The Slumbering Tyrant (Inactive)

Game Master DireMerc


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Gonna trow this in for you

Looking around the room you find notes you assume taken by the lich about her efforts to destroy the prismatic wall and her frustration on being unable to replicate the spell passwall.

She mentions she will need to travel to Renchurch to find another spellcaster that knows the spell or she will need to locate a scroll.

The notes also mention that converting the frozen paladins into deathknights has been proceeding smoothly and that they will all be converted soon.


HP: 76/76; Another day: 1/1; Bullets: 20; Disolution's Child: 1/1; Light and Dark: 0/1; Nanite Strike: 2/3; Nanite Surge: 1/1

Her daggers are magical adamantine, so much stronger than normal.

So the lich was trying to get through the rainbow. That means it's phylactery is not there, and is going to come back maybe with more difficulty without the nice amulet. That raises the question: Where are we? Is this perhaps a famous paladin she was trying to get to for her undead army?


AC 26/19/19 | Saves F15, R16, W11 (+2 fear/death) | Init +7 | Perception +21 HP 134/134; NL 40; THP 30/30 | Burn 3/9 | Buffer 1/1 | Active: fly, invisibility

"Whatever it is, it's something we don't want that thing to have." He says. "Either something good for her to corrupt or something evil to use. If we're going to use the summoning, then we should start resting Illithial's brain now. Otherwise we've got work to do."


Male AC 17/13/14 | Saves F6, R8, W9 (+2 vs enchants) | Init +9 | Perception +25 HP 56/56 Elven Wizard/9 Admixture (Evocation) School

Ilithial looks worried. I shall rest then, and start to study the amulet as I do not need as much sleep as a human wizard to regain my spells. But I do recommend we set a watch. Also, it occurs to me that, first if the lich needed to travel to some other location to learn the passwall spell or get a scroll of it we may have actually saved it some time by killing it. Imagine that were it reforms could be close to where it needs to go, or simply in a location where it can safely use teleportation. And second, if we tunnel to the sarcophagus and fail to breech it or secure its contents then we may be doing the lich a favor. Any thoughts on what to do based on that?

After listening to the group's opining he will add I will ask Shimmer to commune with Desna on the matter and could use your help on what to ask. While I consider most gods somewhat fickle Shimmer does not share that opinion, at least not where Desna is concerned. So we shall consult the dreamer on this dilemma.

She is CL 12 so she can ask 12 yes or no questions.


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 7 / Brew Keeper 2 Initiative +4(6) Hp 70/70(84/84) AC 21 (25) Fort +8(12) Ref +12(16) Will +5(7) Percept +14(18) (+3 Traps) Darkvision Conditions Antitoxin Knighted, Mutagen (Dex), Heightened Awareness, Heroism, Shield , Blur, Expeditious Retreat, Bears, Bulls

I agree with our Wizard. It seems that the lich also wants through this wall. Don't think we need accommodate it. I shall stand watch.


If you know questions you'd like to ask go ahead and post them and we can make a list.


AC 26/19/19 | Saves F15, R16, W11 (+2 fear/death) | Init +7 | Perception +21 HP 134/134; NL 40; THP 30/30 | Burn 3/9 | Buffer 1/1 | Active: fly, invisibility

Some ideas:


  • Can the contents of the sarcophagus be used for good purposes?
  • Can the contents of the sarcophagus be used for evil purposes?
  • Is the lich's phylactery nearby?
  • Is the lich's phylactery accessible without magic?
  • Can we return to whence we came without magic?
  • Is the rumor about Zoren from the bathroom wall true?


I'm back and ready to resume.


LN Tiefling Magus (Blade Bound) 10 Max HP: 83/83 | AC: 19; Touch: 12; Flat-Footed: 17 | CMB: +9; CMD: 21 | Saves: Fort: +12; Ref: +7; Will: +9 | Initiative: +6 | Perception +10 (Darkvision 60') | Sense Motive: +4 Cold, Electricity, & Fire Res. 5 Shadow's Status |

There were 10 rumors but only half were true!


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 7 / Brew Keeper 2 Initiative +4(6) Hp 70/70(84/84) AC 21 (25) Fort +8(12) Ref +12(16) Will +5(7) Percept +14(18) (+3 Traps) Darkvision Conditions Antitoxin Knighted, Mutagen (Dex), Heightened Awareness, Heroism, Shield , Blur, Expeditious Retreat, Bears, Bulls

Which half?


LN Tiefling Magus (Blade Bound) 10 Max HP: 83/83 | AC: 19; Touch: 12; Flat-Footed: 17 | CMB: +9; CMD: 21 | Saves: Fort: +12; Ref: +7; Will: +9 | Initiative: +6 | Perception +10 (Darkvision 60') | Sense Motive: +4 Cold, Electricity, & Fire Res. 5 Shadow's Status |
Ahmose wrote:
Which half?

That is for you to find out!


Male AC 17/13/14 | Saves F6, R8, W9 (+2 vs enchants) | Init +9 | Perception +25 HP 56/56 Elven Wizard/9 Admixture (Evocation) School

Thanks for the ideas Z'Dim. I need more. Focus on how to get to the sarcophagus and if getting to it is even a good idea I thin. Also how to best leave this place to continue our quest. I'll post my questions by this time tomorrow. ideas are appreciated.


alright lets do these questions and move on to the nest days to answer a few.

Can the contents of the sarcophagus be used for good purposes? Yes
Can the contents of the sarcophagus be used for evil purposes? Yes
Is the lich's phylactery nearby? No
Is the lich's phylactery accessible without magic? Yes
Can we return to whence we came without magic? Yes


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 7 / Brew Keeper 2 Initiative +4(6) Hp 70/70(84/84) AC 21 (25) Fort +8(12) Ref +12(16) Will +5(7) Percept +14(18) (+3 Traps) Darkvision Conditions Antitoxin Knighted, Mutagen (Dex), Heightened Awareness, Heroism, Shield , Blur, Expeditious Retreat, Bears, Bulls

Ahmose continues to set watch, as the others ponder their next move...


LN Tiefling Magus (Blade Bound) 10 Max HP: 83/83 | AC: 19; Touch: 12; Flat-Footed: 17 | CMB: +9; CMD: 21 | Saves: Fort: +12; Ref: +7; Will: +9 | Initiative: +6 | Perception +10 (Darkvision 60') | Sense Motive: +4 Cold, Electricity, & Fire Res. 5 Shadow's Status |

"Well, I think we can assume that we disrupted the assault but we really should get back to the mission at hand. Unless on of you has an idea for getting to that sarcophagus and then getting it open.

Perhaps we should search the area for the phylactery before we go? Her re-appearance may galvanize the forces we just left in disarray..."


As you decide what to do next the door to your chamber opens and in comes some of your comrades from the overland group.

Only bug and Merius for the moment seem to be here.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"Bug glad to see someone besides Merius. This place dangerous for two. "


HP: 76/76; Another day: 1/1; Bullets: 20; Disolution's Child: 1/1; Light and Dark: 0/1; Nanite Strike: 2/3; Nanite Surge: 1/1

Where you lot come from?, as she stands ready to strike.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"We from team that cross above ground. Rest all out. "


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 7 / Brew Keeper 2 Initiative +4(6) Hp 70/70(84/84) AC 21 (25) Fort +8(12) Ref +12(16) Will +5(7) Percept +14(18) (+3 Traps) Darkvision Conditions Antitoxin Knighted, Mutagen (Dex), Heightened Awareness, Heroism, Shield , Blur, Expeditious Retreat, Bears, Bulls

Dead?, asks the monk.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"Not dead. Not live. Bug not know. They breathe, but not move. "


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 7 / Brew Keeper 2 Initiative +4(6) Hp 70/70(84/84) AC 21 (25) Fort +8(12) Ref +12(16) Will +5(7) Percept +14(18) (+3 Traps) Darkvision Conditions Antitoxin Knighted, Mutagen (Dex), Heightened Awareness, Heroism, Shield , Blur, Expeditious Retreat, Bears, Bulls

How far from here? Can you lead us to them? Do you know what did it?


AC 26/19/19 | Saves F15, R16, W11 (+2 fear/death) | Init +7 | Perception +21 HP 134/134; NL 40; THP 30/30 | Burn 3/9 | Buffer 1/1 | Active: fly, invisibility

"Then we should help as best we can. The lich will have to wait."


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"They not far. Not fall very long ago. I show you. " and he will lead them back to his comatose compatriots if they want him to.


LN Tiefling Magus (Blade Bound) 10 Max HP: 83/83 | AC: 19; Touch: 12; Flat-Footed: 17 | CMB: +9; CMD: 21 | Saves: Fort: +12; Ref: +7; Will: +9 | Initiative: +6 | Perception +10 (Darkvision 60') | Sense Motive: +4 Cold, Electricity, & Fire Res. 5 Shadow's Status |

Zoren shrugs as he too follows along, "You were taking the overland approach correct? Does this mean that we are close to the surface or did your group travel underground?"


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"You close to surface. We only go in building. Must be in basement. "


Male Varisian 10th Level Kineticist | HP 73/153 (NDL 50) | AC 19 | T 14 | FF 15 | CMD 21 | Fort +17 | Ref +13 | Will +7 | Init +4 | Perc +15 | Burn: 5/11

Sorry for the delay in joining the ground, been very busy...

"This place was once the resting ground for several soldiers of the Shining Crusade that had been placed under some sort of suspended animation; however, it seems that many of them were corrupted into undeath by a berbalang." He looks around. "I am not sure where our companions went... however, my powers have been not much help in this place. There have been several creatures completely immune to fire. Perhaps we could join up with you."


LN Tiefling Magus (Blade Bound) 10 Max HP: 83/83 | AC: 19; Touch: 12; Flat-Footed: 17 | CMB: +9; CMD: 21 | Saves: Fort: +12; Ref: +7; Will: +9 | Initiative: +6 | Perception +10 (Darkvision 60') | Sense Motive: +4 Cold, Electricity, & Fire Res. 5 Shadow's Status |

Zoren nods to Merius, "Though split we are part of the same team. You are of course welcome to join us. Let's go see if we can rescue our other comrades in arms".


In game ,They have been affected by a spionic spider creature that has invaded their minds the only way they will wake up is if they can force the creature out by sheer will. Out of game I am keeping them in a coma because their players have not posted in a long time. So until some of them return there is no cure for them.

You are currently 3 floors below the surface about 120 feet underground.


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 7 / Brew Keeper 2 Initiative +4(6) Hp 70/70(84/84) AC 21 (25) Fort +8(12) Ref +12(16) Will +5(7) Percept +14(18) (+3 Traps) Darkvision Conditions Antitoxin Knighted, Mutagen (Dex), Heightened Awareness, Heroism, Shield , Blur, Expeditious Retreat, Bears, Bulls

Ahmose listens to the survivors.

We must be quick, if nothing can be done, then we continue with the mission.

Ok. That does happen. We can rp it then continue as the surviving group.


Alright so currently the fastest way to get to the ruined city would be the overland path. You are abut halfway there. You can also use the amulet of nether travel to open a portal to anywhere you've already been with no risk of failure. You take 10d6 negate energy damage when you cross and there is a chance some evil creatures from the plane of shadow might attack you when you use it. As much as I was looking forward to the fight with old death I suggest going overland from here instead of teleporting back to the underground but the choice is yours.

Also something the overland group notice before coming here was that there was an oasis of sorts nearby were the grass is green and the trees look healthy in the middle of the wasteland a place were that shouldn't be possible. At the time they were pursuing a berbalang and didn't want to stop to investigate that.

Alternatively you find information here that mention a place called Renchurch which is apparently the headquarters for all the cultist of the whispering way operating in the area. It's quite a ways still 20 miles or so to the north and you should expect it to the heavily defended.


AC 26/19/19 | Saves F15, R16, W11 (+2 fear/death) | Init +7 | Perception +21 HP 134/134; NL 40; THP 30/30 | Burn 3/9 | Buffer 1/1 | Active: fly, invisibility

"I think the overland path is the best way to finish this. If we can hit the Oasis on the way, we may find some force of positive energy that can aid us on our journey. I suggest seeing what is there. Of course, we go in expecting a trap. But we hope for an advantage."


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 7 / Brew Keeper 2 Initiative +4(6) Hp 70/70(84/84) AC 21 (25) Fort +8(12) Ref +12(16) Will +5(7) Percept +14(18) (+3 Traps) Darkvision Conditions Antitoxin Knighted, Mutagen (Dex), Heightened Awareness, Heroism, Shield , Blur, Expeditious Retreat, Bears, Bulls

Ahmose turns to their reacquainted companions.

Lead the way.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Bug will lead the way to the oasis.


Male AC 17/13/14 | Saves F6, R8, W9 (+2 vs enchants) | Init +9 | Perception +25 HP 56/56 Elven Wizard/9 Admixture (Evocation) School

Hmm. I guess I had forgotten the Commune had already been resolved. I would have liked to ask if we should focus on the mission or the destruction of the lich, but it seems that has passed us by. I do need to ask if Ilithial has learned anything more from his study of the amulet of nether travel.

Ilithial is pleased to see the members of the other group and agrees to the plan. We should do nothing here that might end up helping the lich gain access to the sarcophagus.

I'll update spells and cast a buff or two and be ready to travel


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 7 / Brew Keeper 2 Initiative +4(6) Hp 70/70(84/84) AC 21 (25) Fort +8(12) Ref +12(16) Will +5(7) Percept +14(18) (+3 Traps) Darkvision Conditions Antitoxin Knighted, Mutagen (Dex), Heightened Awareness, Heroism, Shield , Blur, Expeditious Retreat, Bears, Bulls

Did we rest for 8 hours? I lost track. If so, I need to rebuff.


Male AC 17/13/14 | Saves F6, R8, W9 (+2 vs enchants) | Init +9 | Perception +25 HP 56/56 Elven Wizard/9 Admixture (Evocation) School

Yes we did.

In the morning, after memorizing his spells Ilithial consults with Shimmer and then spends some time trying to learn more about the amulet of nether travel and the mirror.

Spellcraft: 1d20 + 23 + 1 ⇒ (12) + 23 + 1 = 36

Spellcraft: 1d20 + 23 + 1 ⇒ (7) + 23 + 1 = 31

Ilithial recasts an extended Mage Armor, an Overland Flight and a Greater False Life spell before indicating he is ready to go.

Greater False Life: 2d10 + 9 ⇒ (6, 8) + 9 = 23


For the amulet of nether travel you figured out how to use to make a portal to any place you want but it can fail depending how familiar you are with the destination (as teleport). There is also a chance that when you open a portal using the amulet creatures from the void will escape such as shadows, greater shadows, wraiths, specters and worst of all (but very unlikely) a shadow dragon. The chance of attracting monster increases if you use the amulet too often.


You leave heading towards the place were you spotted the green trees before. However on the way you come to realise the wind is picking up and something is coming your way.

This is a bone storm. (basically a sandstorm but with powdered bones) this is normally a short lasting event lasting about 10-20 minutes but tiny bits of bones shards and the sharp wind causes 1d4 piercing damage per minute. Those within the storm must make a DC 20 Fortitude save every minute or become blinded and begin suffering from suffocation until a wet rag is used wipe the eyes and nose or mouth of the victim. This is not possible while still exposed to the bone storm.

You can make a dc 20 survival check (which takes 1 minute) to make a shelter reducing the damage to 1 per minute and negating the need for a fort save.

Or you can just push on.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

survival: 1d20 + 15 ⇒ (14) + 15 = 29

"That bad storm. We find shelter this way!" and he indicates where we need to go to get out of the storm.


Male Kobold (Dragon-Scaled Blue ) Alchemist (Trap Breaker) 7 / Brew Keeper 2 Initiative +4(6) Hp 70/70(84/84) AC 21 (25) Fort +8(12) Ref +12(16) Will +5(7) Percept +14(18) (+3 Traps) Darkvision Conditions Antitoxin Knighted, Mutagen (Dex), Heightened Awareness, Heroism, Shield , Blur, Expeditious Retreat, Bears, Bulls

Ahmose will ask Ilithial for a Mage Armor, holding out a pearl.

The monk then helps Bug Eater with shelter.


Male AC 17/13/14 | Saves F6, R8, W9 (+2 vs enchants) | Init +9 | Perception +25 HP 56/56 Elven Wizard/9 Admixture (Evocation) School

Nonsense. Into the rope trick. IIlithial casts an extended Rope Trick spell lasting 18 hours. And we can see out of the extra-dimensional space too.


LN Tiefling Magus (Blade Bound) 10 Max HP: 83/83 | AC: 19; Touch: 12; Flat-Footed: 17 | CMB: +9; CMD: 21 | Saves: Fort: +12; Ref: +7; Will: +9 | Initiative: +6 | Perception +10 (Darkvision 60') | Sense Motive: +4 Cold, Electricity, & Fire Res. 5 Shadow's Status |

Zoren nods in agreement with Ilithial, "Agreed".


You all climb into the rope trick were you are fully secure from the storm. You notice a few creatures flying trough the storm and recognise them as dust mephits however they pass you without noticing. You wait out the storm and then climb down.

Through the continuous chalky haze emerges a strangely out-of-place sight, verdant plant life, trees, and lush foliage — a seeming mirage in the wasteland. However, the vision doesn’t waver as you approach proving it to be no mirage. Whitish dust steals the luster from the fringes of this green zone, but beyond the edges you see the vivid greens of leaves and vibrant colors of flowers and plants undiminished by the dust. Squawks of birds and the occasional animal call rises from this virtual paradise.


Male AC 17/13/14 | Saves F6, R8, W9 (+2 vs enchants) | Init +9 | Perception +25 HP 56/56 Elven Wizard/9 Admixture (Evocation) School

This seems natural enough, just out of place.

Knowledge Nature to know if things are normal or out of place. : 1d20 + 12 ⇒ (20) + 12 = 32


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"Feel not right to me. This land of dead. "


This verdant growth is just as it appears. There is no more rainfall here than elsewhere in the Desolation land and no visible reason why it should exist at all, but the soil is a rich loam and obviously supports the dense foliage. The highest trees grow as tall as 80 feet, though most of the foliage thins out above 50 feet.

The lush foliage and undergrowth becomes an impossible tangle here The trees and plants are now intertwined with a thick hedgerow of vines and thorny plants. It stretches in either direction as far as you can see gradually curving away from you and stretches over 30 feet high. From within this tangle, trees still rise above, though their trunks are obscured in the thicket. Dangling on the face of this hedge wall is a horribly twisted and distorted skull of various undead creatures. Vines grow through the eye sockets and gaping maw and firmly affix it to the hedge. To the left and right you can see other white spots on the hedge wall in the gloom beneath the tree canopy. Apparently these skulls are placed at intervals along the hedge.

There is one clear entrance 20 feet wide leading through the hedge with a large tree with a humanoid face on each side.

knowledge nature dc 28:

The trees on each side of the opening are called Quickwood. Living trees often used to guard important places to fey and druids. They are powerful melee combatants but more fearsome is their ability to absorb any spell that targets them directly (but not area of effect spells) and converting them into a fear aura. They fight by grabbing foes with their branches and crushing them. They are also completely immune to electricity and can also make itself immune to fire for a short time by perspiring a special sap.


Male AC 17/13/14 | Saves F6, R8, W9 (+2 vs enchants) | Init +9 | Perception +25 HP 56/56 Elven Wizard/9 Admixture (Evocation) School

Already rolled and made the DC

Be warned. Those trees in the front are Quickwoods. Living trees often used to guard important places to fey and druids. They are powerful melee combatants but more fearsome if their ability to absorb any spell that targets them directly and convert it into a fear aura. Perhaps we can talk to them?


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"Look to me like something inside not like undead. Maybe we ask nice we find friend."


HP: 76/76; Another day: 1/1; Bullets: 20; Disolution's Child: 1/1; Light and Dark: 0/1; Nanite Strike: 2/3; Nanite Surge: 1/1

She follows the others as they make their way to the surface. Upon arriving at the strange place of greenery in a rather desolate barren area, she is cautious not to approach the hedge, especially hearing the warning being given.

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