Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Kalim:
It is very interesting. There are two deity-like level spells enchanting the holy symbol. You wonder if Dispater himself or one of his highest generals enchanted this item. .

You recall Duncan did tell the group that he asked Dispater for a comparable magic item to replace the vicious dwarven waraxe.

This holy symbol is now linked to Duncan through his bloodline. It has two functions:

Divination: He can see invisible creatures permeantly.

Abjuration: He has the ability to break enchantment once per day. This ability can not be used on this item or on Duncan. It is an automatic success, no save required.

Unfortunately, it does come with a curse. The holy symbol needs to be within 2 feet of Duncan at all times. He also hears his son's weeping soul every day at his prayer time and there is 1d4 chance each day that he does not communicate with his goddess because of his son's tormented cries. 1 is a failure.

"D...d...da...dad...why did you leave meeeee. sniffle, sniffle. D...a...d, I tried to forgive you....but you were always gone....fighting another's battle. W...w...why did you leaveeeeeee me hereeeee.


Evil GM

Duncan you hold the holy symbol out for Kalim to inspect and cast his spell.

Duncan:
You hear your son's weeping voice in your head.

"D...d...da...dad...why did you leave meeeee. sniffle, sniffle. D...a...d, I tried to forgive you....but you were always gone....fighting another's battle. W...w...why did you leaveeeeeee me hereeeee.


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AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Oh, my. Oh, my. This is extremely powerful, and costly as well. This is straight from Dispater or a top aide. First the good news. You can now see anything invisible. Permanently. And you can break even mighty enchantments with ease. However ...you must keep it within 5 feet at all times. And your prayers ...will become rather less pleasant."


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Read my spoiler thing for mechanical details. It's a dozy, man.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"A relic crafted by a Devil Lord, given in contractual exchange for the weapon crafted by a Demon Prince? I am pretty sure we are living in a Saga, and our song-spinner has gone missing. And now I would very much like a stiff drink."

Karnog sits down on some rubble as Kalim reveals the extent of the symbol, thinking through the repercussions.

"We need to go and slay this dragon. That is a certainty. But I would feel much more confident if we can tailor our magic to defeating it. Although this newfound means of seeing invisibility should prove quite valuable."


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Negating his many magic items is key. I have a nasty feeling about them. I've had to eat my own spells before and it ...I cared not for it. Without them he is just meat and blood. Very powerful meat and blood, but still. Also we must reinforce Desmond's will so he doesn't run away. No offense."


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"I again wonder about an anti magic field, perhaps in his hoard? If only King Grungsdi was here ..."


Evil GM

Have you all decided on what you are doing next?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

25% Chance to have no spells on a given day? Just spells? Do my blessings and Smites, and other SLA's renew regardless or do I lose EVERYTHING??

Duncan feels a well of sadness within him and he was unsure if it was legitimately Grimm he could hear or simply the Devil's magic creating and illusion of such.

He it pained him horribly, but he oddly felt the connection to his sons soul.

Better the devil you know?? The trade was for a goodly weapon as part of the first bargain which we never agreed on. This is a freebie Dispater tossed in and not governed in the second agreement. The devil is not without a sense of humour......

He closed his eyes and replayed the encounter in his head. Dispater had his son's soul and was now tormenting him with it.

We need ta kill that dragon. So let's rest up in Karnong's hole. Then we'll set our selves ta task. If I miss me spells, I'm still a Dwarf Fighter O quite a bit of skill with powerfully enchanted Armor an weapons.[b]

He looked at Karnong. [b]Might need yer help me friend. If we can find Grimm's undead remains we can reincarnate him. That would return his soul to his body and probably break the curse on the item.

The dwarf steeled his gaze at the price the Devil had tricked him into paying.

Rest in Karnong's hole. Then, the dragon


Evil GM

Duncan your meditations or prayers are interrupted for your spells. As you devote the necessary hour in quite contemplation that hour is interrupted by your son's tormented voice through the link you have from Grimm's holy symbol. You hear the voice, which is your son Grimm's, clearly. Other's do not perceive the voice. His wretched tormented soul cries out to his father.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
baldwin the merciful wrote:
Nym Omriwin wrote:

Nym detects magic concentrating the full amount of time to gleam as much as he can.

Make a spellcaft check and if you have identify you're going to want to use that +10 bonus. If you don't have spellcraft and identify you're just going to get the info under Duncan's spoiler.

spellcraft: 1d20 + 11 ⇒ (8) + 11 = 19

"That is quite powerfull. I am not able to tell its full potential."


Evil GM

Are you going to teleport using one of Kalim's altered realities spells to a location somewhat near the dragon's location? then create the hole there? because of the dire nature of this encounter, I just want to make sure everything is clear. If so, are you doing anything before departing on the journey?


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

I'll leave the big magical details up to the others. Desmond will make sure the following buffs from magic items are active on himself before they drop in:
Invisibility
Reduce Person
Fly
Freedom of Movement
Antitoxin Vial


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Nym will also leave that decision to the others but before going into combat will cast his buffs:
Shield
Blur
Stinskin (if no one does the communal)

Blink on stand by to cast [ooc]
[Ooc]
Also realized i hadnt picked up my spell last level.

After close watch and study of Kalim's reality altering magic Nym gives it a try and is successful.

Picked up limited wish


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

I'd say we hunker down near town, ideally so we can intercept the dragon if he comes back. In the morning we can re-prepare, have a heroes feast, and get to lizard stomping. But I am willing to relocate our hidey hole to the island if others feel better about that location.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Being near town would be good I think. If the dragon attacked in the night and just leveled the whole town that would be pretty disappointing.


Evil GM

You know the area well and can find a suitable location for the bunker. Are you taking watches or just getting a solid night of rest?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan has a wand of KEEP WATCH which lets a person stay up all night and still get the benefits of a full night's rest.

Keep Watch:

School enchantment; Level inquisitor 1, magus 1, paladin 1, ranger 1, sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range touch
Target one creature touched/2 levels
Duration 8 hours or less; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.

The subjects suffer no fatigue and gain all the usual benefits of a full night’s rest.

The subjects gain hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put them to sleep, such as sleep or deep slumber. Any vigorous activity, including fighting, immediately ends the effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to avoid fatigue and gain the benefits of a full night’s rest.


Duncan would use the wand to allow the others to get a full night's sleep. He will try his Prayers in the morning after everyone has rested. Even if they are interrupted he can use the wand again to regain the benefits of rest.I don't think Duncan would want to chance having a dream at the moment and since he can permanently see invisible he's now the best watchdog.
Check to lose spells: 1d4 ⇒ 4
HUZZAH! I'll post a prebuff list in an hour or so. I gotta get ready for work now.


Evil GM

Duncan:
"d...d...D...Dad are you there? Whhhhhhyyyyyyyyy. You had a chance to help...to save me...but your didn't. Why?" There is strained pain in Grimm's voice but you are able to focus on your prayers.

Duncan from Iomedae:
"He is tormented and you had a choice, so your son suffers for eternity." The message lingers and you sense her disappointment but gain your spell for the day.

Make sure you post this item your sheet along with what I mentioned it did.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Char sheet updated. Duncan will start the day the Greater Magic Weapon Cast on his [ooc]Char sheet updated. Duncan will start the day the Greater Magic Weapon Cast on his longsword (16hrs duration)

Duncan finishes his prayers and is relieved that he had not lost his goddesses favor when he delt with the Devil, though she was dissappointed. I don't understand me Goddess, ye told me his soul could not be saved at me last communion wit ye? He is bein'g punished fer murders and crimes he openly admitted and in the intrest o nothin more than war for wars sake. Me heart bleeds fer me choice, but cannae there be any chance o redeemin him? Or even if there is not, do I not as a father at least need ta try...

Duncan was so tormented with what was happening for him personally against the larger goal (which was no doubt, something Dispater was enjoying. While they were aligned in wanting to stop Orcus, the devil was still wanting a price paid for the restriction on his use of the Axe, apparently)

As he was preparing to list his asked for spells for the day he looked at the Holy Symbol Carried by his son, for perhaps a hair or bit of skin?The item was spikey so maybe?If any of Grimm's hair or skin is on the symbol, Duncan will ask for a Resurrection spell. If none is seen, he'll ask for Cold Ice Strike
Duncan reaffirmed his decision to try and find what remained of Grimm's undead body if it was even still animated.
If he could resurrect his son, Grimm's soul would return to his body. Then he could at least give him to the Imodean Church for a fair trial and their punishments were likely far less severe than Dispaters.
If he was executed at least his soul would go to it's rightful place with the god Grimm legitimately worshipped? Perhaps the whole ordeal could help the boy see his way back to the light?

It was nearly breaking him. And he still had a Dragon to fight today... (16hrs duration)[/ooc]


Evil GM

Duncan you do not see any DNA evidence on the cross.


Evil GM

The night does go by uneventfully and you all wake up refreshed. Duncan is sitting there stoically with a pained and troubled expression on his face, he does look ready for battle.

Duncan, I figured you'd be contemplating your prayers.

What is the group going to do or prebuff.?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan will have cast Defending Bone and Greater Magic Weapon as soon as his prayers are finished. Both are good for 16hrs.

When the others arise Duncan takes a moment to explain a tactic to them.
We're gonna bleed today. Maybe alot. So we need ta get close enough that we aren't noticed and our protective spells ta be up right from the git go. I can cast Resist Energy on all of us. Karnong, I've a sacred bond spell that will let you and I heal each other at a distance if we both wear this bracelet.Both spells last 160min

If we can get close enough I can even Cast a life pact on all of us which'll automatically steal a tiny bit O yer life from each of us to keep somebody from actually dying if ye were ta fall. I'll be honest, that's probably most useful Fer me but It'll mean I'm the one bein' chewed and not yeselfs. I also got a spell that'll make ye stronger the closer ta death ye get. Plus the normal Blessing of Fervour.

Asking for later if everyone is will to be a battery to keep the melees up. Read life Pact in the SRD. Sacred bond will let Karnong and I heal each other at a distance. This is mostly because if Karnog goes down the fight is over, so I'll sacrifice a Full Attack to keep him up, Since Duncan can Swift buff and cast a Heal spell as a standard in the same round. Otherwise I'll be smiting.

My prayers can keep the fire at Bay, but I ain't an offensive mage. I'll stick ta me sword. The Wizards will have to handle the fancy stuff. Oh, and Sneak, I got a protection from Evil and a Remove fear in case ye get controlled or Wet yeself.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond is totally fine with life pact.

Desmond grins. "As is inevitable to happen. I will have flight and freedom of movement. If possible haste would be really good too, we have to mitigate the mobility disadvantage against a dragon."

"And if we survive this I'm definitely telling everybody I f!~&ed the dragon's daughter."


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Been a bit distracted due to current events. Should have a post up this PM, and updated spell list/ongoing buffs


Evil GM
Karnog Kegmeister wrote:
Been a bit distracted due to current events. Should have a post up this PM, and updated spell list/ongoing buffs

I completely understand. No rush.


Evil GM

Duncan enumerates his protections and abilities while Desmond listens intently. Both somberly recall yesterday's ordeal. Plus harsh reality sets in - Aragnak knew they were coming. Surely this was a fools errand.

Waiting on Kalim, Nym and Karnog to post.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person
baldwin the merciful wrote:
Duncan enumerates his protections and abilities while Desmond listens intently. Both somberly recall yesterday's ordeal. Plus harsh reality sets in - Aragnak knew they were coming. Surely this was a fools errand.

Which was, of course, the greatest reason Desmond had to continue.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
Nym Omriwin wrote:

Nym will also leave that decision to the others but before going into combat will cast his buffs:

Shield
Blur
Stinskin (if no one does the communal)

Blink on stand by to cast


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

All set with spells. Ongoing magic when we teleport: Ant Haul (16 hours, hero's feast (includes everyone for 12 hours). Other than some extra protection type magics and an additional Summon 7 and Breath of Life, spell list is pretty standard for Karnog.

"Okay, lads. This is gonna be one hell of a slobber-knocker fight, so we have to watch out for each other. And try not to let that overgrown flying lizard catch us in a big breath attack, eh?"


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Then let's even the odds and everyone come here now. I'll cast me longer prayers now. We'll have only 16 minutes for the shorter ones, and considering the range of a dragon's powers I'd rather arrive ready to go. Once I'm done casting. Ye port us right to the spot and we hammer right to it. Mage, save yer Teleport till me celestial shows up.
Everyone else should cast their buffs concurrently, if you want to prebuff
Duncan will cast:
Overland Flight in himself (From his Celestial Armor) 5hrs
Sacred Bond (Between Duncan and Karnog) 160mins
Resist Energy Communal (30) for 12 minutes each.
Good Hope on the whole party 16 mins
Moment of Greatness on the whole party 16 mins
Life Pact on whole party 16 mins

He'll use before they Teleport he'll use his SUMMON BATTLE COMPANION (LILLEND AZATA) and ask it,
We're bout to go kill a red dragon, make me invisible and aid us with yer inspiration. A blow Fer good today

The AZATA casts INVISIBILITY on the shining Dwarf and begins it's song. Duncan uses a swift action to concurrently cast DIVINE FAVOR as a standard and use a swift on SACRED ARMOUR power to add +2 to his Armor and 17SR.

That took eight rounds so we'll say when they arrive the min/level buffs have 15min, 2rds left and the AZATA has 9 rounds before it disappears


Evil GM

So the plan is your teleporting right into his lair is that correct?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

You mean port into a prepped trap? No. Right Outside the lair would be preferable. And AFTER Kalim has concurrently dropped a group stoneskin on everyone. Duncan's casting and instructions is only IF the whole party is ready to go with this. I am Happy for Kalim and Nym to disagree, in which case Duncan would hold off on his casting if an alternative plan is made. WE could wait out a day or even scout the entrance while the dragon stews in his lair, waiting for an attack that does not come. After all Duncan asked the Devil's to relay a message, he never said they would attack right away. They could even go for the graveyard again while the dragon waits for the attack. But if the dragon tires of waiting it might level the village in revenge while we are below ground.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Nym you may want to consider vampiric shadow shield and/or elemental body.

Current Buffs:
From Desmond
Invisibility
Reduce Person
Fly
Freedom of Movement
Antitoxin Vial
From Duncan
Resist Energy (Fire)
Good Hope
Moment of Greatness
Life Pact
From Karnog
TBD


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
Desmond Aeros wrote:

Nym you may want to consider vampiric shadow shield and/or elemental body.

already on the list but its only 14 rounds. That was why I was waiting.


Evil GM

Defensive buffs are prepared and casts are you guys doing anything else before departure for the mighty rumble?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

LETS DO THIS. GOOD, CLEAN FIGHT GM. 5 awesome dudes vs 1 GARGANTUAN RED Dragon in an enclosed cave and us all prebuffed and the dragon unawa....wait. what?

Duncan's Buffs:
GTR Magic Weapon. (+5 longsword) 16hrs
Overland Flight (From his Celestial Armor) 5hrs
Sacred Bond (Between Duncan and Karnog) 160mins
Resist Energy Communal (30) for 12 minutes each.
Good Hope +2 Morale to Attack/Saves/Skills/Damage 16 mins
Moment of Greatness on the whole party 16 mins
Life Pact on whole party 16 mins
Invisibility 7mins
Divine Favor +4 luck Attack/Damage
AZATA Inspire competence +2 Attack/Damage 10rds
See Invisibility PERMANENT
Sacred Armor +2 bonus+17SR 10rds
AZATA Battle Companion 10rds


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

I'm sure Karnog will buff me somehow so I'm waiting on that, otherwise I am prepared.


Evil GM

The group emerges from their bunker shelter having prayed, mediated, and sharpened their weapons. They have partken on a holy feast and are refreshed and ready to go...

Several suggestions have been made: 1) see silver dragon, 2) teleport just outside the lair itself to ready a few more buffs, and 3) teleport into the lair. At least that is how I've read the choices. So, waht are you actually going to do?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Per the suggestions, other than his hour/level buffs, Duncan has not cast yet.

So, I figure the dragon knows we're comin' but he doesn't know WHEN. He can't prepare a ton o'defensive magics since few spells last more than an hour or so or take a Long time to make permanent. SO, unless he's able ta SCRY us he can't know when we're comin. If anybody got that Silver's name or a way ta contact it, I say we enlist it's help fer half the hoard. Be a real equaliser if she agrees. Otherwise I'll cast me buffs and we can drop right inta the lair, but we'd be takin a chance on how long the dragons temporary magics would last, that's assuming it's pre-cast a bunch o nasty stuff, which ain't likely, again unless it's got a way ta scry us or know WHEN we are coming. It's really old so likely it's got plenty o traps and toys ta slow us down anyway, in which case I'm probably in favor o dropping right in the middle o the lair where we can at least have all our spells runnin' and less waste o time and resouces coming through the place giving it heaps more time to cast temporary spells on itslef or wear us down first.

Duncan shook his head. He hated long speeches and complicated plans.
He preffered much more direct fighting or a flanking maneuver here or there.

So. We find the silver, cast and go OR just cast and go now? Karnog, Nym, Kalim? By the way Karnog, a question fer later, but IF we kill the dragon, I'd like my share ta go towards a resurrection spell fer Grimm. That spell aint within me limits yet, but I'll pay the diamond value if ye'll cast it fer me. Would break this curse on the Symbol and might give me boy a shot at redemption or at least a fair trial by a goodly church.


Evil GM

I'm just waiting on a couple others to chime in.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"I say we 'port near the lair, veiled as Dispater's lackies. Then we sneak in anyway and feast on draconic sweetmeats. That silver dragon was more interested in judging us than actually helping. How do you think it would feel about your deal with the devil?"


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

"Couldn't hurt to ask the dragon, worst case is that it tells us to piss off."

"I say we wait until later in the day to attack, to ensure that only it's really long-term magical buffs are up and ready to go."


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Playing a waiting game with a nearly immortal being is folly."


Evil GM

Karnog and Nym what do you think? I've given people a chance to comment on tactics given the gravity of what you are heading towards.

Kalim:
It dawns on you as you begin to think about teleporting to the location that you don't really know where this place is nor do you know the layout. You were told the general location that lies 30 miles offshore, you don't know if there are other nearby islands.

the spell calls for the following: You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

Here is what Dispater's agents told you: Thirty miles offshore is the remains of an old pirate stronghold. This island controls a narrow stretch of safe water in the otherwise reef-filled waters surrounding this coastal area. The island is about two miles in diameter, of reasonably flat relief, and features a small harbor, a good supply of spring-fed fresh water, and dozens of wild goats, left behind by pirates when they were rather rudely evicted from the island by Aragnak. The island is heavily wooded, and underbrush grows thickly to within a few feet of the shore. Near the harbor is a small wood and stone fort, partially wrecked and caved in, wherein lairs the dragon."


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

"Either way. The soonerwe get this done the sooner we cam get back to ending Orcus and hopefully freeing my people."


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Ah. It occurs to me I don't know the place well enough to 'port us reliably. A vague description is not sufficient even for me."


Evil GM
Kalim Gudlavaletti wrote:
"Ah. It occurs to me I don't know the place well enough to 'port us reliably. A vague description is not sufficient even for me."

I suspect that you will want to go see Mayor and cartographer shop owner, Walter Featherton, to see if he has a map or some information about the island to clarify Dispater's agents description.

I did ask a few times if there was anything else everyone wanted to do.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

To the Cartographer!!


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"The general area seems safest. If we think we can enlist the aid of that silver dragon, I won't say no to allies, but I fear our first impression was not a good one. In either case, we will need an accurate enough map to get us ther, so Walter's shop seems the place to go."

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