to get his attention. Harg hears the telltale "voice" of his blade in his head.

{Her. The android. She's different now. She learned something, or remembered it. I was right. We should follow her.}


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Looking down at the blade for a second, then back up at Basil. "Well. This explains it then. My blade has informed me," he says as he taps the blade with his hand. It is put through a loop and not fully sheathed, so the blade is exposed, but still looped through his belt. "It has said that Basil here is different. You have learned something, or remembered it. It suggests I follow you, or whatever you are planning on doing."

"Any idea what its talking about?"


Female N Human Wizard / Cleric 7 | HP: 22/63-14 | AC: 13* (10 TAC, 13* FAC) | CMB: +5, CMD: 15 | F: +7-2+2, R: +4+2, W: +10+2 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Detect Radiation (>1 hr), Resist Fire 20 (>1 hr), Barkskin (>1 hr), 5 con damage, +2 sacred to saves for 3 rounds

--- over by the spellcasters ---

(Elven: "Elven, how delightful. Some of those runes are actually pulled from Draconic directly. Even better than Elven: the grammar let's you place emphasis on any word with the order. Ah, and I seem to have placed unusual emphasis in a few places. Well, if you look over here the meaning will be more apparent. Oh and here. I've rephrased it somewhat as more like a list of demands where I could. I'm a conjurer, you know: I'm used to giving orders, and the reply isn't often 'no' when I give them.") Thawm explains, grinning and straightening up to look as superior as possible.

She soon deflates, slightly.
(Elven: "It's why I don't have illusion spells in my book, you know. I'm a conjurer. One who studies those ancient 'run-on sentence' Thassilonian bits of arcana. I discovered that I could purify my conjuring if I eschewed Illusion and Evocation. Nothing temporary. Nothing faked.")

Thawm chuckles to herself, then switches back to Hallit. ("Some say that the 'Phantom Steed' is fake, but only the shape is unnatural. The... -what's the word? Uncarved?- the uncarved steed is... unsettling. The animals know; it's why they don't approach.") she explains with a smirk.


The abjurer seems delighted by Thawm's explanations.

Elven: <"Oh-ho, just so! My Draconic is--how would I put it--ferrous. No? Rusty. Out of practice. But I see your point now, yes, yes! Ah, Draconic is an eloquent language for conjuration--much more forceful. I'd never dismiss such a useful school.">

She watches as Thawm's shoulders slump a bit. There's not enough familiarity between them yet, even during the few hours of transcription that the trading of spells is likely to take, to warrant a comforting hand on the shoulder. But she listens receptively, respectfully. When the conjurer switches back to Hallit, the abjurer grins and joins her.

Hallit: <"No stopgap forgeries."> No translation is perfect. <"I respect that. I chose to forgo evocation as well, but also necromancy. Not unlike your Thassilonian abjurers of old, though that wasn't the reason."> She likewise chuckles at the "uncarved." <"Curious phrasing that. Uncarved would imply natural rather than unnatural, like a stone. Perhaps like a Lergeni *cough* Platonic *cough* ideal, or something drawn wholesale from the Maelstrom itself.">

---

Harg: {Divinity. Unity. I sense them in her.}


1 person marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Your blade gives me too much credit, but it is right in a way, I suppose. I learned of a being called Casandalee. A former prophet of a being named Unity that fled her master, taking with her an artifact of knowledge about Unity that Hellion - another spawn of Unity - desired. Her name appears in various fragments of my memory, but the pattern is redacted. I cannot access what I know, but the abundance of matches suggests that it is relevant to my past. As the smithy that was my home will probably go to my masters niece, or to Keldors choosen broodmate - which Thawm told me also diminishes the likelyhood of him renewing his offer to become my master for access to body fluids - I will be effectively homeless, so decided to learn more about my past, in Iadenveigh - which is the last known location of Casandalee. That is where I am headed after we return to Torch to inform them of what happened in Scrapwall.", Basil explains, briefly.

As said, won't be here a few days :) Feel free to address me directly but I'll take some time to reply.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Shaking his head, like there is something in it that needs to get out, "Well, I can touch on some of that at least. The sword says this Unity is in you. I wonder if we can track down this Unity, or more of its spawn, whatever it may end up being."


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

While not completely lost, and definitely ignoring the mention of bodily fluids altogether, Keldor tries to hit the proverbial nail on the head.

"OK...but WHAT is Unity? Are we talking theology or science? Is it a thing? A god? A thing/god? Or just something beyond our ability to truly understand and could be the technical (no pun intended) equivalent? Hellion was powerful, grasping for more power still, and WANTED to be a god. Yet he...it?...was not. Could he have truly achieved that? I always find new technology to be interesting and fascinating, but god-like? I just don't see that...and that COULD just be my failing there. I'm not the wisest paladin, but I try to at least understand my limitations on such things. I am only mortal, and therefore can only truly see things from a mortal's perspective. Anything else...could lead to madness in the end."


After listening to Basil's explanation, Harg's blade feels almost confused. {I do not know this Casandalee. Nor Hellion.} That's all that it says however, until Keldor begins pontificating. Then it vibrates strongly in Harg's sheath, a usual sign of wanting Harg's attention. {No! Unity is no god. Unity is the Ah-Jik-Poo.} The what? There seems to be something lost in translation through the telepathy, despite the shared language of Harg's Black Blade. It's not Androffan, nor Taldane. But it seems quite insistent that Unity is not a god.

The group remembers a very specific comment about Unity and Divinity, from when they were exploring the haunted canyon in Scrapwall.

Haunted Canyon Recording wrote:
"This is the final report of salvage module Chrysalis, Captain Yurian Valako reporting. Divinity is lost; the rest of the ship's crew is presumed dead or worse. The surviving crew of Chrysalis and I are boarding the launch and will attempt an emergency landing, but without AI control, the prospects of a safe landing are minimal. I've secured an inhibitor facet - if I can install it into the Unity interface, it should disable the AI's security long enough for us to reclaim control and perhaps even signal for help from home. I'me boarding the launch now, and will append further reports after our successful landing."

Further revelations beyond are on Discord, dated 01-Jul-22 01:43 PM. Make of that what you will.

---

Feel free to continue the conversation, but I'm going to move us along for now.

Reunions and postulations about the nature of divinity continue, as do the sharing of spells, before Jala Spirit-Eye returns to the tent to escort the group to meet with the chieftain, Xol-Nomag. The barbarian chieftain sits cross-legged upon a tall heap of spread furs, her spiked club resting across her knees and her eyes partly closed as if in meditation. She lifts her head and fixes the approaching group with a piercing stare as they approach.
"Harg, too? Ah, then these must have been the ones you were waiting for. How fortunate that you know the ones willing to answer our call for aid." The chieftain regards the others and extends her hand, motioning for the group to sit across from her. It does not seem like a request.

Once the group is sitting, Xol-Nomag continues staring at them, as if assessing them. After a nearly interminable period of time, she speaks back up.
"An ancient enemy of my peoples has returned after many generations: The Blood Ghost. My ancestor defeated the Blood Ghost centuries ago and we have told tales of her victory ever since. But just a few days ago we lost contact with a group of our outriders. Only one returned from their expedition, and shortly after his return he was split stem to stern as something emerged from him." Xol-Nomag is almost eerily placid during the recounting of what was likely a horrific sight to observe in person. Yet she continues. "Since my ancestor laid waste to the Blood Ghost, my people have been able to focus on the machines. We hunt and destroy them. We are proficient. But the lore of the Blood Ghost has for us been merely a story. We are unprepared for the reemergence of this old foe. I am loathe to seek help from outsiders, but I am not so proud that I would deny my own lack of preparedness in this matter. My tribe can ill afford the Ghost's continued predations, and I would rather act swiftly than risk more of my people suffering. Will you help us with our anciet enemy?"

What say you?


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left
chieftain, Xol-Nomag wrote:
"Only one returned from their expedition, and shortly after his return he was split stem to stern as something emerged from him."

Looking aghast and a little queasy at the chieftain's remarks, Keldor looks at the others before speaking.

"I can only speak for myself of course, but that IS why we came to be here. You have asked for help, and we can possibly help, if you will let us. Can you tell us more of what this enemy is or how we can help stop it?"


Female N Human Wizard / Cleric 7 | HP: 22/63-14 | AC: 13* (10 TAC, 13* FAC) | CMB: +5, CMD: 15 | F: +7-2+2, R: +4+2, W: +10+2 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Detect Radiation (>1 hr), Resist Fire 20 (>1 hr), Barkskin (>1 hr), 5 con damage, +2 sacred to saves for 3 rounds

"Please tell us everything you know." Thawm says, without regret in her voice.

Zagmaander... perhaps you're too troublesome to let live after all...


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Do you know where it currently is, or how we might gain it's attention? If the predations are random, I would believe this to be our biggest hindrance to aiding swiftly. Otherwise, I believe we can talk some sense into the creature and convince it to hunt in technic league territory."
She then turns to Keldor.
"Based on the remarks made, it sounds like a Xill. Bargaining with it should be...what, Thawm?", Basil finds herself interrupted by her companion and distracted from saying more.


Oh good, you noticed!

Xol-Nomag nods. "I do not know this name--xill--but you folk have many names that we do not share." The chieftain raises an eyebrow as Basil and Thawm have their exchange and interjects briefly. "I have not seen the Blood Ghost personally. The survivor described the ghost as our old stories did--a creature the color of fresh-spilled blood appearing out of nowhere as though invisible. The Ghost had four arms. It cut down some of my strongest warriors in seconds, appearing and disappearing before they knew what was going on. Some of them disappeared as well, clutched in the Ghost's arms. This is what I know." The chieftain pauses. "We have not yet given the body back to the earth. You may examine it if you think it will help you."

Then she encourages the burgeoning theurge to speak her mind freely. "But you sound as though you may know more. Please: speak."


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Dwelling on what his sword wanted to bring up. {I will communicate that later. We will have time}

Listening to Xol-Nomag, staying quite while the others discuss what they want. Knowing that he will join them no matter their decision.


Female N Human Wizard / Cleric 7 | HP: 22/63-14 | AC: 13* (10 TAC, 13* FAC) | CMB: +5, CMD: 15 | F: +7-2+2, R: +4+2, W: +10+2 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Detect Radiation (>1 hr), Resist Fire 20 (>1 hr), Barkskin (>1 hr), 5 con damage, +2 sacred to saves for 3 rounds

"Xill can generally be relied upon to keep their word. We can either kill it or make a ... very carefully worded deal. I wasn't thinking of sicking it on the technic league, but that might very well be an excellent solution if we can tempt it away from these lands somehow." Thawm explains, not mentioning the group's previous dealings with Zagmaander.


Xol-Nomag narrows her gaze at Thawm and nods slowly. "I would appreciate striking a blow against the Technic League, but my obligation is to my people." She takes a breath, settling into a somewhat more relaxed position. It's hard to tell whether this chieftain, whose well-defined muscles are visible filling out her sleeves, is more or less physically intimidating while appearing relaxed. "Now as to the matter of payment," she continues. "We do trade with many caravans, so we have gold and magic items. But we do not have tech and will not trade in it." She raises up an open hand and smirks. "However, my people know of a place. A place we dare not go. The stink alone is unbearable to some. But we have been approached by outlanders interested in it. This is the sort of trade for which I would be willing to guide someone to the site and...permit exploration. Are you interested?"

To get us moving with the next part, feel free to describe what you want to do to try to find the Blood Ghost. For instance, you can Gather Information by speaking with members of the Ghost Wolves tribe. You can investigate the body of the dead kinsman with a Heal check. Magic is always a possibility. Feel free to be creative.


Female N Human Wizard / Cleric 7 | HP: 22/63-14 | AC: 13* (10 TAC, 13* FAC) | CMB: +5, CMD: 15 | F: +7-2+2, R: +4+2, W: +10+2 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Detect Radiation (>1 hr), Resist Fire 20 (>1 hr), Barkskin (>1 hr), 5 con damage, +2 sacred to saves for 3 rounds

"I should take a night to prepare spells for facing the Blood Ghost, I'm sure we can take care of it. About this payment though... that place sounds like it might be good. What smell and... interest in what?" Thawm replies shrewdly.


The chieftain shifts her weight to the other side. "Like a gun firing off. Rotten eggs. Sulfur. And interest in whatever mile-long gash of steel-strwen, wind-weathered arroyos might be hiding whatever is creating such a smell."


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

His lips pursed, Keldor has remained completely silent since Thawm said the word 'Xill.' He was a smart guy compared to most, but he had not put all the information together until that obvious point was made by his compatriot. He speaks quickly, but with as much compassion as he can.

"Whatever you are comfortable with offering is fine with us Chieftain, sulfurous or not. We will help regardless in this situation. Although I'm afraid I personally can't offer much other than to try and kill it...IF we can find it."

He looks at the others and then moves back to give the others room to speak clearly to each other without interference.

Deciding he needs personal guidance, he attempts to swallow his personal pride down into his stomach and moves closer to the Lady Dinvaya.

"What do you think? I never intended to involve you in such a hunt for such an awful monster, but 'involved' you are now. I am unsure how to fight such a creature, much less find it! And...I fear we might know its name."


Dinvaya had not joined the group in the meeting with Xol-Nomag, having gotten curious about the Ghost Wolves making repairs on skymetal without any advanced technological tools. So Keldor has to leave the chieftain's tent to find her and apprise her of the situation.
"Young man," Dinvaya says, putting a point on the age difference between the two of them as she taps a finger on Keldor's chest. "You're adorable, but I'm no damsel in distress. I was blowing up Technic League supply depots when you still had your baby teeth."

She also provides a bit of an interesting tidbit to her paramour about what sulfurous treasure trove Chief Xol-Nomag might be referencing. "It sounds like one of the wreckages from the Rain of Stars," she says. "If so, it's bound to be full of tech. It makes me wonder their game. The Ghost Wolves destroy every piece of tech they can find. They probably think there's something in there that needs to be destroyed, or that they want to smash anyway. But something is stopping them from going in.

The older half-elf shrugs and steps in a bit closer. "But before we get ahead of ourselves--it sounds like you need a plan."


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

Still obviously worried, Keldor nods grimly.

"I MUST help these people. I just don't know how yet."


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Was there only the one attack? Or have more patrols gone missing? Regardless, you should show us on a map. We may be able to limit our search area if we can determine the hunting area. Also do tell where any of your people pass through with regularity - if there is a pattern, it will have taken notice. We can try and be there, possibly get it's attention before another group vanishes. Provide us whatever information you can, and we will work out a plan."
Basil takes a look at Thawm, but realizes she is in her own mind currently, so turns back to the Chief and speaks up again: "You say you will permit exploration. Will that include rights to salvage? I am not trying to be pedantic, but I wish to understand clearly what you are offering, and what would not be acceptable - so that there is no misunderstanding at a later point. The last deal we made with someone without proper clarification of the terms had repercussions at a later time. I would prefer to avoid that this time, if possible."


Xol-Nomag's gaze sours as Basil continues, and she interrupts the android with a grunt. "What I should do is my business," she growls. "If you have a request, make it, but do not presume to give me orders in my own home."

After this outburst, though, she takes a deep breath, in through the nose and out through the mouth, repeating this gesture several times. She seems to calm somewhat as she listens to more of Basil's words and responds once the gunslinger reaches the end of her spiel. "There has been one attack that we know of. But there could have been others. The territory of my people stretches from the Sellen River east through half of the Sellen Hills, down south until where the Sellen meets the First Blade's Path and north nearly as far as Chesed. There is scant unclaimed territory between us and the Tiger Lords to the southeast. The Sunder Horns to our northeast stay north of the Awzera River."

Xol-Nomag sighs. "You would do better to ask around camp. You assume I know things that I do not. This place is one where many of my people from throughout our territory gather. If any others have seen something, they might tell you. But they are not so quick to accept outsiders. You may have to prove yourself useful, trustworthy, for them to open up to you."

In other words, you are welcome to Gather Information around camp using Diplomacy. Based on their actions so far, each PC has a different standing within the tribe. You may decrease the DC of any Diplomacy checks by taking actions to ingratiate yourselves with the Ghost Wolves. Depending on what you do, I may ask for a specific skill check. You have also been given permission to examine the body of the deceased who was attacked by the Blood Ghost.

The chieftain answers the final question as well. "Salvage," she says. "Meaning you want to take technology from our lands. No: that I will not permit." She fixes her gaze on the android, her expression calm compared to her angry outburst earlier. It might be more unnerving that she seems placid now.


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

Sighing, Keldor turns and starts to circulate the camp, talking to those who would listen to him.

Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Ah, good I asked, then. But then, please elaborate further. To my understanding, you prefer to destroy technology if you encounter it. You did not do so in the location you mentioned - but you intend to, do you not? Something has been stopping you from doing that. And as a reward for helping out with the Blood Ghost, you will allow us to remove that obstacle for you as well, then leave empty-handed while you are free of the Ghost and to destroy what you find in there. Just to be clear, I respect your denial of Salvage, but what you offer seems one-sided in that case - especially since it seems that our 'reward' comes with it's own set of dangers, being a place you "dare not go".
Basil pauses a moment to attempt and read the chieftains emotional state, but quickly gives up, then continues:"Do not misunderstand, we do wish to help. We came here to help. But the scales do not seem balanced on the deal you are offering - it seems we are doing you two favors and leaving empty-handed. I know we are outsiders - and bound by your traditions while we are here - but maybe we can find some kind of compromise that will not cause offense."
Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18

To be clear, not trying to give her orders or anything else. Basil tends to be direct and factual, but that should not ALWAYS translate to obstinate :)


Duly noted! I hope I'm not having every NPC react poorly to Basil, but in this particular case, you have a proud barbarian chieftain with *ahem* certainly potential issues with rage.

Xol-Nomag raises her eyebrow at Basil's argument. "You are interesting, outsider. Practical. Aware. Shrewd." She flips her large, spiked club from one side of her lap to the other while staring at her guest. "My grandmother was the last leader of our tribe to visit this location. Shortly after entering, her retinue encountered a cloud that caused the flesh to slough from their bones. Upon returning, there was debate about collapsing the entrance--that it was too dangerous for anyone to enter. But my grandmother opted not to do this. You are correct that it is dangerous. But I could just as easily send my warriors to collapse the entrance now and be done with the site altogether."

The chieftain shakes her head, her gaze darkening. "You do not understand our ways. But make no mistake: there is no negotiating with technology. One way or another, it is always dangerous."

Sense Motive DC 13:
The chieftain is fervent in her anti-technology bias. But you get the sense that she also has a reputation to uphold. It may be possible to get away with unagreed-upon salvage if whoever guides the party to the site can be convinced to look the other way. She also doesn't trust you yet.

Further, as noted above, you can try to ingratiate yourself to Xol-Nomag and others members of the tribe should you so choose. In other words, that 18 wasn't high enough to earn trust given current bonuses and/or penalties.

---

Keldor finds his way towards where the body of the fallen Ghost Wolf is lying in state, covered by a sheet. The tent where the body lies is filled with herbs and perfumes, generally overpowering the stench of decay with sickly sweetness. A heavily tattooed, bare-chested man tends to the body as the half-elf enters. Through some conversation, Keldor learns that the man he is speaking to--a Ghost Wolf shaman--was the brother-in-law of the deceased. The deceased man was traveling with the shaman's sister not far from Scrapwall. Keldor gets a much fuller picture of the attack. Apparently the patrol was camping when the Blood Ghost first appeared. One warrior was cut into a bloody pulp by the sudden appearance, rent asunder by a flurry of stabs and slashes from the Ghost's blades, claws, and teeth. As the remaining warriors sounded the alarm that they were under attack, the Blood Ghost disappeared once more. Then the Ghost began appearing next to isolated warriors and simply biting them. They would freeze where they were. While their brethren then rushed to their aid, the Ghost wrapped around them and they disappeared. This pattern continued until the entire riding party was decimated: separated and unaware of what had happened to the others.

Before he died, the shaman's brother-in-law said that he thought he was dead. He was unable to move, merely staring with unblinking eyes as though through a cloudy pane of glass: alone with his thoughts and fears and regrets. He lost track of how long this was, praying to his ancestors for deliverance. Then he felt a sharp pain and awoke to find that he was once more able to move, and that the world around him looked as he remembered. His horse was with him, but there was no sign of anyone else. He felt compelled to ride home and speak with the elders of what he had experienced. Within a few hours of returning to the rest of the Tribe, he complained of intense internal pain that lasted for over half a day. At the end of this, in spite of the shaman's best efforts, his brother-in-law died.

That was yesterday. The shaman hasn't heard of any other incidents with the Blood Ghost--no others from that group of outriders had returned. The only group that had left the current encampment were Jala Spirit-Eye and his warriors--widely considered among the strongest and most proficient in the tribe. The shaman was now working hard to contact Ghost Wolves outside of this main encampment to warn them but could only reach one or two groups per day due to the inherent limitations of his magic.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil finds herself drawn to the children. The shamans and warriors seemed...critical of outsiders.
Kids tended to be more open, more willing to be open to those unlike themselves. They first had to learn to dislike 'others'.

These children were busy learning lessons for their lifes...while playing.
It was a game played in teams - each team had a shaman - which when captured caused their team to lose - that shaman tried to keep hidden and unreachable to the best of their abilities. Each team also had a chieftain, who defended the shaman, roaming the area while not trying to give his ward away if they were still hidden. The remaining kids were "warriors", tasked with either touching the enemy shaman(and thus winning the game), or helping their own chieftain by blocking the enemy warriors path(but the chieftain was the only one able to "tap them out".).
Warriors captured by the chieftain were either exchanged with warriors captured by the other team, or, if there was nobody to be exchanged with, would join the team that captured team after a while.
There were some more details, but that was the overall gist of the game. The children learned group-based tactics, to sneak and use the terrain to their advantage, to distract enemies and avoid being tricked.
Traditionally, the "shaman" was the swiftest kid on each time, usually an older one that could outrun or evade enemies for a bit if discovered - the chieftain was the oldest and strongest member of the team, and all others were warriors, trying to work in teams. If there were too many kids, sometimes they split into 3 or even 4 teams, but today, there were only 2 - and some of the young man taking part were easily larger than Basil.
She had observed while they played, and when one round came to an end, she asked to partake in the next. Basil manage to surprise the kids when she was able to explain the basic concept and rules purely based on observation, and they allowed her to join as a guest. Not familiar with the hand signs they used to communicate with, she was given the role of Shaman on her team.
Stealth: 1d20 + 13 ⇒ (12) + 13 = 25
And picked out a decent hiding spot during preparation time, blending into the shadows between a rocky cliffside and a large boulder nestled against it. It gave her an elevated position and good cover, but theoretically limited her options to relocate.
Perception: 1d20 + 14 ⇒ (4) + 14 = 18
While she was keenly aware of the possibly approaches, what she had not noticed earlier was that some kids were also employed as spotters, just getting to locations with a good overview of the playing field, then returning intel to their teammates - she missed one such spotter scouting her position, and then noticed the nearby Warchief of her team falling for a classic distraction play, with 2 Warriors drawing him further out, until suddenly half a dozen others revealed themselves, having made their way near the boulder on top of which Basil was.
Acrobatics: 1d20 + 13 ⇒ (19) + 13 = 32
As they closed in on her, Basil waited until the last moment, then ran forward, somersaulting over two kids in the process of climbing the boulder, then dodging the others trying to cordon off any exits for her. She was swift, and her adrenaline booster caused her to give it her all - she was a honorary participant, she couldn't let them down so easily. Taking some sudden turns, she sprinted across the field like a hare. Leading almost half the enemy teams warriors on a merry chase, trying to cut the path of her own Defender/Chieftain repeatedly to force her pursuers to fully commit, or delay by evading - eventually, a voice rang out, and Basils team had won - in sending more and more guys to cut off her maneuvers and escape, the enemy team had neglected their own defense, and Basil had managed to stall them until their own team was able to break through and achieve it's goal, breaking through to the enemy shaman.

My apologies if writing is incoherent or does not make as much sense as I wish it would. It's very late and I fell asleep while writing, I wanted to do soe more detailed but I'll post over not posting anyway, and hope I managed to convey intent with what is there. Bascally she is watching them play some game, gets to take part, and managed to impress those playing with her(as well as some adults watching/giving advice to the kids.).


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left
GM Polyfrequencies wrote:
The shaman was now working hard to contact Ghost Wolves outside of this main encampment to warn them but could only reach one or two groups per day due to the inherent limitations of his magic.

Asking permission to pray to Erastil over the dead man's corpse, Keldor makes sure Basil, Thawm, and Harg know what he has learned about the man's death.

After that he offers to see if he can find a way to help in getting a warning out to other Ghost Wolves still at a distance from the gathering.

"I don't have any communication magic, but I DO have the ability to fly. I could journey over large distances quite quickly if I could gain good directions on how to find the missing Ghost Wolves. I'm not afraid of this 'Blood Ghost.' I could deliver the warning and both lead any groups I find as they retreat back here."

Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27


That makes three out of three successes at impressing members of the Ghost Wolves Tribe, which retroactively turns Basil's Diplomacy check with Xol-Nomag into a success! Not necessarily a critical success, but a success nonetheless.

The three companions of Harg (well, two companions plus two strangers) leave Xol-Nomag's tent following initial negotiations and begin gathering some information about what they need to do. As they do, word spreads around that these outsiders might be able to help them. One of the children that Basil plays with tells her about some friends that she has that she's worried about, giving enough of a geographical landmark that it might be possible to find them. The bereft shaman marks a map for Keldor with some of the most recent known locations of the Ghost Wolves outside of the primary encampment. And the wizard with whom Thawm had traded spells finds her again and gives her something retrieved from the body of the dead outrider that she thinks could help Thawm if she opts to perform any divinatory magics.

Before the group begins to put any specific plans into action, Jala Spirit-Eye finds them and delivers a message. "Xol-Nomag has heard that you all are getting along well with the tribe. She is...considering your request. As a sign of her favor, she wanted me to tell you the name of the location she has to offer: Sulfur Gulch. Furthermore, when the business with the Ghost Wolves is done, she has asked me to escort you to Sulfur Gulch."

---

All right, I want to put some of these plans into action! I want a combination of some skill checks, roleplay, and possibly relevant spells to see how you do. The results of these checks will determine what happens next, i.e., what situation you find the Blood Ghost in. To start, I want three relevant actions from everyone who is participating in the hunt for the Blood Ghost. These can be skill checks, spells, class abilities, uses of items, etc. For instance, Keldor has said that he wants to fly out, deliver warnings, and lead groups back. This could involve a Fly check, a Diplomacy check, and a Survival check. I want to be flexible in enabling your creativity in this. You can also help each other--maybe Keldor isn't feeling confident in his ability to navigate to or back, but one of the other three is willing to do a Survival or Knowledge (geography) check to provide the appropriate insight. Helping the camp prepare for a possible attack, doing divinations, etc.


Female N Human Wizard / Cleric 7 | HP: 22/63-14 | AC: 13* (10 TAC, 13* FAC) | CMB: +5, CMD: 15 | F: +7-2+2, R: +4+2, W: +10+2 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Detect Radiation (>1 hr), Resist Fire 20 (>1 hr), Barkskin (>1 hr), 5 con damage, +2 sacred to saves for 3 rounds

Did we get a chance to prep spells between now and when we talked about the blood ghost?
Thawm wants Dimensional Anchor, but I can make do with my default spell list....
I'll post my spell spoiler alongside my 3 actions ^^;


It's not a new day just yet, but I guess it depends on what time of day Thawm typically gains new spells from Nethys and whether she leaves any spell slots open at the beginning of the day.

There's also no guarantee that the encounter will happen today. It might happen tomorrow, in two days, etc. Much depends on what the group plans/attempts to do!


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Yeah no real survival skill to speak of. I could roll a Wis check, but no guarantees there. If anybody could help me out there, I would appreciate it. Is Harg in on this too? He's already friendly with the tribe, so any help from him should cement our progress. I'll throw a Perception check in this too, in case I need help finding the missing tribe members.

Summoning Gauntlet's new form leaves little to the imagination as his hulking and armored humanoid figure made of mithral-steel, moving micro-cogs, and whisps of steam appears in a large billowing cloud of blue mists. His large angel-like wings now a permanent fixture upon his back, Keldor relishes the rush as he takes flight in his need to find and help the people of this land as quickly as possible.

Fly w/Good Maneuverability bonus!: 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28
Perception!: 1d20 + 9 ⇒ (17) + 9 = 26
Diplomacy!: 1d20 + 9 ⇒ (18) + 9 = 27
Survival (unskilled!): 1d20 + 1 ⇒ (14) + 1 = 15

So I'm never going to hit another enemy...like ever. Got it.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil will head towards where the previous attack happened, then attempt to find elevated spots in the region, moving to each one, then spending an hour with both Heightened Perception and See Invisibility-Nanites enhancing her vision.
See invisibility should allow me to see ethereal creatures within my field of vision - with no real range limit besides regular vision range, which I hope to boost with heightened perception. I think the Xill being Ethereal will take no specific measures to move hidden, and moving objects should be easier to track.
Finding nothing, she would then move to the next observation spot she identified and spend an hour there observing the region.

Before heading out, she will also spend some time crafting a special bullet that will act as signal, to draw both the Xills attention and that of her allies to her.
Thinking loud whistling and glowing brightly.

Craft(Alchemy): 1d20 + 13 ⇒ (5) + 13 = 18
(Or take 10 if that is reasonable and the first attempt failed)

Climb: 1d20 + 5 ⇒ (18) + 5 = 23
To get into position atop of observation spots, I think climb is a better match than acrobatics.

Perception: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Perception: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
Perception: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
Perception: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34

I have 4 castings of See Invisibility, so I can do 4 spots/shifts per day spending 4 castings each of it and Heightened Awareness. Rolls are awful but at least the static boni are decent.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Quiet for awhile, watching the people mix with the tribe he has been with for awhile. With a bit of a smirk on his face while they learn what has been going on. Harg follows along listening where he can. Though he has been distracted by his swords mumblings.

When it comes to actually hunt for the Blood Ghost. Harg starts off by climbing up a ridge to get a better look. Once there he works with the group to find a clear path through.

Climb: 1d20 + 11 ⇒ (12) + 11 = 23
Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Survival: 1d20 + 8 ⇒ (1) + 8 = 9


Female N Human Wizard / Cleric 7 | HP: 22/63-14 | AC: 13* (10 TAC, 13* FAC) | CMB: +5, CMD: 15 | F: +7-2+2, R: +4+2, W: +10+2 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Detect Radiation (>1 hr), Resist Fire 20 (>1 hr), Barkskin (>1 hr), 5 con damage, +2 sacred to saves for 3 rounds

Worried that Keldor can't navigate his way out of a paper bag, Thawm explains all the landmarks she knows of in the area.
take 10 know geography: 10 + 7 = 17
After Keldor departs, she tries to think of any information she can share with the tribe about the blood ghost...
take 10 know planes: 10 + 8 = 18 is 18 enough to know that they're evil subtyped outsiders?
And she thinks that maybe Detect Fiendish Presence might be a good cantrip for the tribe's people. She tries to convince other magic users to prepare it and do the occasional patrol around camp.
take 10 Diplomancy to recruit other casters: 10 + 6 = 16 (all prepared casters should know it since it's a divination cantrip)

Spells etc (assuming we rest, otherwise see default spells):

before this post

Items:
. wand of CMW (x15 charges)
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal (x1)
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant (x1)
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology (x1)
. (Divine) scroll of Restoration, Lesser (x1)
. blood boiling pill x8

Supernatural Abilities

. at will Blessing of the Faithful
. 5/5 /day Channel Energy (DC 15; 3d6)
. 1/1 /day Bonded Holy Symbol
. 1/1 /day Deflection Aura (7 rounds)

Spell-like Abilities

. at will Lore Keeper (successful touch attack equals a 25 on the appropriate knowledge check for the touched creature)
. 6/6 /day Acid Dart
. 1/1 /day Arcane Bond (Ring)
. 7/7 /rounds per day Remote Viewing (at will standard action and limited by rounds/day)

(Usual) Cleric Spells:

. 4th 1+1/day {D} Arcane Eye, Dimensional Anchor
. 3rd 3+1/day {D} Dispel Magic, Second Wind, Summon Monster 3, Summon Monster 3
. 2nd 4+1/day {D} Barkskin, Protection from Technology, Eroding Ray, Resist Energy, Restoration, Lesser
. 1st 5+1/day {D} Shield, Abundant Ammunition, Abundant Ammunition, Bless, Bless, Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark

(Usual) Wizard Spells:

. 4th 1+2/day {S} Dimension Door [x2], Summon Monster 4
. 3rd 3+2/day {S} Summon Monster 3 [x2], Dispel Magic, Fly, Haste
. 2nd 4+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, See Invisibility, Summon Monster 2
. 1st 5+2/day {S} Grease (DC 14) [x2], Detect Radiation, Mount, Technomancy, True Strike, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Detect Fiendish Presence


Gauntlet's appearance elicits some gasps from the Ghost Wolves, but Harg, Thawm, and some of the Ghost Wolf shamans help people understand that the machine-like eidolon summoned hails from the Plane of Axis. One of the last things that Keldor sees (through Gauntlet's eyes) as he flies off to follow directions to the closest encampment is Chief Xol-Nomag standing on a ridge with a hand shielding her eyes from the sun, watching him leave.

While there are efforts to keep the tribe calm, the general tenor of the atmosphere becomes tense as people begin to get the idea that the Blood Ghost might attack the encampment. Thawm works to help the tribe's shamans and arcanists prepare appropriately while Harg and Basil lead the watch efforts from high ridges surrounding the encampment.

The Ghost Wolves that Keldor encounters are initially suspicious of him, but he manages to convince them to ride for the encampment so that he can continue to the next one. By the time he reaches the final group that he was sent to find, the sun has fallen below the sky. The chances of this group making it back by nightfall are minimal, and a decision is made to organize watches.

Come morning (and thus time to prepare new spells), Keldor leads the final group of Ghost Wolves back towards the main tribe encampment. Harg and Basil are on different ridges near camp. Harg is the first to signal down to the Ghost Wolves that Keldor is approaching with some of the outriders. Activating her ability to peer into the ethereal plane once more, Basil scans the incoming group to see if any invisible creatures are accompanying them.

There, off in the distance, she sees a flame-red, four-armed multi-horned creature running along behind the group a few hundred feed behind.

The Blood Ghost approaches.

What do you do? We won't roll initiative just yet, but that'll come soon enough.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil will make her way down the ridge, making sure to keep the creature within her field of vision. If it closes to within about 100 feet of the group, she will fire her special signal flare in the sky, from her position towards where the Xill is.
I'd expect Harg notices I'm moving, we probably arranged for overlapping fields of vision.
I am not sure if we had time to brief Keldor and Thawm on the meaning of the flare, but I think in the current situation it's quite self-evident that I'm not following a newfound passion for fireworks.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Perception: 1d20 + 9 ⇒ (17) + 9 = 26

Noticing the sudden flare and the general direction it went in, Keldor/Gauntlet turns and flies a little higher (60ft.), and begins scanning for evil influences that are apparent.

Detect Evil(Sp): At Will (60ft. Range Cone).

Detect Evil can reveal evil in an area, but if he cannot see it, then he only knows its in that area, but cannot pinpoint its exact location. I'm unsure if that includes Ethereal opponents or not since they LITERALLY are not there. Sort of? I really don't know. But this seems to be the best reason to have this ability to me as far as I'm concerned! =)


Basil certainly had an opportunity to inform the others about her plans.

Basil:
As you fire your flare in the air and begin descending, you notice the xill in the distance begin making an arc away from the rising Gauntlet, seemingly staying out of his range. As she moves, she draws out two menacing-looking bows, holding one in two of her four arms.

Gauntlet:
You're not picking up anything. Perhaps whatever Basil was signaling about isn't what she thinks it is, or else it's too far away.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Making a quick circle, Keldor/Gauntlet will wonder what basil was supposed to be signaling for, then fly towards the main camp.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Seeing few options but to keep going, Basil is at least content that her allies would be on alert now, not caught unaware if the Xill decided to assail them.

For a moment, she ponders if she should try and plot a course to intercept the incoming group, or head directly towards the Xill - but the terrain was too rocky, too rough to make either option really a possibility. She moved in the way that would get her closer to the others fastest.

I guess I'll try and get closer, utilizing run actions where possible, or trying to set up options to run where it's not. I'm going with what seems the way that lets me approach the swiftest, not trying anything fancy.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Seeing the flare and turning to the camp. Keeping an eye on Basil. Mirroring her movements as best as possible.

Feeling at the deeper, older magics, in his blood. He actives the blood hex and engages his flight. He will try to pincer action with Basil as she runs toward the group.

Activating my Flight Hex for a minute


Female N Human Wizard / Cleric 7 | HP: 22/63-14 | AC: 13* (10 TAC, 13* FAC) | CMB: +5, CMD: 15 | F: +7-2+2, R: +4+2, W: +10+2 | Init: +4 | Perc: +3 | SM: +7 | Spells etc | Active conditions: Fastidiousness (+2 vs inhaled and ingested diseases), Detect Radiation (>1 hr), Resist Fire 20 (>1 hr), Barkskin (>1 hr), 5 con damage, +2 sacred to saves for 3 rounds

Seeing the flare, Thawm decides to summon a little help.
She casts Mount, followed by See Invisibility.

After confirming that the Xill isn't nearby, she rides in the direction of the approaching group, casting Barkskin as she goes.

Spells etc:

before this post

Items:
. wand of CMW (x15 charges)
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal (x1)
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant (x1)
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology (x1)
. (Divine) scroll of Restoration, Lesser (x1)
. blood boiling pill x8

Supernatural Abilities

. at will Blessing of the Faithful
. 5/5 /day Channel Energy (DC 15; 3d6)
. 1/1 /day Bonded Holy Symbol
. 1/1 /day Deflection Aura (7 rounds)

Spell-like Abilities

. at will Lore Keeper (successful touch attack equals a 25 on the appropriate knowledge check for the touched creature)
. 6/6 /day Acid Dart
. 1/1 /day Arcane Bond (Ring)
. 7/7 /rounds per day Remote Viewing (at will standard action and limited by rounds/day)

Cleric Spells

. 4th 1+1/day {D} Arcane Eye, Dimensional Anchor
. 3rd 3+1/day {D} Dispel Magic, Second Wind, Summon Monster 3, Summon Monster 3
. 2nd 4+1/day {D} Barkskin, Protection from Technology, Eroding Ray, Resist Energy, Restoration, Lesser
. 1st 5+1/day {D} Shield, Abundant Ammunition, Abundant Ammunition, Bless, Bless, Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark

Wizard Spells

. 4th 1+2/day {S} Dimension Door [x2], Summon Monster 4
. 3rd 3+2/day {S} Summon Monster 3 [x2], Dispel Magic, Fly, Haste
. 2nd 4+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, See Invisibility, Summon Monster 2
. 1st 5+2/day {S} Grease (DC 14) [x2], Detect Radiation, Mount, Technomancy, True Strike, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Detect Fiendish Presence


GM Screen:
1d20 + 10 ⇒ (7) + 10 = 17

With the flare setting light to the sky, the group that originally met in Torch and (three of whom had) taken down a budding demigod converge on the approaching Ghost Wolves. Both Basil and Thawm see glimpses of Zagmaander on the approach, the rocky terrain making perfect vision difficult but nonetheless betraying the xill's present on the ethereal plane. Neither Keldor nor Harg see exactly what's going on, but they get the impression that action is needed.

Once they meet up, the Ghost Wolves continue riding hard back to the main encampment. Thawm and Basil look closely to see if an ethereal xill might be following them, but it seems like she has broken off her tireless pursuit and now hides somewhere amidst the terrain.

By now, the sun is high in the sky. Shadows are short to the point of being almost non-existent. But there was a xill here, nearby, just moments ago. She's probably still nearby.

What do you do?

---

You can join the new Roll20 for the campaign by clicking here. The link at the top has also been updated. You should have a character sheet where you can upload a token. If you want to make one, I recommend Token Stamp 2. I can also make you a token using your Paizo avatar, but you may have a better sense of what your characters look like than what Paizo has available. Go ahead and place your tokens on the bottom portion of the map, representing where you get to.

We'll forgo initiative at the moment. You're entering into initiative with an unobserved combatant. Intentionally searching for a stimulus with Perception is a move action.

Any spells or abilities with durations of less than 5 minutes have expired, but all others remain active.

I don't know if you all have properly seen Zagmaander before. If not, then here you go. That's at least what she looked like while you fought alongside her.

Only take one round of actions at a time. And if you can, please draw your path for move actions on the map so that I can determine whether you had an opportunity to observe anything reflexively.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

I'm on the Roll20 now, but it has been a while and I forgot how to attach a token for my Character.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Once getting close to the group's destination, Keldor lands as gracefully as he can, and continues to close with the rest of the tribe. He waves casually to any scouts or friendlies he identifies.

I posted my movement on the Roll20 map. Its fugly. I can't seem to erase anything I draw or move my token.


You should have movement permissions for your token. If not, let me know.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Letting his flight drop, for now. Once he has collected himself he start to scan the area as best as he can.

"You say this thing is invisible? All the time? I might have some difficulty with that."

Added my token to roll20 sorta between the two

3,151 to 3,200 of 3,457 << first < prev | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Iron Gods: Forged into Legends Gameplay Thread All Messageboards

Want to post a reply? Sign in.