The Reclamation of Zahvroma (Inactive)

Game Master Signore di Fortuna

Chapter 7: To Forge The Future Combat Map


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Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

She nods, "Yes, there is father and others of the green circle that are capable of helping to protect the city. We need to terminate the greatest threat first." Tesia says in agreement with Sadhana and Mirrin before moving forward.

Using all of her senses she tries to stay aware of their surroundings and lookout for any threats that might try to sneak up on them.

Perception: 1d20 + 30 ⇒ (18) + 30 = 48

Survival:Keep on their trail: 1d20 + 20 ⇒ (12) + 20 = 32


As the group proceeds, they find themselves in a long-disused portion of the sewers. The air is quite stale down here. A narrow, stone bridge crosses over a dark chasm and Tesia cannot see the bottom. The bridge looks quite treacherous to the druidess and several bricks falling from it confirms her suspicions. She does not hear the bricks hit the bottom for quite some time and the impact only lets out a faint echo. On the far end, Tesia sees the passage lined with fine wires, most likely a trap.


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

She sighs, "It doesn't look good, and is most likely a trap." Tesia says before describijng what she sees to the others, "We haved to stop them, so how should we deal with this?" She asks, unsure of what the safest course of action wouldc be.


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

I could maybe fly all or most of us over, if there's enough room...but without getting a closer look at those wires and how to possibly disable that trap....I'm not sure I'd like to risk it. I'm just not quite sure the best way to approach it without knowing more about the trap. I know that we have to keep going though, so there has to be a solution, we just have to find it.


F Anizari Rogue 11/Guardian 2 HP:66/76; AC: 22, T: 17, FF: 16, Fort: +5, Ref: +14, Will: +7 (+2 vs illusions); Init: +7; Perception: +16 (+4 vs concealed objects/conversations)

"I could give disarming those wires a try," Mirrin says. "The bridge would just have to hold together until I do."


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

Looking a little apprehensive she asks the rogue, "Do you think if I just changed into something large enough to carry just you, so that you didn't have to stand on the bridge and do it....do you think that would work, or would it be too unsteady. I just....I really don't like the looks of that bridge and if you can use me instead then it might be a little safer. What do you think?"


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Female Sylph Sorceress (Stormborn) 14 Mythic Tier 3rd: Archmage. HP: 80/80. AC: 22 touch 20 FF: 16. Fort: +7 Reflex: +7 Will: +9. Electricity res: 5 Sonic res:5

"You're an easy target in a big flying form, and landing might trigger the trap. I have an idea." Rhadaya says, casting a spell as she turns to rest a hand on Mirrin, a swirl of air surrounding the rogue as she lifts an inch off the ground. "I can cover you." she says to Mirrin.

Cast overland flight on Mirrin


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

Tesia smiles, "That works as well."


F Anizari Rogue 11/Guardian 2 HP:66/76; AC: 22, T: 17, FF: 16, Fort: +5, Ref: +14, Will: +7 (+2 vs illusions); Init: +7; Perception: +16 (+4 vs concealed objects/conversations)

Mirrin glides over the bridge, keeping an eye out for anything Tesia might have missed.

Perception: 1d20 + 16 ⇒ (15) + 16 = 31

She then carefully takes out her tools and begins working on the wires.

DD: 1d20 + 26 ⇒ (6) + 26 = 32


Mirrin ends up cutting a wrong wire and an explosion takes out the bridge. Several wires remain.


F Anizari Rogue 11/Guardian 2 HP:66/76; AC: 22, T: 17, FF: 16, Fort: +5, Ref: +14, Will: +7 (+2 vs illusions); Init: +7; Perception: +16 (+4 vs concealed objects/conversations)

Mirrin mutters under her breath and continues working.

DD: 1d20 + 26 ⇒ (20) + 26 = 46


Mirrin deduces a pattern in the layout of the wires and quickly cuts through the rest of them, opening the passage. However, there is now a fifty foot gap between the rogue and the rest of the party.


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Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

She shakes her head, "That's okay, we got this. As long as you're okay, I can make a way across that." Tesia makes a few gestures with her hands while saying some words in an ancient tongue.

Stretching out her hands, a rainbow spreads forth over the gap. Seemingly solidifying, it creates a bridge for them to traverse their way across the chasm.

Cast Blazing Rainbow


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

It create a bridge of light that we can safely travel over. You'll have to look it up for specifics. My stupid ass phone won't let me copy paste itg to here. More likely, I just don't understand how to. Lol


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

I'll just deal with it that way, unless someone thinks I should just fly us over. I wasn't sure about room to land though, and ebedn if enemies show up while we're on the bridge, they get minuses and stuff or whatever, but I can do it the other way if you guys think that's better.


Female Sylph Sorceress (Stormborn) 14 Mythic Tier 3rd: Archmage. HP: 80/80. AC: 22 touch 20 FF: 16. Fort: +7 Reflex: +7 Will: +9. Electricity res: 5 Sonic res:5

Bridge: The light forms a bridge or ramp 5 feet wide and up to 10 feet long per caster level. Creatures on the bridge are dazzled. Allies gain a bonus equal to your Wisdom modifier (minimum 1) on checks, saves, and to their CMD to resist being moved from the bridge against their will. Enemies take a penalty equal to your Wisdom modifier (minimum 1) checks, saves, and to their CMD to resist being moved from the bridge against their will.


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

"That's pretty amazing." Sadhana says stepping onto the bridge and beginning to walk across after a deep breath.


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

Tesia blushes before taking a deep breath as well and following the others across the bridge. At least she could do some things right, and the most important thing is that they had a safe way across, and that Mirrin wasn't hurt. At some point after dealing with this threat they would have to rest. They couldn't just keep going non stop like this though....but knowing the stress everyone was under she didn't want to be the one to say anything, unless she absolutely had to.


After crossing the bridge and continuing on, you come to a rusty iron ladder. The passage continues and you can see moonlight ahead.


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

As her eyes shift to perceive anything of a magical nature, she inspects the ladder to make sure it's safe.

Perception: 1d20 + 30 ⇒ (6) + 30 = 36

I'm not taking any chances. Everything is a trap as far as I'm concerned now. LOL


There is nothing magical in the area and the ladder appears to be climbable, though a bit unstable.


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

Tesia holds the ladder, "It's okay, just a bit wobbly. I'll hold it and then follow you guys up."


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

"Mirrin, you want to fly up and check for any kind of trap waiting at the exit?" Sādhanā suggests to the rogue, nodding as Tesia volunteers to keep everything steady while the rest of them climb.

Overland flight lasts 12 hours


Female Sylph Sorceress (Stormborn) 14 Mythic Tier 3rd: Archmage. HP: 80/80. AC: 22 touch 20 FF: 16. Fort: +7 Reflex: +7 Will: +9. Electricity res: 5 Sonic res:5

"I'll fly up right after in case anything needs blasting to cover everyone else climbing up." Rhadaya volunteers, flashing Tes a momentary smile.


F Anizari Rogue 11/Guardian 2 HP:66/76; AC: 22, T: 17, FF: 16, Fort: +5, Ref: +14, Will: +7 (+2 vs illusions); Init: +7; Perception: +16 (+4 vs concealed objects/conversations)

Mirrin glides up and looks out for further traps.

Perception: 1d20 + 16 ⇒ (1) + 16 = 17


Mirrin comes to a wooden hatch and doesn't see any obstacle.


F Anizari Rogue 11/Guardian 2 HP:66/76; AC: 22, T: 17, FF: 16, Fort: +5, Ref: +14, Will: +7 (+2 vs illusions); Init: +7; Perception: +16 (+4 vs concealed objects/conversations)

Mirrin opens the hatch and looks around.

Perception, maybe better this time?: 1d20 + 16 ⇒ (8) + 16 = 24


Mirrin emerges in what appears to be a ruined barn. There is a curious shrine in the corner and sees bones and ashes scattered in front of it.
There is a small sign above the shrine: "لا تتحرك."

Abyssal:
"Do not move."


F Anizari Rogue 11/Guardian 2 HP:66/76; AC: 22, T: 17, FF: 16, Fort: +5, Ref: +14, Will: +7 (+2 vs illusions); Init: +7; Perception: +16 (+4 vs concealed objects/conversations)

Mirrin calls down to the others, letting them know what she's found.


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

"Stay there, we're coming." She calls up to her. After the others are safely up, she follows them, remaining alert as always.

Perception: 1d20 + 30 ⇒ (6) + 30 = 36


Tiefling Spirit Ranger 14, Trickster Tier 4
Stats:
Init: +11* | HP: 170/170 | AC: 21 | FF: 16 | Fort: +13 | Ref: +15 | Will: +11 | Perception: +20* | Surge 11/11 | Spirit Bond 3/3

"What is it now, another trap?" Cyna asks.


Other than what Mirrin saw, Tesia finds nothing else of interest.


F Anizari Rogue 11/Guardian 2 HP:66/76; AC: 22, T: 17, FF: 16, Fort: +5, Ref: +14, Will: +7 (+2 vs illusions); Init: +7; Perception: +16 (+4 vs concealed objects/conversations)

Mirrin shrugs. "Probably. Looks religious. Not my thing."

Kn(Local): 1d20 + 15 ⇒ (17) + 15 = 32


Mirrin knows that small shrines such as these are common across the land, either for travelers, nomads, vagabonds or those whose particular religion wouldn't be tolerated in large cities. This shrine is nondescript, save for two gold coins embedded in the base.


Female Sylph Sorceress (Stormborn) 14 Mythic Tier 3rd: Archmage. HP: 80/80. AC: 22 touch 20 FF: 16. Fort: +7 Reflex: +7 Will: +9. Electricity res: 5 Sonic res:5

Rhadaya floats up after Mirrin, making sure to stay off the floor as she takes in the gruesome scene. "No idea what language that is,"


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

"Can anyone read that?" She asks as she looks around.


Female Anizari Cleric 12/ Mythic Tier Heirophant 2 ; HP: 79/79; AC: 21, FF: 18, T: 13; Init: +2, Fort: +17 Ref: +14, Will: +21; Perception: +9

Celia climbs the ladder looking at the bizarre glyphs. "Languages aren't really my strength."


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

Sādhanā studies the almost nauseating glyphs."I think it's Abyssal, but can't read it. Can you make it out Sienna?"

Knowledge planes: 1d20 + 17 ⇒ (4) + 17 = 21


Female Tiefling Sorcerer 14; Mythic Tier 4th (Archmage) HP: 103/103; AC: 21, T: 14, FF: 17; Fort: +8, Ref: +10, Will: +11, Init: +12, Perception: +11

Sienna nods. "Yeah, it says 'Do Not Move'."


Sadhana believes that the shrine is dedicated to Charon, the Horseman of Death.


Female Anizari Brawler 11/Champion 2 HP: 93/111; AC: 21, T: 18, FF: 15; Fort: +12, Ref: +12, Will: +6; Init: +5; Perception: +15

"Then we should heed those words and move on," Magestreia says, gesturing toward the bones and ashes.


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

Finally with understanding seeming to come to her eyes she nods, "Ohhh...like don't touch the thing and let's just go after who we need to stop right?"


F Anizari Rogue 11/Guardian 2 HP:66/76; AC: 22, T: 17, FF: 16, Fort: +5, Ref: +14, Will: +7 (+2 vs illusions); Init: +7; Perception: +16 (+4 vs concealed objects/conversations)

Mirrin nods. "Sounds about right."


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

She nods, "Well alright then, let's go save some innocents and kill some a$$holes." She says with a smile as she heads for the exit and looks to see which way the bastards went.

Perception: 1d20 + 30 ⇒ (18) + 30 = 48

Which way did they go George? Survival for tracking: 1d20 + 20 ⇒ (4) + 20 = 24


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

Still not too good at the whole tracking thing.


Looking outside of the ruined barn, Tesia sees no sign of the drow nor any tracks to follow. She realizes they must have continued down the tunnel.


Female Half-elf Druid 14/Hierophant 3 HP 123/130; AC 20, FF 19, Touch 11; Perception +30, Init +8; Fort: +12 (+5 vs cold weather), Ref: +6, Will: +16

She sighs, "Dammit!! I don't think they came this way, they must have continued down the tunnel. Stupid sewers."

I thought we had come to the end of it though? I guess I was mistaken.


Female Human (Anizari) Female Human (Anizari) Magus (Bladebound) 14 : Mythic tier 4th (Champion ); HP: 160/160; AC:34 FF:30, T:15; Init:+5, Fort: +12, Ref: +6, Will: +10; Perception:+4(+6)

"It's an altar to the Horseman of Death, so we definitely want to avoid cintact." the magus adds. "Okay, tunnel it is then,"


Returning to the sewers, you follow the passage to the end. A dilapidated grate heralds the exit from the sewers out into fresh air.


F Anizari Rogue 11/Guardian 2 HP:66/76; AC: 22, T: 17, FF: 16, Fort: +5, Ref: +14, Will: +7 (+2 vs illusions); Init: +7; Perception: +16 (+4 vs concealed objects/conversations)

"Any sign of them?" Mirrin asks Tesia.

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