Eberron - Echoes of the Past (Inactive)

Game Master Dennis Harry

Colrac Hall

Whitehearth

The Rose Quarry

Link to Final Post in Original Thread.

The Excavation Site

My House Rules for Hero Points:

Hero Point Mechanics:

1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,

2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,

3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,

4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,

Progression system:
Level 1-10 1d6,
Level 11-20 2d6,
Level 21-?? 3d6. and

5) No more than one Hero Point may be expended per round.

Perception:

Viorr [dice]1d20+1[/dice]
Dev [dice]1d20+5[/dice]
Kana [dice]1d20+8[/dice]
Frank [dice]1d20+3[/dice]
Zabeth [dice]1d20+8[/dice]
Gauntlet [dice]1d20+2[/dice]
Pink-Eye [dice] 1d20+9[/dice]

Initiative:

Viorr [dice]1d20+6[/dice]
Dev [dice]1d20+3[/dice]
Kana [dice]1d20+4[/dice]
Frank [dice]1d20+2[/dice]
Zabeth [dice]1d20+2[/dice]
Gauntlet [dice]1d20+2[/dice]
Pink-Eye [dice] 1d20[/dice]


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Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

"You sure that thing didn't fry your brain, Frankie?"


Male NG Human (Unchained) Summoner 4 | HP: 31-8/31 | AC: 12 (11 TAC, 11 FAC)| CMB: +4, CMD: 15 | F: +4, R: +3, W: +5| Init: +1 | Perc: +0, SM: +0 | Speed 30ft | Ammo:47/49 | Bond Senses 4/4; SMII 3/6 ; Spells: 0/4;2/2 |Active conditions: Endure Elements (self + donkey)

"I'm just saying: maybe there's a secret door over there. You know, if we don't see that room elsewhere." Frank replies defensively.


Shadow's Status

the Mournland - Whitehearth Complex - Twenty NINTH Day of Dravago

No further secret doors are found in this section.

The group then returns to the main rotator room and Gauntlet activates the Brown Keycharm [W7]. This corridor leads to a locked metal door. B, Kana, and EE manage to pick the lock and gain entrance. Inside you find shelves full of dried or magically preserved food, skins full of water and wine, and a variety of mundane supplies including clothing, bed rolls, rope, and the like. A Detect Magic spell allows you to find several magical potions (2 potions of cure moderate wounds and 3 potions of lesser restoration).

Thereafter, you realize that at least one hallway activated by a Blue Keycharm was skipped over in your quest to confront the Stone Wolf. [W12]. This corridor leads an the office once used by the ranking House Cannith representative at the facility. You pass through the unlocked door and find the occupant remains, her corpse perfectly preserved slumped across her desk having died at these mundane duties.

The everbright lantern in this room functions properly. The room appears to be a small library or study. Two sturdy oak desks are set against the left wall. The rest of the room is filled with shelves lined with scrolls and leather-bound books. On close examination, most of these items appear to be business ledgers: They are concerned with quantities of food purchased, receipts for bulk spell components, and similar kinds of information. The documentation once so important is now a relic of the past good for sociological study at best or kindling for a small fire at worst.

A search of the room finds that she is slumped across an ornate scroll, its drafting was her last act. The scroll grants Protection from Energy. On her hand is a House Cannith signet ring should anyone wish to take it.

The second corridor activated by the Brown Keycharm leads to an open dining hall. [W13].

Four long tables are set up around the main room, and an archway on the far wall leads into a large kitchen. Ten humans—seven men and three women died in this hall. These corpses are warm to the touch, and rigor mortis has not set in; they seem to be sleeping, but they can’t be awakened. The feeling of being here around them is unsettling to say the least.

The kitchen contains a well filled with pure water, cabinets filled with pots and pans, a wine rack with an assortment of vintages, and various other cooking utensils. A large ebony cabinet with multiple drawers and complex mithral patterns inlaid on its surface rests against one wall. Each drawer produces a particular prestidigitation effect, either chilling, heating, or flavoring food. Unlike the wolf bowls, these drawers are not easily transportable for later use and their removal will likely negate the magic.

Finally, the group returns to the main rotator room and triggers the Green Keycharm. The room rotates once more and open before you is a long hallway which leads to the third rotator room of this complex, or at least the third that your group has uncovered. The hall itself is dark though a bright light streams from the rotator room at the far end.

This room has yet another panel. You can insert five separately colored keys here, Green, Orange, Red, Purple (a color the group has not recovered despite a search of the entire complex except for the hallways reduced to rubble), and Yellow.

Which do you want to insert first Gauntlet? Note that Purple is NOT a choice.


Male NG Human (Unchained) Summoner 4 | HP: 31-8/31 | AC: 12 (11 TAC, 11 FAC)| CMB: +4, CMD: 15 | F: +4, R: +3, W: +5| Init: +1 | Perc: +0, SM: +0 | Speed 30ft | Ammo:47/49 | Bond Senses 4/4; SMII 3/6 ; Spells: 0/4;2/2 |Active conditions: Endure Elements (self + donkey)

Frank attempts to stash all 5 magical potions into his haversack for later use. But he'll share if anyone else wants to hold on to one.
After finding the woman's corpse in what was presumably her office, Frank makes sure to liberate the signet ring, and places it in his haversack in case they need extra.
That makes 3 rings if "arcane signet ring of House Cannith" is the embellished version of the name of the other two ^^
Once he shamelessly collects the ring, he tries to roll up the magic scroll while disturbing the corpse as little as possible.
Frank will hold on to that too, unless someone else can use it...

---later, at the multi-key slot doorway---

"Well, the red key seemed to be in the fanciest place. Think we should try that one first?"
He steps back in case something goes horribly wrong.


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

"What could go wrong?" Dev says, with a smile.


Warforged LN Magus (Mindblade) 5 | HP38/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

Gauntlet shrugs, the metal and stone in his body clanking a bit with the movement.

"Red work for me. Everybody hold on to your lug nuts...or whatever you may have for that kind of attachment."


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Yes red is good.


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CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

EE braces himself, awaiting the shock, while his artificial mind runs between several ideas: how did those people die so suddenly, where is the purple key, what should a Warforged have instead of nuts...


Changeling Life Shaman (Animist) 5 ~ HP:33/33 ~ AC:16 Tch:12 ff:14 ~ CMD 16 ~ Fort:+2 Ref:+3 Will:+8 ~ Init:+2 Per:+10

Back in W13 dining hall

Zabeth dons gloves, wraps her scarf around to cover her nose and mouth, and begins to inspect the bodies for wounds or other signs of what led to the current condition of the unconscious diners.

heal check: 1d20 + 10 ⇒ (15) + 10 = 25


Shadow's Status

Back in W13 dining hall

Zabeth inspects the woman's body. She appears to have died of natural causes. There is no pulse. However, she is unnaturally warm to the touch. It has been more than a year since the Day of Mourning, she should be in late stages of decomposition by now.

It may be interesting to see whether removing her body from the Mournland has any effect...


Shadow's Status

the Mournland - Whitehearth Complex - Twenty NINTH Day of Dravago

Gauntlet turns the red keycharm. Below you feel and hear, something move. It slams shut, whatever it is. There is no visible movement of the room though.

Which one would you like to try next?


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

"No explosions. Good sign!"


Warforged LN Magus (Mindblade) 5 | HP38/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

Selecting the Orange keycharm, Gauntlet activates it slowly.


Shadow's Status

the Mournland - Whitehearth Complex - Twenty NINTH Day of Dravago

Gauntlet activates the orange keycharm. Unlike the other rotator rooms, the walls and floor here move instead of the room itself. The crridor revealed is long and narrow and leads to the north east before heading due north. On the far wall, the group sees a pair of adamantine doors bearing the seal of House Cannith, and waves of heat pour off the doors and ripple through the corridor.

The heat is intense, all but Warforged must make a Fortitude save DC 15 or suffer the effects of extreme heat 1d4 nonlethal damage. Note that heavy clothing or armor give a -4 penalty to this check.


Male NG Human (Unchained) Summoner 4 | HP: 31-8/31 | AC: 12 (11 TAC, 11 FAC)| CMB: +4, CMD: 15 | F: +4, R: +3, W: +5| Init: +1 | Perc: +0, SM: +0 | Speed 30ft | Ammo:47/49 | Bond Senses 4/4; SMII 3/6 ; Spells: 0/4;2/2 |Active conditions: Endure Elements (self + donkey)

"Well, it looks like now might be a good time to use that scroll we found earlier. Should I just give the extra protection to Gauntlet...?"


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

Judging by how he feels the heat, EE concludes he and Gauntlet are probably less prone to suffer severe damage.

<Think can stand heat better than living things. Should use it on any other one, perhaps.>

He's also wondering what mechanism did the red keycharm open...


Shadow's Status
Electric Eye wrote:
He's also wondering what mechanism did the red keycharm open...

or did it close something...


Male NG Human (Unchained) Summoner 4 | HP: 31-8/31 | AC: 12 (11 TAC, 11 FAC)| CMB: +4, CMD: 15 | F: +4, R: +3, W: +5| Init: +1 | Perc: +0, SM: +0 | Speed 30ft | Ammo:47/49 | Bond Senses 4/4; SMII 3/6 ; Spells: 0/4;2/2 |Active conditions: Endure Elements (self + donkey)

"Anyone besides B have something sharp and magical?" Frank shrugs.

Viorr, you have a nice shiny new magic weapon, right?


male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9

Pink eye starts to get dizzy with all the corridors until they come to the heat room and he pours some water into a cloth and sops Tenzo to keep him hydrated and says we need to get out of here


Warforged LN Magus (Mindblade) 5 | HP38/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

"Obviously this area is dangerous to normals. Should we approach? I'm curious, but not suicidal. Let's see how close EE and I can get before we might need worry."

Gauntlet walks up towards the door slowly.

Trying to identify what all this is...some sort of power source? Like a fusion engine?

Knowledge (Arcana): 1d20 + 11 ⇒ (5) + 11 = 16
Spellcraft: 1d20 + 11 ⇒ (5) + 11 = 16


Male NG Human (Unchained) Summoner 4 | HP: 31-8/31 | AC: 12 (11 TAC, 11 FAC)| CMB: +4, CMD: 15 | F: +4, R: +3, W: +5| Init: +1 | Perc: +0, SM: +0 | Speed 30ft | Ammo:47/49 | Bond Senses 4/4; SMII 3/6 ; Spells: 0/4;2/2 |Active conditions: Endure Elements (self + donkey)

I forgot to roll for the save, oops! xD
Fort+Eidolon in arm's reach: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
nonlethal: 1d4 ⇒ 4

Sweating profusely, Frank pulls out the scroll.

"It might become too late if I don't use this sooner rather then later..." Frank trails off as he begins to feel like his gear is heavier than it was.

fatigued->-2 str-> medium encumberance ! xD


Female NG (Unchained) Eidolon (Agathion) | HP: 20-2/22 | AC: 17 (13 TAC, 15 FAC)| CMB: +3, CMD: 15 | F: +3, R: +3, W: +3| Init: +2 | Perc: +17, SM: +0; Darkvision 60' | Speed 30ft (30ft climb) | Active conditions: Unfetter (3 more encounters), sooty

Fort: 1d20 + 3 ⇒ (17) + 3 = 20
Broulnindre isn't quite so bothered, her scales seem to help reflect some of the heat.
"Hy'm hokay."
T/N:"I'm okay"

She looks up at Frank and the scroll, expectantly.

If no one else wants the immunity to fire damage, B might get it...


Male NG Human (Unchained) Summoner 4 | HP: 31-8/31 | AC: 12 (11 TAC, 11 FAC)| CMB: +4, CMD: 15 | F: +4, R: +3, W: +5| Init: +1 | Perc: +0, SM: +0 | Speed 30ft | Ammo:47/49 | Bond Senses 4/4; SMII 3/6 ; Spells: 0/4;2/2 |Active conditions: Endure Elements (self + donkey)

Holding the rolled up scroll vertically, Frank gives Broulnindre a different magical boon.

casting Evolution Surge again. She'll have magic claws for another 4 minutes.


Warforged LN Magus (Mindblade) 5 | HP38/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

Remember its a Protection from Energy scroll. Not protection from HEAT. Heat is Endure Elements. A simple but often underused spell...


Init +7, fort+5 Rfx +6 Will 0. hp 39/39 two-blade+8(1d8+3/19-20x2) or 2 at +7/+7 (d8+3,d8+2) cg Elf fighter (2-wpn) 5

No, I didn't take the double scimitar. Sorry. I have mithirl/mw on me.


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

EE nods to Gauntlets words, eager to contribute to the group. HE follows the other Warforged and also checks if there's a clue as to where this heat blast comes from.

Spellcraft, Inspiration: 1d20 + 9 + 1d6 ⇒ (17) + 9 + (5) = 31


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]

Would resistance to fire help manage the heat issue?

Fortitude DC15: 1d20 + 3 ⇒ (18) + 3 = 21.

Meridian seems to resist the heat better than most, her brassy scales gleaming. She advances down the hallway as far as she can tolerate.


Changeling Life Shaman (Animist) 5 ~ HP:33/33 ~ AC:16 Tch:12 ff:14 ~ CMD 16 ~ Fort:+2 Ref:+3 Will:+8 ~ Init:+2 Per:+10

Zabeth backs away, and her thrush Maury buries himself into her robes in attempt to avoid the waves of heat.

fort save: 1d20 + 2 ⇒ (9) + 2 = 11 nonlethal damage: 1d4 ⇒ 3


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Fort: 1d20 + 4 ⇒ (13) + 4 = 17

does "heavy clothing or armor" mean "heavy clothing and heavy armor" or "heavy clothing and any armor"? If the first, I passed, but if the second, I fail, as Dev is wearing Quilted Cloth. I'll throw a heat damage anyway just in case.

1d4 ⇒ 3


Male NG Human (Unchained) Summoner 4 | HP: 31-8/31 | AC: 12 (11 TAC, 11 FAC)| CMB: +4, CMD: 15 | F: +4, R: +3, W: +5| Init: +1 | Perc: +0, SM: +0 | Speed 30ft | Ammo:47/49 | Bond Senses 4/4; SMII 3/6 ; Spells: 0/4;2/2 |Active conditions: Endure Elements (self + donkey)

It depends on our GM, but I'd guess that's light armor ^^
Also, no one is asking for the buff, so I'll just give B the temporary Fire Immunity, and she can tank with her 21 AC, immunity to fire, and immunity to perma-death xD

Frank wrinkles his nose as no one else is unwise enough to volunteer. "Oh, fine..."
He unfurls the scroll and reads it.
CL check vs DC 6 to cast from the scroll: 1d20 + 4 ⇒ (8) + 4 = 12
The words smoke as they disappear from the page. Frank touches Broulnindre, completing the spell.
Broulnindre utters a word of thanks before hurrying after EE and Gauntlet.
Frank, worried that the hallway might be too long, retrieves and reloads his crossbow before trudging down the hallway slowly.

Frank will be moving up to 40'/round whereas B can go 60' per double move to keep up with EE and Gauntlet


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Ah, that is a very convenient spell, one i should urgently acquire and learn. No more sweating or freezing seems very good.

Fort Save: 1d20 + 3 ⇒ (1) + 3 = 4

1d4 ⇒ 3

It is getting uncomfortable here.


male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9

if we leave I can learn the spell gifted from Balinor and we can return with several of us better off

fort: 1d20 + 7 ⇒ (13) + 7 = 20


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

On his way to the adamantine doors, EE shouts to the others. <Wait! Check if can turn this off!> He's no expert, but has hopes that Gauntlet strength will be useful opening the doors.


Shadow's Status

the Mournland - Whitehearth Complex - Twenty NINTH Day of Dravago

The group has been at this for hours now. Let's vote, who wants to push ahead and finish [I believe Gauntlet and EE are in this camp] and who wants to retreat and rest [I believe that is Pink-Eye's suggestion].

I do not believe any of you are wearing heavy clothing as that is winter gear Dev.


male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9

Pink eye will push forward just wanted to offer a solution if the danger was too much, let's go ahead forward!


Changeling Life Shaman (Animist) 5 ~ HP:33/33 ~ AC:16 Tch:12 ff:14 ~ CMD 16 ~ Fort:+2 Ref:+3 Will:+8 ~ Init:+2 Per:+10

Zabeth joins the discussion "I could as well... after a good sleep. I could be granted such an incantation. However, I can withstand this for a while if that is the decision."


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

EE doesn't really mind. He understands if people want to rest.


Male NG Human (Unchained) Summoner 4 | HP: 31-8/31 | AC: 12 (11 TAC, 11 FAC)| CMB: +4, CMD: 15 | F: +4, R: +3, W: +5| Init: +1 | Perc: +0, SM: +0 | Speed 30ft | Ammo:47/49 | Bond Senses 4/4; SMII 3/6 ; Spells: 0/4;2/2 |Active conditions: Endure Elements (self + donkey)

we'll be fine xD
Let's keep going!


Warforged LN Magus (Mindblade) 5 | HP38/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

I say go forward.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Hurry, you fools! i don't want to be cooked alive here!
Push forward

Kana will move to the doors and examine them.

Perception: 1d20 + 9 + 10 ⇒ (1) + 9 + 10 = 20


Shadow's Status

the Mournland - Whitehearth Complex - Twenty NINTH Day of Dravago

Status:
Viorr - Fortitude save DC 15 1d20 + 5 ⇒ (1) + 5 = 6 - Damage 1d4 ⇒ 1 - Fatigued - HP = 31/32
Dev - OK - HP = 33/33
EE - OK - HP = 38/38
Kana - Fatigued - HP = 28/31
Frank - Fatigued - HP = 31/35
Zabeth - Fatigued - HP = 24/27
Gauntlet - OK - HP = 36/36
Pink-Eye - OK - HP = 39/39
Meridian - OK - HP = 40/40
Broulnindre - OK - HP = 20/22 - Protection from Energy - Fire

A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Gauntlet cannot be sure what the source of energy is but it clearly emanates from beyond the doors. Kana can hear nothing.

EE and Gauntlet push open the supper heated doors only their tough hides save them from some sort of damage.

This is it, this is the room that was seen in the vision!

As the door opens the group can hear the sound of molten metal bubbling and feel the heat from the room stream down the hall. No further check needed.

This large chamber stretches away from the doorway, and intense heat shimmers in the air. A raging bonfire burns about 40 feet away, near the far wall, casting dancing shadows across the room. A second one burns about 60 feet away, along the southern wall. In the center of the room, a large crucible filled with bubbling molten glass radiates terrible heat. Long, snaking heads made of iron and brass rise up from the molten pool like some metal hydra.

Just south of the crucible and the construct, a crystalline chest reflects the hot light. Through the translucent material, you can see that the chest contains a variety of objects, including what can only be the diamond-shaped schema that you seek. Then, with an angry crackle of flame and a threatening hiss of steam, the bonfires begin to move toward you all!

The bonfires as it turns out are elementals that likely once powered this forge and are on the loose!

Initiative:

Viorr 1d20 + 6 ⇒ (10) + 6 = 16
Dev 1d20 + 3 ⇒ (14) + 3 = 17
EE 1d20 + 1 ⇒ (14) + 1 = 15
Kana 1d20 + 4 ⇒ (5) + 4 = 9
Frank 1d20 + 2 ⇒ (8) + 2 = 10
Zabeth 1d20 + 2 ⇒ (6) + 2 = 8
Gauntlet 1d20 + 2 ⇒ (13) + 2 = 15
Pink-Eye 1d20 ⇒ 2
Meridian 1d20 + 8 ⇒ (9) + 8 = 17
Fire Elemantals 1d20 + 9 ⇒ (4) + 9 = 13

Round 1 -
Dev, Meridian, Viorr, EE, Gauntlet - GO!
Elementals
Kana, Frank, B, Zabeth, Pink-Eye & Tenzo


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Forward!


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

EE carefully studies the entities, only to lunge forward a second later, seeking the short range and trying to avoid his enemy with a cartwheel.

Move action: Studied Target (+2 to hit and damage for 4 rounds).

Another move action: Move to Green's back, trying to avoid AoO.

Acrobatics, Inspiration: 1d20 + 10 + 1d6 ⇒ (16) + 10 + (4) = 30

Also, SS, I think you got EE's Initiative obsolete. He's got +3 now (Dex 17).


Warforged LN Magus (Mindblade) 5 | HP38/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

Reaching out, shadows coalesce into a large blade in his open hands, Gauntlet then moves forward quickly to intercept the elementals and shouts over his shoulder.

"Let us face them! Stay at range like before! Follow me Broulindre! Flank them if you can!"

AoO in case one of them tries to slip past Gauntlet!:
+2 Mindblade (Greatsword): 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d6 + 5 ⇒ (3, 3) + 5 = 11


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]

Meridian moves ahead to the right side of the room, snaking a blast of lightning past Gauntlet's right arm to strike the inferno on that side of the room. (hitting red)

Maelstrom Blast(ranged touch): 1d20 + 5 ⇒ (19) + 5 = 24.
Lightning Damage: 4d8 ⇒ (8, 2, 8, 4) = 22.


Init +7, fort+5 Rfx +6 Will 0. hp 39/39 two-blade+8(1d8+3/19-20x2) or 2 at +7/+7 (d8+3,d8+2) cg Elf fighter (2-wpn) 5

Viorr, breathing heavily in the heat, moves forward to engage the (red) elemental.

1d20 + 6 ⇒ (2) + 6 = 8
1d8 + 1 ⇒ (7) + 1 = 8


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Dev jumps into the room fast as he can, eager to aim an Energy Ray before the things get all tied up in combat and he has to worry about small details like don't hit Gauntlet.

4 pp to manifest Energy Ray, Cold w/ a wild surge at Green:

Wild Surge: 1d4 ⇒ 1 ML=4-2=ML 2 (womp womp)
Enervated on a 1: 1d4 ⇒ 1 Enervated: Yes, Triggers 'Vent Agony'

Attack, Range Touch: 1d20 + 6 ⇒ (9) + 6 = 15
Damage, Cold: 2d6 + 2 ⇒ (3, 3) + 2 = 8

Dev manages to push out enough energy to aim the ray of icy blue energy, but something about letting it loose feels off, and he does his best to shunt the psionic disturbance through an impromptu mindlink with one of the creatures.

Vent Agony @ Green: DC 16 or Dazed until my next turn


Shadow's Status

the Mournland - Whitehearth Complex - Twenty NINTH Day of Dravago

Gauntlet holds the line as his allies move forward.

EE moves in behind the foe with an athletic tumble that, based on his appearance, he should not be able to pull off!

Viorr labors towards one of the foes and the heat of the room is clearly effecting him as his swing does not generate the accuracy that it normally does in such encounters.

Meridian fires off a blast that arrives just before Viorr does and that does score a hit, elementals of course are notoriously hard to read so if that caused the creature pain, its hard to tell.

Viorr's cold blast strikes the other elemental and that one does react, as the icy powers cause it to burn hotter yet! Even though it flares, the creature pauses for a moment, unable to act.

tDB ONLY:
Will save DC 16 1d20 + 4 ⇒ (3) + 4 = 7 - Dazed. Green HP = 94/106
Fire Elemental vs. Viorr - Slam 1 1d20 + 12 ⇒ (19) + 12 = 31 - Damage 1d8 + 2 ⇒ (6) + 2 = 8
Slam 2 1d20 + 12 ⇒ (15) + 12 = 27 - Damage 1d8 + 2 ⇒ (3) + 2 = 5. Red HP = 84/106

Viorr's foe slams him twice with its two massive fists, both connect pummeling the elf. Viorr, take 13 Damage and make 2 Reflex Saves DC 16 or you start to Burn and take an additional 1d8 ⇒ 7 & 1d8 ⇒ 5 fire damage.

Round 1 -
Kana, Frank, B, Zabeth, Pink-Eye & Tenzo - GO!

Round 2 -
Dev, Meridian, Viorr, EE, Gauntlet - GO!
Elementals
Kana, Frank, B, Zabeth, Pink-Eye & Tenzo


Male NG Human (Unchained) Summoner 4 | HP: 31-8/31 | AC: 12 (11 TAC, 11 FAC)| CMB: +4, CMD: 15 | F: +4, R: +3, W: +5| Init: +1 | Perc: +0, SM: +0 | Speed 30ft | Ammo:47/49 | Bond Senses 4/4; SMII 3/6 ; Spells: 0/4;2/2 |Active conditions: Endure Elements (self + donkey)

Frank walks into the chamber, still panting with exertion in the heat.
~40' double move


Female NG (Unchained) Eidolon (Agathion) | HP: 20-2/22 | AC: 17 (13 TAC, 15 FAC)| CMB: +3, CMD: 15 | F: +3, R: +3, W: +3| Init: +2 | Perc: +17, SM: +0; Darkvision 60' | Speed 30ft (30ft climb) | Active conditions: Unfetter (3 more encounters), sooty

Broulnindre charges forward to stand between the two elementals.
"Hoi!" She says with a big smile.

double move for ~60'

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