Motteditor's Strange Aeons PBP

Game Master motteditor

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M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 8, Init 13

Tristain tries again to influence the woman.

"Oh yeah, you're right. Tenebrynn can be a bit gaseious," Tristain says, "You should also go close fart on Bloody Knuckles. That's a good idea."

Suggestion. DC 17.

Tris' stats:

HP: 18/31
AC: 12
Points: 0/4 left
Spells: Lvl 1: 1/7 left (MM*3,IllOm*0,MurdCom*2,Vanish*0) dc 16
Spells: Lvl 2: 3/5 left (Kno*0,SpirW*0,Sugg*0) dc 17
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 3/50 left
[ dice]3d4 + 3[/dice] force damage

Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 8:

Tristain: 13
Kyffin: 9
Albert: 22
Heinrich: 8
Tenebrynn: 5
Antagonist: 26

The fast-moving woman again avoids all the attacks directed at her, as well as Tristain's spell. Grasping her unholy symbol, she calls out: "Oh mighty King in Yellow, destroy these bugs that dare profane your return!" Negative energy again emerges in a wave from her, agonizing as it washes over you 15 hp, DC 16 Will save for half.

1d20 + 11 ⇒ (6) + 11 = 17
4d6 ⇒ (3, 3, 3, 6) = 15


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 9

Status:
HP: 22/43 (-5hp negative level not included) AC: 18 (f18/t9) (-3 from dex drain included)
Weapon Equipped = Longbow
Cold Iron/Silver Blanch Arrows = 17/20
Cold Iron/Ghost Salt Arrows = 20/20
Conditions = Negative Level, -6 Dex (drain), Divine Favor (9/10r), Bless (9/10r)
Scimitar: Attack: BAB +3, Str +4, Magic +1, Focus +1, (Power -1) Damage: Str +4, Magic +1, (Power +2) Crit: 18-20
Ranged: Attack: BAB +3, Dex +1 Damage: Str +4
Blessings (3/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (1/4, su, sw, DC 14, 2d6)
Sacred Weapon (1/5r, su, sw, +1)
Pearl of Power (0/1, first)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person

Will: 1d20 + 9 ⇒ (19) + 9 = 28 vs DC 16 for half of 15hp

Kyffin spits as the wave of nastiness washes over him. Gritting his teeth, he takes another ill-favored shot.
Longbow: 1d20 + 4 + 0 ⇒ (7) + 4 + 0 = 11 (favor, bless, neg level, sacred, dex drain) damage: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15 (favor, sacred)

He swears as the arrow goes wide of the mark. "I'm no archer." he growls, "I thought you could bring her down!" he shouts hoping someone has a better plan than this.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Will Save (DC 16): 1d20 + 2 ⇒ (8) + 2 = 10

Tenebrynn's dagger clatters to the stone and she collapses on top of it a moment later. As her body crumples to the floor, the screaming column of wind that had been thrashing and tearing at everything around her suddenly dissipates.

Status:

HP: 1/53
Nonlethal: 1
AC: 16 (14 T / 13 FF) // 25% miss chance for ranged attacks
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/7
SLAs: dancing lights [X], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present
Con Damage: 1
Bless: +1 to hit, +1 vs fear

Non-lethal damage from burn is equal to my hp total, so down I go.


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

DC 16 Will save: 1d20 + 6 ⇒ (19) + 6 = 25

HP: 30/39

Albert quickly wipes some dirt over Tenny's wounds. "Up and at it, little one, you're our hope for surviving this."

dirt on Tenny: 3d6 ⇒ (3, 3, 3) = 9 healing


AC 18, T 13, FF 14; F+5, R+7, W+3; CMD 20; HP 38/38; Perc +7

Will: 1d20 + 3 ⇒ (12) + 3 = 15

HP -7/32

BK falls again, his flesh shriveling.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

As Tenebrynn stirs, so too do the winds around her. The little gnome rises shakily to her feet, looks up at the flying woman, and labors to send another churning blast of air toward their foe.

Airblast: 1d20 + 11 ⇒ (11) + 11 = 22for: 3d6 + 10 ⇒ (6, 1, 4) + 10 = 21

Status:

HP: 10/53
Nonlethal: 1
AC: 16 (14 T / 13 FF) // 25% miss chance for ranged attacks
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/7
SLAs: dancing lights [X], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present
Con Damage: 1
Bless: +1 to hit, +1 vs fear


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 10, Init 13

1d20 + 8 ⇒ (17) + 8 = 25 Will

His magics failing him, Tristain switches to blasting the woman from afar. He moves back another 20' and uses the wand.

"gad-ZOOKS!”

Wand of Magic Missile (5): 2/50 left
3d4 + 3 ⇒ (3, 1, 2) + 3 = 9 force damage

Tris' stats:

HP: 11/31
AC: 12
Points: 0/4 left
Spells: Lvl 1: 1/7 left (MM*3,IllOm*0,MurdCom*2,Vanish*0) dc 16
Spells: Lvl 2: 3/5 left (Kno*0,SpirW*0,Sugg*0) dc 17
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage

Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tristain's magic and Tenebrynn's blast finally take down the cleric, the latter slamming her up against the hard ceiling before she comes tumbling crumpled to the ground, leaving you apparently alone in the room.

A search of her body reveals a number of scrolls cure serious wounds, three scrolls of restoration, anda scroll of sending, plus magical arms and armor +1 chain shirt, +1 rapier, among other things headband of inspired wisdom +2, ring of protection +1, silver unholy symbol of Hastur, and 400 gp worth of powdered diamond.

In addition, she has a large tome, easily 500 pages and 10 pounds, in a strange language that none of you can read. The book has pictures of strange creatures and radiates magic it is a spellbook, among other things.

You can also find one shiny new level for each of you.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Status:
HP: 43/43 (-5hp negative level not included) AC: 18 (f18/t9) (-3 from dex drain included)
Weapon Equipped = Longbow
Cold Iron/Silver Blanch Arrows = 18/20
Cold Iron/Ghost Salt Arrows = 20/20
Conditions = Negative Level, -6 Dex (drain)
Scimitar: Attack: BAB +3, Str +4, Magic +1, Focus +1, (Power -1) Damage: Str +4, Magic +1, (Power +2) Crit: 18-20
Ranged: Attack: BAB +3, Dex +1 Damage: Str +4
Blessings (3/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (1/4, su, sw, DC 14, 2d6)
Sacred Weapon (1/5r, su, sw, +1)
Pearl of Power (0/1, first)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person

Kyffin, quite winded, takes his time recovering from the fight. When he’s fully caught his wind back, he whistles, ”Damn priests.”

(Are the restoration scrolls the 1,000gp negative level removers I hope? We have some of those to purge in the party.)

Wounded, he takes out one of the wands of healing, ”I think we need to fall back once more before we can finish what we’ve started here. But in case we find some trouble above, folks should top up… at least a bit.”

For himself, he takes a pair of charges.
CLW: 2d8 + 2 ⇒ (6, 7) + 2 = 15

(As usual, heal yourself and I’ll track charges.)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You believe you've cleared out all of Iris Hill as far as you can tell; and, yes, the scrolls can restore negative levels.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

At the conclusion of the fight, Tristain slumps to his knees, his wand clattering to the floor. He slowly sits himself against the wall, his head bonking.

*bonk*
*bonk*
*bonk*

He rhythmically for a while as he recovers his wits.

*bonk*
*bonk*
*bonk*

And slowly, the bonking slows, and Tristain looks to see how his companions fare. He gets to his feet, picking up his wand and moves to the dead, looking down upon the death and destruction that they have earned.

Slowly, he will recover more and enough to identify the magic items and scrolls, handing them off when they are identified. Each is handed away between blubbers and sniffles as Tristain tries to keep himself together.

Eventually, Tristain pulls up the heavy book and again wishes he had read magic so he could learn from within, but he doesn’t and doesn’t.

”What’s that Kyffin? Did you want to rest? We can find a quiet place to rest, can’t we? Then we can burn this entire place to the ground, right? That’s what we should do. Burn it all down.”


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

As soon as the combat ends, Al moves to BK and wipes the last of his daily dirt upon him.

Dirt On It: 3d6 ⇒ (6, 3, 3) = 12

"Boy, you seem awfully calm for seeing my other form for the first time." Al wonders if Tristain's mind has finally broken. "The other's have seen this form, I know it's something strange, but my soul ain't changed a bit." When Tristain seems unconcerned, Albert relaxes a bit and turns his attention to the manual. "Careful with that, does it say written by Al Hazred on it? Remember what I told you about them manuals, they can do this to you." Albert points to his Not Albert self as evidence of the evils of instruction manuals.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

"Yes, I want to rest, and I sure don't want to do it here. Sarenrae only knows what might come crawling out of the woodwork. I'd not get any sleep here and that's a fact."

He looks at Albert, "I think our minds are, perhaps, a bit broader from our experiences. Uh, are you in fact the Albert we've known these last few days? 'cause ain't none of us the same person we were before that - so that's all that matters to me."

Fundamentally though, he doesn't know what to think, and so he tries to just shut it out.

Instead, he holds up the scrolls, "I'll take one to remove the taint from that earlier fight. Didn't someone else need one as well?" he looks over the others, forgetting who also lost a level. He'll read both scrolls now, one for himself and one for the other.

Caster Level Check: 1d20 + 6 ⇒ (3) + 6 = 9 vs DC 11
Wisdom Check for failure: 1d20 + 2 ⇒ (8) + 2 = 10 vs DC 5

Caster Level Check: 1d20 + 6 ⇒ (1) + 6 = 7 vs DC 11
Wisdom Check for failure: 1d20 + 2 ⇒ (5) + 2 = 7 vs DC 5

Caster Level Check: 1d20 + 6 ⇒ (1) + 6 = 7 vs DC 11
Wisdom Check for failure: 1d20 + 2 ⇒ (15) + 2 = 17 vs DC 5

Caster Level Check: 1d20 + 6 ⇒ (16) + 6 = 22 vs DC 11
Caster Level Check: 1d20 + 6 ⇒ (5) + 6 = 11 vs DC 11

He has a miraculous run of bad luck before getting himself together and successfully using the scrolls.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Shakily, as Al tends to Bloody Knuckles, Tenebrynn walks over to Melisenn's crumpled form and looks down at her for several long moments. "I think it's a mercy I don't remember you. And now the world won't either." She glances back to Kyffin, "I feel a little weak, but it feels like the kind of weak a good night's sleep in a bed can fix."

She pokes around Melisenn's body, freeing it of any valuables. Then, she has an idea, but the look on her face instantly reveals how she wishes she hadn't shared it. "Don't you want to look at that big library, Tristain? Burning it seems like a good way to not find any other answers or clues to this horrible riddle we all woke up to."


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

BK springs to his feet, all rage and action. He stares at the body, then he seems to shrink down to Heinrich aagin. Heinrich lets out a huge sigh and nods at Al. "Thank you, Al."


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

As Heinrich transforms so does Al. His gray flesh stretches and pouches and the old farmer's shape appears again. "This whole business ain't right. We should pack up that whole dang library and then limp back to town." When Kyffin starts chanting from the scrolls Albert relaxes a bit. "Ah, that's what we needed."

do we need all 3 for the dex damage, didn't Kyffin, BK, and Albert all get hit by that thing? and the negative levels will heal with rest


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

What? I thought we already...what we didn’t? Are you sure? Tristain is already broken enough...this ain’t gunna be good.

Tristain shakes his head, still not looking at his companions because his head had not yet cleared. As such he fails to even register Al’s natural shape, nor his transformation.

”You gunna be okay there, Kyffin?” Tristain slowly adds as he recovers.

* * *

Tenebrynn wrote:
"Don't you want to look at that big library, Tristain? Burning it seems like a good way to not find any other answers or clues to this horrible riddle we all woke up to."

Tristain slowly nods, still thinking of the massive pyre this entire place should be.

”Yeah, of sure, we’ll get the books out. And some the better fixtures, but this entire place should burn. And whatever unholy evils within should burn too. Only way to clear this place for good...first let the flames have it, then the sun to bleach the burnt timbers.” Tristain watches Kyffin struggle with the scrolls thinking that he could be helping...if only he could.

He bonks for a bit longer, then will help gather things of interest and head back to town.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn shakes her head and shrugs, wondering if Tristain had served as Lowls' number one arsonist before whatever it was that robbed them of their memories.

So, near as I can tell, we have a missing priestess (Trilliss), an out-of-town or perhaps also missing Magistrate, and Accuser Omari still unaccounted for? Did we find these people and I don't recall? I think Tristain's Mayoral Bell or Stamp or whatever is maybe evidence that the magistrate came to a bad end?


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

I did some research, and the negative levels (link) that I at least suffer under, doesn't go away on it's own. I might get a save after 24 hours. Fail, and I'll use the scroll, succeed and I don't need to.

Negative Levels and Energy Drain wrote:

A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.

Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.

So just in case.

Fort: 1d20 + 10 - 1 ⇒ (1) + 10 - 1 = 10 (neg level)

DM, please let me know if I need to use the scroll for tracking. I assume I do. :)

- - -

Kyffin walks back to town. He goes back to the inn, and curls up in bed. He's never felt worse...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You do, Kyffin.

In addition to the mayoral stamp, you found a cracked holy symbol of Pharasma such as might have been worn by a priestess. In the crypt, you found a body laid out in the outfit of a royal accuser.

Tristain also spent much of a day looking through the library. It's understandable Tenebrynn doesn't remember, though, as she was pretty miserable and gray during that time. That said, you might want to reread that section.

You can make it back to the center of town without incident, though you do get some strange looks thanks to your blood- and gore-stained clothing. People shrink away from you in fear and/or horror.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

"Okay, we return to town. Eat food. Get cleaned up," Tris checks the things off his fingers, trying to make a plan. "Eat more. Sleep. Eat again. Then we come back here with some room in our packs to do some good research and then burn this place down when we know what we need to know, you know?"

Tristain looks around to see if others agree with his excellent plan.

"And we have so many things to sell, too!" Tristain realizes as he walks back to town. He looks forward to a bath and some quiet, private head bonking.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

I've updated the treasure spreadsheet. I've got most of the stuff ready to sell, but left a few things off that I thought folks might want. Also, Tennebryn is pretty far back compared to the rest of us, so I'd like to give her a little extra loot this time around. Let me know if you don't want to do that. Also let me know if there's anything you want from the pile.

In the morning, feeling less s!$@ty, but still not totally there mentally, Kyffin takes his time over breakfast. He takes a few items out and tries again to identify them...

Scrolls
Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19 vs DC 23

Wand
Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13 vs DC 18

Weird Object
Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14 vs DC 20

Large Spellbook and…
Spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20 vs DC ??

He’ll then pass them around to see if anyone else can figure out what he missed.

After finishing his meal, he sips at his coffee. ”So, let’s head back out there shall we? One more sweep, just to be sure. Then, well, I’m not sure what’s next after that. Clearly there’s rot all the way to the top around here. I just don’t know where to turn.” he looks morosely into his black drink.


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert sleeps like the dead, but snores like a dragon. In the morning he's feeling much better...

Fort save for neg level: 1d20 + 7 ⇒ (3) + 7 = 10

...but still isn't felling his best. "Ain't no sense in lollygagging about, let's keep poking through that estate, we must have missed something."


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Tristain tries to help Kyffin identify the loot, offering his own impressions on the items.

1d20 + 13 ⇒ (14) + 13 = 27 Spellcraft - scrolls (but Tris now has Read Magic if necessary)
1d20 + 13 ⇒ (2) + 13 = 15 Spellcraft - Wand
1d20 + 13 ⇒ (10) + 13 = 23 Spellcraft - Weird Object
1d20 + 13 ⇒ (15) + 13 = 28 Spellcraft - Spellbook (w/Read Magic)

* * *

”Yeah, I’d like another crack or two in that library. Maybe pack a picnic or two as well,” Tristain says as they plan out next activities.

Al, is there something we can do or buy to help you? Happy to help sell the loot too.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Status:
HP: 43/43 AC: 21 (f18/t12)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 18/20
Cold Iron/Ghost Salt Arrows = 20/20
Conditions = None
Scimitar: Attack: BAB +4, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +4, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (5/5, su, sw, DC 15, 2d6)
Sacred Weapon (6/6r, su, sw, +1)
Pearl of Power (1/1, first)
Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Bull’s Strength, Burst of Radiance, Hold Person

(Where is everyone?)

Kyffin will use the second scroll on Albert, negating his negative level. He's pleased at Tristain's identifications, and notes the strange object that lets them speak with the dead. "This could be useful. Anyone want to take charge of it?" He worries it's a bit too brittle for him to carry into battle.

"Picnic?" he wonders at Tristain's sanity, not for the first time...

From the loot, he'll take the headband of wisdom. He's ready to sell the rest if no one wants anything.

He suits up feeling better, and heads out to the house.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm wondering the same thing. Not sure if people are frustrated/unsure what to do next?

The house is mercifully empty now, only bloodstains and corpses to mark the mayhem that occurred here. A thorough search reveals nothing you hadn't found earlier.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

As the others settle into the library to dig into the various tomes, Tenebrynn manages to help for an interminable five or six minutes before she huffs in boredom. "I'm pretty sure I remember something about Lowls and a trip to... Cas... Cas... Cas-something. Cassiopeia? Castrovel? Cassowary? Casablanca?" She stomps her foot in frustration and sudden gusts of wind shoot out from beneath her foot on either side, pulling a few papers and parchment from her friends' hands and up into the air.

"I'm going to go look around, but not at those mind-talker things. I hope they've left, they were creepy." Tenebrynn sets off to further explore the Iris Hill estate and poke her nose into all its elder-thing-free corners. When she comes upon the ambered man again, she zips back up to the library, "Hey, remember that guy trapped in that magic snake amber stuff Tristian recognized? Have we found anything that could help him?"

We found a map that traces a route ultimately to Katheer, where the freakin' Necronomicon is presently kept. The route makes many stops along the way, but one worth noting is in Cassomir, where Miacknian Mun, the man Lowls has been consulting with, apparently lives.


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

Sorry guys, trying to prep for GenCon and a federal grant application has eaten my mind. Might be a bit spotty for July.

Heinrich flinches when you search. "I dislike this chase. Too much has been taken from us. Perhaps if we headed to Casomir and retraced our previous steps, that would offer us further answers. Clearly Lowls owes us an explanation, at the very least, though I fear what dark powers he's consorted with... and who we may have aided him in consortation."


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Kyffin finishes searching the house once more, just to be sure. He's jumpy the whole time, and works hard to try and calm himself, but it frays his nerves.

When Tenebrynn reminds them of the trapped man, he says, "Oh, right! Damnit, I forgot about him. I wonder if a Dispel Magic would do the trick. I don't have that ability myself, but might get lucky with a scroll, though I'd have to get very lucky I suspect. Might not be worth the expense."

(Did we figure out what it was? If we failed our rolls, we've leveled up since, so he'll study him again.)

Kyffin casts Detect Magic and tries to work out what magics hold the man in place.

Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25

Regardless of what he learns, he agrees with the others, "Yes, Casomir seems our next stop. Let's see what we can do for this fellow, then sell what gear we've found and buy what we can. What do we know of Casomir? Maybe we'd be better served selling and buying there..."

Knowledge Local: 1d20 + 6 ⇒ (10) + 6 = 16

(I'll divvy the treasure with my next post, assuming we can at least sell things locally. Let me know motteditor if that's a problem.)


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Tris is content to read and re-read whatever is in the library. He takes notes and then compares them with Tenebrynn's squigglings.

"I think, if we care, we should follow Lowls to Xer, then to see the Winds of Cassomir, or whatever it's called," Tristain agrees, but still spends the day in research.

Is there a check to learn anything new or re-try or learn the info from the Know (Geography) check from this post?


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert is generally helpful, though not nearly as studious and the others. By the late afternoon he's napping soundly in the library while Tristain studies diligently.

geez, I totally didn't understand the rules on claw attacks and multiple attacks by BAB, built Albert all wrong. May Al nab from the loot the amulet of natural armor +1, the ring of protection +1, and the rapier +1. We should also save the noble outfits and some jewelry for going to Cassomir, so we can look fancy and get into swanky places if needed

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You suspect the man is trapped by a magical trap that encased him in amber. It will release him after a number of days, but how many is anyone's guess it's a sepia snake sigil, so you could try to dispel it or just wait.

You can sell things locally, Kyffin.

Tristain, you're still not sure about those locations, but perhaps asking someone else in the town might work. There is a detective agency where you've made a friend. It occurs to you you might want to let her know more about what you've discovered and maybe she can help you unravel some of this mystery -- she is a detective, after all.

Note that I'll be at a wedding this weekend, probably not back to post until Monday (though I may sneak one in tomorrow still). I can also say there are some other hints/clues/important bits in the details of your exploration of the manor. If you don't pick them up (since I realize it's been months in real time), I can try to make them a bit more obvious.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Scouring the gameplay thread and linking to posts is a whole lot more pleasant when not on a phone. I’ll give it another pass tonight. At present, I’m still totally in the dark about those monoliths in town and the 3rd one in the manor basement.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Tristain takes the good books that he likes outside, piling them someplace where they won’t burn. He will help remove anything else of interest from the building as well, intending to burn this place to the ground...with all the evils inside it.

”You know, we should go back to the Detective Agency to see if they can help us figure out some of these scraps of information. I don’t remember much sometimes, well, all the time, but we need more answers.”


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Kyffin sells off a variety of things throughout town. He has several purchases to make as well, and inquires here and there about availability (more on that in another post).

Party Divvy!

OK, everyone gets 4,656gp and a nobles outfit in case we need to go somewhere posh. There's only one or two items of jewelry, so we're better off selling them, and individually buying the signet rings (5gp) and jewelry (100gp worth) that are required to make the nobles outfit work.

Kyffin sighs resignedly at the suggestion they return to the detectives. He didn't like them much, but any port in a storm. "Yeah, OK, sure. Let's go tell the Agency what we know. Maybe they'll have some useful information to fill in the gaps."


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Kyffin does a little shopping of his own, and tries to come away with the following:

Gold ring with jade stone (60gp) & Heavy, brocaded, gold chain (40gp) (100gp of jewelry for noble's outfit)
Signet ring (5gp)
Handy Haversack (2kgp)(5#)
Potion of Water Breathing (5) (750gp)
Potion of Fly (5) (750gp)
Javelins x3 (3gp)(6#)
Ensorcel my buckler to +1 (1kgp)

Total spent, if everything is available at short notice, 4,608gp

Motteditor, please let me know if any of this is unavailable. Thanks!

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That's fine; all of that is available.

Your search of the house does eventually bring you back to the strange obelisk in the basement, which you now have more time to investigate. They emit a faint aura of conjuration and transmutation magic, and you suspect they have some sort of transportation effect, though you're not sure exactly what. As you investigate them, you hear a slight susurus, almost like whispers in your mind.

--

Cesadia seems deeply concerned as you lay out what's happened over the last several days.

"Then it sounds like you've found what happened to Omari and Trilliss. Damn, she was a fine priestess and the town will miss her. Though perhaps your efforts will mean we don't need her services as much," she says, shaking her head ruefully. "I think we can assume Magistrate Padgett hasn't actually left town. I suppose it's possible he was aligned with Melisenn and was in fact sent somewhere, but ... that doesn't seem like him. I would guess he encountered one of those horrors you dealt with and wasn't able to get away. Whether he was eaten or left in a shallow grave somewhere, well ... Either way, there's not much we can do."

She sighs.

"I suspected before I misjudged you all, but this merely confirms it. I apologize again, and if there's anything more I can do to help, please ask. Occult lore isn't my specialty, but maybe I can help you put clues together -- that is something I'm good at -- and I do have agents all over the Inner Sea who might be able to tell me more."

Assuming you take her up on her offer of help
She seems intrigued by the travel trunk you found, pointing out that not only did it have additional magical protection, the titles in it were mentioned in Lowls' checklist of equipment and supplies, and in Macknian Mun's letter to him. She doesn't know what they might mean, but wonders if there's something more to be found in there, or even more clues to what Lowls is up to.

These notes, she says, seem to point to his dreams. And mention five companions. "I know you were not one of those five, Al, and that he's dead, but the rest of you ...

"I think you need to keep chasing him to find out what he plans to do, since clearly his journey isn't just in his dreams," she says. "I can arrange ship passage to Cassomir for you, if you want. Perhaps to help make amends for my suspicions? I have a friend who's a captain who's due here shortly. Maybe you can find Lowls, or this Mad Poet, and figure out what exactly is and has happened."

As for the star stelae, she can't tell you much. If they're linked to Zandalus and the asylum, as you were, they might have some bigger role to play. It seems from the notes that he's perhaps looking for this place where there are more of the obelisks?


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M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

That is a really good and important post, Motte, thank you. OMG, that is a good dump. Quality #2, Motte, you should be proud.

Tristain compares notes with Cesadia, avoiding sniffing her hair or anything weird while they are looking through trunks and the books and notes.

"Do you know anything about Xer, Cassomir, or Katheer, Cesadia?" Tristain asks totally non-awkwardly.


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert finds himself feeling better over the next few days as the negative impacts of the unholy creature fades from his body.

"All sorts of things creeping about under folk's noses it seems. This Lowls fella has some answering to do."

Al looks for one item in particular, though his gut tells him he won't find it until Cassomir.

Al searches for an Elven Curve Blade and plans to enchant it once he finds it. Plan is to switch to a 2 handed weapon style that takes advantage of the dex build since the claw attack path is a bust. Kyffin, you can have Al's buckler +1 and save your gold.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

(Thanks motteditor - both for the purchase approval and the most excellent summation!)

Kyffin reluctantly accompanies the group to the detective agency. He mostly listens as others talk. He’s even more reluctant to accept aid from them, but after all that’s why they are here. And it’s not like they’re enemies

”We can spend some time pouring over the books on the trip. Thank you graciously for offering a ship. That will both expedite matters, and give us the time we need to prepare for the trials that surely lie at the other end of the journey. When can we meet this captain? When do they depart?”

He spends the rest of the day busying himself with his purchases. He shops a variety of places to get all he needs, but by sunset he’s ready to go.

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Cesadia shakes her head.

"I'm afraid geography was never my strong suit," she says ruefully, "though I'm sure we can see what our records indicate." Assume you can get enough to read the spoilers -- you'll need to keep searching if you want more than that. Or take some ranks in Know (geography).

She nods at Kyffin's thanks.

"She's due into port in a couple of days," Cesadia says. "I can offer you lodgings until then, if you need or want. I'm not sure when the captain will set sail again, but I assume it won't be too long after she arrives."

1d100 ⇒ 50
There is no elven curve blade here, Al.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Reprinting the notes:

Know (geography) DC 15 (to know about Xer):

Xer (pronounced ZER) is an important port on the banks of Lake Encarthan and the Glass River. It serves as one of the two main ports for all Razmiran, and much of the trade goods that flow from across the lake are funnelled through Xer. The importance of Xer means it is tightly controlled by the priests of Razmir, who collect tithes from every business in Xer—since anyone who lives in Xer must be a worshiper of Razmir, they collect from everyone.

Know (geography) DC 15 (to know about Cassomir):

Cassomir is located at the mouth of the Sellen River, and is the second largest settlement in the empire of Taldor. It acts as a major trade city, and through its ports enter goods from the Inner Sea, as well as from nations to the north that utilize the Sellen as a trade route. Cassomir is also home to the greatest of Taldor's imperial shipyards, even though the majority of the fleet itself is stationed in Oppara.

Know (geography) DC 15 (to know about Katheer):

Katheer, also known as "Glorious Golden Katheer", is the capital city of Qadira, and serves as the seat of power for the Satrap Xerbystes II. The city is the center of trade for goods to and from the distant Empire of Kelesh, as well as from throughout the Inner Sea. Each day, ships arrive from and depart for the major trading ports throughout the Inner Sea region, including Quantium, Absalom, and Katapesh. Katheer is also renowned as a center for learning, and contains dozens of academies of mathematics, philosophy, and healing.

Tristain looks at Cesadia, totally not picturing her naked at all, and then goes back to his research.

"So, we have a couple days to kill, huh? Well, there is plenty of reading and research to do."

Over the next few days, Tristain's plans include resting and recovering from the recent horrors, buying and selling of loot, cleaning out the manor, burning down the manor and all the evils within.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

"Yeah... We might just have to learn as we go. I don't remember my past, let alone anything useful about these places. Do you think there's someone in town we can learn this from?"

Kyffin will spend some time the next day hunting for a geography nut he can question. Mostly he's drifting from one bar/pub/cafe to the next. He's trying to relax after such a harrowing few days and weeks as much as anything. His questions are methodical, but often asked without really listening to the answers.

He's looking for an expert in Geography in the town.
Gather Information: 1d20 + 0 ⇒ (11) + 0 = 11 Hours: 1d4 ⇒ 2
Gather Information: 1d20 + 0 ⇒ (15) + 0 = 15 Hours: 1d4 ⇒ 3
Gather Information: 1d20 + 0 ⇒ (18) + 0 = 18 Hours: 1d4 ⇒ 1

If he finds someone, he'll press them for information about Her, Cassomir, and Katheer. He's happy to pay a few gold for their time of course.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

At the mention of taking a boat, Tenebrynn offers, "Didn't you guys say there was transportation magic all woven into that monolith below the manor? Maybe there's another set of those weird stones where Lowls is headed and we could beat him there!"

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Unfortunately for Kyffin, he's not able to find anyone who can tell him much more than the basics that Cesadia was able to provide with the resources of her Sleepless Agency. He's sure someone must know more about these locations, but they don't seem to be in Thrushmoor.

Cesadia shrugs at Tenebrynn's suggestion.

"I imagine it must be difficult to use. Lowls had access for however long and that's clearly not how he went on his journey," she points out. "I'm not sure we'll be able to figure it out if he couldn't."

Going to hold off on advancing you to the ship if you want to explore more about the monoliths, or do anything else. Let me know when/if you're ready to go.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Tristain will spend a day using his tremendously troubled noggin to good use: reading and trying to interpret things in the library.

1d20 + 5 ⇒ (2) + 5 = 7 Int check (unless there is a specific skill, most are +14)
1d20 + 5 ⇒ (6) + 5 = 11 Int check (unless there is a specific skill, most are +14)
1d20 + 5 ⇒ (16) + 5 = 21 Int check (unless there is a specific skill, most are +14)

While we wait for the boat, are there any avenues of research that we are missing, Motte?

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You could potentially study the star stelae in person, but other than that, I think you've exhausted your options here.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

"Sure, that's a good idea Tenebrynn, but how do we activate them?"

He'll spend one of his days investigating the monolith.

He'll switch up his spells that day to cast Detect Magic, Comprehend Languages for any runes and the like, True Appraisal because why not, Locate Portal to make sure it is a portal of some sort, and, finally, Augury.

”Oh lord? I don’t, uh, usually do this sort of thing. I, ah, don’t see our relationship as this, well, personal, if you know what I mean. Well, I’d best get on with it then. Sarenrae, could you please tell me, what will happen if we should figure out how to open one of these portals? Will it be good for us to step through, or bad? I, uh, yeah, well that’s it. Thanks my lady.”

Kyffin looks to the group nervously, ”So now what?”

(Motteditor, what rolls would you like for researching the obelisks? Not sure I can do much but the spells I’ve listed above.)

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Spellcraft; I can give you a bonus for all those spells and the time spent.

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