DM Brainiac's Return of the Runelords (COMPLETED!) (Inactive)

Game Master Brainiac

Maps on Google Slides
Current Date 15 Calistril, 4719 AR


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RETIRED - Runelord of Altruism

"Protect me!" Shenuska says sharply. "If I lose control of the ritual now then it's going to ruin everything."


ADVENTURE PATH COMPLETE

Rudrik moves to a guard position near Shenuska, ready to intercept anything that tries to get in her way. More familiar now with Tannaris and its capabilities, he uses it to boost his own defenses as well.

Pushin' the ol' AC to 49.


Nime - who hasn't left Shenuska's side since she began the ritual, invokes a blessing on the woman.

Nine Lives
Recipient can use each ability once:
• Reroll a failed save.
• Turn a Critical or Sneak attack against them into a normal attack.
• Intantly heal 3d6 when reduced to 0 or below HP.
• Can remove one of these conditions: blinded, confused, cowering, dazed, dazzled, entangled, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, or staggered
• Escape being grappled or pinned.
• Can avoid being tripped or knocked prone.


Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).

Nime, NSFW:
Calendula clumsily pushes a finger inside her friend, rubbing a calloused palm across her clitoris. She presses her body against the undine, cold and clammy compared to Nime's constant heat, and pushes her other hand into her own bottoms, furiously working at herself and groaning low and deep.

She bites down on Nime's skin and muscle as she quickly brings herself to orgasm, grinding against the blue woman's thigh and muffling screams against her neck and shoulder. Her cold body heats to almost a normal temperature, although still cold compared to the undine she is pressed against, and her face and neck flush gray with her tainted blood.

Removing her hand from her friend, the chaste and prudish paladin takes the other woman's hand and rests it on her breast, inviting her to take more initiative as she returns to pleasure the both of them.

"Oh, oh Nime, kiss me more. Show me everything you've been waiting twenny years for. I am yours tonight, and you are mine."

Calendula counts down the minutes, invoking several prayers in the time before the Cyphergate opens.

Activating Sacred Weapon to bring my sword to +5, and adding Keen and Flaming Burst to the sword. Then Shield of Faith, and immediately before the moment, Divine Favor


Male Human Sorcerer 10/Dragon Disciple 10 | HP 137/272 | AC 39 T 16 FF 36 | Fort +20 Ref +14 Will +15 | Initiative +8 | Perception +25 | Sense Motive +0

Paying attention to the ritual time, Theo timed his protective spells to be sure that they would be active as the ritual completed.

Ten minutes from the ritual's end, Theo starts casting the following:

  • Spell Resistance - SR30
  • Fly
  • Blur - 20% miss chance
  • Mirror Image
  • Shield

Mirror Image Duplicates: 1d4 + 6 ⇒ (3) + 6 = 9

EDIT: Also for some reason I can't get the list tags to work.


1 person marked this as a favorite.

Tongue: 1d20 + 24 ⇒ (8) + 24 = 321d20 + 24 ⇒ (10) + 24 = 34
Damage: 2d8 + 8 ⇒ (4, 8) + 8 = 20

At 70 minutes, the tongue extends through the portal again and lashes out at Shenuska. Rudrik is able to provide her with cover, deflecting the attack with his shield. The tongue retreats back into the portal, but 10 minutes later, it emerges again and this time manages to strike the psychic! You can see the shadow of something enormous in the portal before it disappears again.

20 damage to Shenuska. She must make a DC 23 Fortitude save or take 1d4 Wisdom drain.

Shenuska maintains her concentration as she completes the lenghty ritual. The Cyphergate’s rotation reaches a point where it is spinning so fast that it vanishes from sight. At the same instant, you feel yourselves being pulled into the warped vortex! The Thing that attacked Shenuska pushes past you to emerge into Riddleport, but there is nothing you can do about that now...

You find yourselves hurtling through a distorted realm of images, sensations, and experiences as you relive not only your own timelines from birth to death, but also those of your companions. As the kaleidoscope of memories and visions surge and spiral around you, a single form grows constant in your vision—the image of an ancient but alert and hearty woman whom you instantly recognize as the ageless incarnation of the Steward of Stethelos. The steward holds her hourglass high as she beckons you forward, and each of you hears her voice in your head: “Step forward to the Green Meadow. Step out of your histories and into your futures!”

A moment later, the chaos of the transition seems to solidify, and you realize you're experiencing a shared vision from the viewpoint of one of your own party members’ pasts.

It starts with Theodric. You experience the sorcerer standing on the docks of Magnimar's harbor, watching as the island of Xin rises from the sea in the wake of the Sihedorn's reunification. It was the moment the sorcerer first became intrigued with Thassilon. But a second vision is superimposed upon it, the First King Xin himself crafting the magnificent island and the wondrous clockworks with the help of an ancient gold dragon. At this moment, a stunning revelation becomes clear--the ancient wyrm was actually a past incarnation of Theodric! Echoes of the dragon's power flows through his veins.

A moment later, the vision changes to the dungeons below Roderic's Cove, and the magical closet that contained numerous enchanted robes. Theodric used his powers to activate the fading magic of the closet, and now it is clear the source of this power was a mote of spiritual energy siphoned from the past and the future—from his ancient Thassilonian incarnation and his current self.

The vision's perspective changes to Nime and Rudrik. This vision is of a most intimate nature, the two of them engaged joined in passions in the Sanctum of Xin-Edasseril. Everybody can feel the love and passion between the two close friends as they consummate their feelings for one another. A moment later, the vision shifts to the waters of the Storval Deep, with Nime helped Rudrik disable the fiendish trap. Indeed, that was the influence of the two friends' current selves reaching back in time to guide Rudrik's hands.

The vision changes again, this time to Calendula's past. You experience the horrors of the Worldwound firsthand, and you feel the shame and pain of the paladin's fall. The Abyssal poison seeps through her open wounds, and corrodes her blood into a thick, cold sludge. But then you feel the joy of Iomedae's mercy, the restoration of her blessings. And indeed, it was the the faith and devotion of Calendula's current self that contributed to her atonement, sent back in time from this moment to save herself.

At last, the vision becomes Shenuska's. You experience Ieldana's anguish and pain as the magical trap consumed her life force, and her confusion in waking up in a clone of Sorshen's body. The vision then changes to when Shenuska yanked the rod out of the final Peacock Shrine in Xanderghul's throne room, sealing his fate. The magic of the shrine had tried to banish Shenuska to another plane of existence, but she resisted. Indeed, every instance of Shenuska prevailing against powerful magic was actually Shenuska herself reaching back in time to bloster her sense of self, protecting herself as best she could!

You feel a sudden surge of konwledge as memories finally return--you have now healed the damage wrought to your personal timelines, and for a brief moment your first meeting with the Steward flashes before you. At this instant, your current incarnations mingle with those of the past, retroactively bolstering your past selves and empowering your current ones.

You may each ask one question about the events leading up to this point in the Return of the Runelords Adventure Path, and you will receive that answer. In addition, each player gains an additional use of their trait’s once-per-adventure ability that can be used at any point during the remainder of the campaign.

At last, the visions end. The whirling Cyphergate and the oily waters of Riddleport’s harbor have given way to entirely different surroundings. It is bright daylight, yet no sun is visible in the unbroken cerulean sky above. The shore is a narrow strip of green grass growing from soggy ground, while a dense wall of green, scaly tree trunks, and a tangled profusion of foliage hems in the narrow band between shore and sea. Opposite this ominous verdure, a vast ocean stretches to the horizon. At some vast distance, just visible on this horizon and before a thin strip of billowy white haze, stands a strange green meadow of an island dotted with what could be buildings.

Before you have much time to do anything at all other than marvel at your new environs, you notice that you are not alone. A strangely familiar figure stands with you on the desolate shore—an elderly woman armed with a glowing dagger and carrying a large hourglass. This is the Steward of Stethelos, and she greets you with a smile on her lips.

”Welcome to Stethelos, the heart of all tomorrows and every yesterday. The Green Meadow lies beyond at the heart of Stethelos. This is the core of what your scholars call the Dimension of Time. This is but one of many thrones held by my lord.

“You are intruders in this realm, and those you encounter along the way may take issue with your presence in Stethelos. You have no place to return to, but you cannot remain here. You must repair the damage inflicted by your kind, and in so doing, you shall repair your right to exist in reality once more. My lord awaits your arrival at the Well of All within the Great Rotunda, but know that you will need to leave behind one of your own in order to exist before you were born.”


Calendula - NSFW:
"Oh, My Love, a single night is no where near enough time to do with you all that I feel you deserve," Nime says as she rolls Calendula on to her back. She pauses just long enough to divest the paladin of the remainder of her clothing before pressing her lips against hers again in a hungry kiss. The kiss shifts to her jaw and the side of her neck. "I've been waiting so long to touch you ... to taste you." Her hands move down to the woman's hips as her lips trail a line of kisses across her collarbone and then down to her breasts. Alternating between kissing and licking the salty skin, they shift to suckling when they reach a sensitive nub. Enjoying Calendula's tremors and moans as she pulls the tightening flesh into her mouth, her hands move lower to shivering thighs. "You are so beautiful," she says when she finally releases the hardened flesh with a noticable 'pop'. "My greatest hope is that you find someone that will worship you as you should be worshipped." She returns to kissing down the woman's scarred belly. It's not long before she gets a chance to demonstrate a portion of that worship.

Much later, when the paladin can bear no more and the tremors of pleasure finally begin to slow, Nime pulls her again into her arms and kisses her with wet lips. "Thank you, My Love," she says in a raspy voice. "You have given me a gift that I will treasure always. Even more than cherry tarts."

~~~~~

"I don't imagine the one left behind gets to just swim lazily in the sea for the rest of her life?" Nime asks in a resigned voice.


RETIRED - Runelord of Altruism

Fort, Push: 1d20 + 13 + 2 + 5 ⇒ (6) + 13 + 2 + 5 = 26 Phew!
Purge: 4d8 ⇒ (8, 1, 2, 8) = 19

"How has Alaznist gained her power?" Shenuska asks, curious about the Runelord who has caused so much damage. Bizarrely the knowledge that she has been reaching out to defend herself through time is comforting to the psychic, it fits her understanding of who she is and suggests that she has in fact, always been that way, and will be too.

"And somehow I doubt it." She adds. "I have not expended Pharasma's gift however. That may suffice."

Shen did all her dying before we got that!


Shenuska:
The visions show you that Alaznist gained the power to travel through time by discovering the artifact known as the Scepter of Ages, a device capable of breaking the laws of time itself. Picking up where the Runelord of Pride had left off, Alaznist completed his search for the scepter, recovering it from a reliquary in distant Garund. With the scepter’s aid, Alaznist traveled back in time and altered the past so that she could bypass Xanderghul’s defenses. When she returned to the present, she quickly slew her rival.

Since then, Alaznist has used the Scepter of Ages seven more times, but these seven new trips through time have wrought increasing damage to reality as she tampered with the past and rerouted history. The immediate result of these temporal invasions was that Alaznist absorbed much of the mythic power that Runelord Xanderghul once commanded.

"Seek the Well of All. You will meet my master there," the Steward says. "You should avoid the Viridescent Jungle. It exists for a reason. Those who flow with time in one direction have no place therein, for beyond lies Tindalos, where none can dwell save the hounds and their masters.

"Instead, you must build rafts of sod calved from the Desolate Shore and set out into the Billowy Sea. You will safely part the Veil of the Caretaker and arrive in the Green Meadow.

"The Green Meadow is a crossroads at the center of time. You will find those who stand against you there, yet you can also find allies and support. Travelers and merchants, artisans and philosophers, folk from across countless worlds come to trade and toil within the Green Meadow, and if you treat them with respect, you can find ample opportunity to trade with them as well. Should you find cause or need to rest, any of the empty buildings within the Green Meadow will welcome you, yet know that those who see you as prey may still seek you out.”


RETIRED - Runelord of Altruism

"Well this sounds like fun." Shenuska says lightly, "Any less cryptic advice about the enemies? I guess not." She shrugs languidly. "Well, time's a wasting."

Lets go, here's to hoping someone can build a boat!


ADVENTURE PATH COMPLETE

Feels like the final out-of-time isolate level in a Chrono Trigger game.

Rudrik removes his helm and scratches his head.

"Um. Hmm. I uh... I don't think I have any questions. At the end this all seems kinda straightforward. Time is all squiggly thanks to a Runelord, and we're gonna finish fixing it so that the universe-clock can keep on tickin'."

"Also I did not realize there would be a recorded image of me an' Nime havin' sexy time and so that's awkward."


Nime reaches out and puts a reassuring hand on Rudrik's arm. "You have nothing to be ashamed of," she says with confidence. "You performed wonderfully and I was entirely satisfied."

She steps away to walk a little further out into the shallows. "I don't know how to make a boat, but it sounds like you're just supposed to cut out pieces of the grass-filled ground and ... it'll float I guess."

Her illusory leather skirt vanishes and she knifes into the water to explore around a little.


When you are ready to leave, the Steward has one final parting gift for you. She reaches into her hourglass and plucks a single grain of sand from within, then hands the grain to Shenuska. “I am given leave by my lord to aid you but once more as you seek to heal time itself. Should you desire my aid, use this grain to summon me through the mists of time and I shall provide what assistance I can.”

Once the PCs travel to the past, any PC (not just the one who received the grain of sand) can call upon the Steward as a swift action. She arrives at the end of that combat round, as if she rolled the lowest initiative for the battle, and she remains for the duration of the fight to provide support and aid for the PCs before vanishing as soon as the combat is resolved.

The blue sea of this strange place is billowed by winds that play upon its surface. From a vantage point over the waters, the nature of the strange horizon becomes clearer: it is no hazy view of the far distance, but rather in all directions the horizon is actually the eternal fall of waters, great cataracts that drain from a featureless sky of the same cerulean shade—a sky perhaps entirely composed of the waters of those cataracts impossibly forming a vault overhead. In other places, the cataracts fall away from the sea, downward into an eternal nothingness.

As strange as a land entirely bounded by waterfalls is, that is not the strangest thing about the Billowy Sea. The waterfalls conform to an unbroken line, yet they seem to be erratic in their flow: sometimes they flow faster or slower, or sometimes seem frozen in place with no motion whatsoever, and sometimes they appear to be flowing upward in defiance of all natural laws. One thing that is consistent about them, though, is the sense of agelessness that comes from gazing upon them—or perhaps it is the weight of all the ages that they bear; it is difficult to say.

You find that as you float, the edges of your rafts fall away, dissolved by the waters, yet they remain stable amid the rough seas. The Desolate Shore falls away behind and is soon eclipsed by a new cataract—there is no returning to that shore from the Billowy Sea itself.

After 2 hours, the mist that rises from the sea parts to reveal the Green Meadow. At first glance, the word “meadow” does seem like a more accurate description than “city.” The entire island is covered by rolling swells and terraces of a ubiquitous, thick, mosslike growth of a brilliant shade of green that emits a strange sound as if faintly singing. However, examination of this moss reveals that it grows on top of older stone ruins or buildings, crumbled arches, and ancient avenues, and it takes on vaguely humanoid forms of varying thicknesses.

A swath of brown cuts through the uninterrupted perfection of the vivid green that otherwise blankets the island, a path akin to an ugly scar. It is as if somebody brought torch and flame to burn back the soft mossy growth here and expose the ancient stonework that forms the bones of this strange city, yet there is no blackening of stone or scorch mark to be seen. The swath measures around a hundred feet wide and seems to follow an irregular path deeper into the ruins of this city.

Dozens of humanoid figures labor along this path in a hopeless attempt to restore the ground.

Knowledge (planes) DC 35:
This swath of destruction is a physical manifestation of the damage done to the timeline. As long as the temporal wounds exist, this path will not heal over.


Knowledge (planes) vs DC 35: 1d20 + 24 ⇒ (4) + 24 = 28

Nime takes a simple pleasure in effortlessly sliding through the water alongside her friends as they float along on the sod rafts.

When they finally reach the Green Meadow, her expression grows sad at the sight of the large scar through the greenery. "It's like something killed all the grass and moss," she says. "I wonder if we can help."

Without talking to any of the others, she approaches one of the humanoids laboring on the path.

"Excuse me? My name is Nime. What happened here?" she asks. "Perhaps there is something my friends and I can do to help."


A strange creature aggressively steps forward to confront Nime, weapon in hand. ”And here are more. Lackeys, perhaps? Following the path blazed by an ally? Eager to raze more of time itself? It will not happen again!”


"Oh, no. No," Nime says, holding up her hands to show that she holds no weapon - her glaive having been left behind in Riddleport.

"We're here actually to attempt to repair the rift. We have to defeat Alaznist first, but then our main goal is to restore the timeline to where it was before she began tampering."

Diplomacy: 1d20 + 39 ⇒ (18) + 39 = 57


RETIRED - Runelord of Altruism

Take 10 on Planes.

"It is the damage Alaznist has done." Shenuska says looking at the path with disapproval on her face. "Until we repair the temporal wounds this damage will remain here. So let us past." She adds, turning her attention to the creature. "Lest you intend to work fruitlessly on this for the rest of time itself?"

Diplo Aid: 1d20 + 20 ⇒ (19) + 20 = 39


The creature studies you silently for a few moments. At length, it gives a curt nod. ”Very well. But I will be watching you to ensure you remain respectful of time as it grows. Transgress against it, and you will be punished.”

You are able to continue on your way. As you travel through the city, you spot a handful of odd travelers and merchants:

The Book Wagon: A bandaged and tattered merchant named Voden hauls a narrow, rickety wagon through the back alleys of Stethelos. The wagon is jam-packed with magical books and tomes of all kinds.

Next Month’s Fashions, Today!: This clothing store offers countless high-end garments in a variety of styles ranging from ancient Azlanti to off-beat fashions advertised to be from far in the future. The Thassilonian proprietor, Xalmerni, also offers a multitude of gems to accent and accessorize these outfits, as well as various ioun stones.

The Dancing Scroll Shop: An off-putting crone runs a small stand made of gingerbread and bearing imagery of chickens. Shenuska recognize the woman from myths and legends as the infamous witch, Baba Yaga. She offers all manner of potions and scrolls for sale, including potions of spells that are higher than 3rd level, but her prices are exorbitant.

Live from Stethelos!: A strange undead man in a fancy suit waves as you walk by. ”Hey there! The name’s Zo! Have I got an offer for you fine folks! It’s a great opportunity for fame and fabulous prizes! I’m looking for players to participate in my latest intergalactic game show, Draw That Card! Interested?” He grins and splays a deck of many things out in front of him...


RETIRED - Runelord of Altruism

Shenuska runs through the odds quickly and decides to take a chance.

"I will play." She says, stepping forwards.


"Excellent! Amazing! Stupendous!" Zo! shouts, gesticulating wildly. "Okay, so here are the full rules. Each group of contestants is tasked with drawing 10 cards and surviving the results. The winners get to keep the show’s collector edition version of the deck, as well as a Book of Infinite Spells! If you're still interested, you can follow me!"


RETIRED - Runelord of Altruism

"Does anyone want to join me?" Shenuska asks with a smile. "It should be fun..."


Nime frowns at the man's offer.

"No, thank you. I have no desire to take a risk for baubles or fame," she says.


Male Human Sorcerer 10/Dragon Disciple 10 | HP 137/272 | AC 39 T 16 FF 36 | Fort +20 Ref +14 Will +15 | Initiative +8 | Perception +25 | Sense Motive +0

Theo was somewhat taken aback by this strange undead individual, but he shook his head at Shen's offer. "I've heard too many stories about what those decks do, I'll pass."


RETIRED - Runelord of Altruism

"Then I will have to withdraw my offer." Shenuska says firmly. "I have too much respect for my companions and if they think me wrong then I must heed them. Keep your book my friend."

Book of Infinite Spells is kinda crappy for this group anyway!


Nime makes her way over the to where the fashionable clothes are displayed. The clothes themselves hold no interest for the anti-sartorial undine, but ioun stones have always fascinated her.

Once she's finished with those, she moves on to the book-seller, looking over the titles with an eye for something for a gift.


Zo! bobs his head. ”Of course! No hard feelings! Happy trails, time cowboys!”

Voden’s wagon is jam-packed with magical books and tomes of all kinds; shoppers can buy manuals of bodily health, manuals of gainful exercise, manuals of quickness of action, tomes of clear thought, tomes of leadership and influence, and tomes of understanding. Leng versions of these books are also available at a 15% discount, but anyone who reads one is potentially afflicted with insanity in addition to all other effects...


Nime pauses at the 'Tome of Leadership and Influence', but then knowing she doesn't have the coin for something that expensive, she continues on.


Once you have finished with the strange merchants, you continue following Alaznis’s trail of destruction. It leads you to a large rotunda. This structure is unlike any other to be seen in this strange green city, not least because of its scale. This ten-sided geometric rotunda measures four hundred and fifty feet across and rises to a point half as tall as it is wide. The purple stone walls are entirely free of the mossy growth that covers the rest of the city. A single element mars the dome’s smooth exterior—a great collapse along one wall reveals the dome’s interior, from which extends the winding path of barren ground. The sides of this crack in the dome appear strange and pockmarked, as if the stone that once filled the gap had been removed one small sphere of matter at a time to create the semicircular opening.

As you approach, a dragon swoops down from the apex of the dome to land next to you. Though he is older and more powerful than your last meeting, you recognize him as Ninuron, the time dragon you helped outside of Jorgenfist.

”Greetings, my friends. I am glad that you have finally made it to your destiny. I have been waiting here to repay you for helping end me exile, for in doing so you have allowed me to return to my true age and true power. My magic and knowledge is at your disposal. In addition, I able to aid you once as you travel through time.”

Ninuron can travel with them only once, though, and so the PCs must choose which temporal wound to bring him to, for it is this very act of aid—and not his initial experiments into the nature of altering time—that hurls him out of Stethelos and exiles him as a younger dragon on the Material Plane. Only once the PCs heal enough temporal wounds will Ninuron truly be freed of his personal paradox.


RETIRED - Runelord of Altruism

"Well met Ninuron." Shenuska replies with a civil inclination of her head. "We are pleased to see you restored to your true power. Your aid will no doubt be welcome as we journey on."

With a dragon on side Shenuska heads for the rotunda.


"Oh, Hello, Ninuron!" Nime says with an enthusiastic wave of her hand. Her excitement at seeing the dragon again is obvious. "You look very majestic today!" She frowns. "Or is it yesterday? Tomorrow? Two weeks from Fireday? How would we know?" She dismisses her doubt with a roll of her eyes. "Whenever it is, you look very handsome."


Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).

Calendula nods at the dragon impassively.


Ninuron accompanies you into the dome. Within the porphyry dome lies a field of mossy ground scarred by a swath of denuded stone leading up to a ten-foot-high ring of stone in the center. The swath of destruction leads up to the edge of this wall, breaking a hole into it before coming to an end. Within this central ring of stone stand seven writhing, distorted shapes that appear to be distorted humanoid figures and faces draped in sheets of moss, while an eighth figure composed entirely of moss writhes near the breach in the wall.

A closer examination of the seven humanoid statues within the well reveals an unsettling fact—they all appear to be wracked in pain and agony. The eighth figure is something else entirely. Examination reveals it to be the form of a human man wearing a toga, the entirety of which is made of the same material that makes up the Green Meadow. The man is not distorted by warped time, but he does appear to be whispering. Anybody who leans close to his mouth can hear his words spoken in a strange language.

The words go silent, though, as a menacing figure appears. This entity appears as a 12-foot-tall, cloaked humanoid figure, his features and limbs completely concealed. It merely stands within the breach of the wall and regards you impassively for a moment before speaking to you telepathically.

“You have traveled far to reach this, the Well of All. The path ahead will change you forever. You can turn back at this point if you wish, but to do so would deny your own reality. It is from you that reparations must come. It is you who must undo what has been done to your past.”


RETIRED - Runelord of Altruism

"That's why we're here." Shenuska says firmly. "Are you going to let us pass, or be difficult?"


”I will neither hinder you nor aid you. I am here to observe. For I am the All in One, the One in All, the Gate and the Key, Tawil at’Umr. Iä, Yog-Sothoth!” the figure declares.

”One from your time and place came bearing a weapon—the Scepter of Ages. I watched as she wrought her ruin upon Stethelos. As she turned aside its defenders. As she tore seven holes in time to ravage your world’s past. It was of little import to me, although momentarily amusing. I will not stand against you should you seek to repair what she has done, yet without the Scepter of Ages in your hands you must sacrifice much if you seek to follow in her footsteps. The past does not suffer intruders lightly.” At this point, he turns to the mossy remains of the whispering man.

“His name was Empedocles. A traveler from a world far removed from yours. A fool and a scholar. A reminder and a promise. A visitor to Stethelos, much like yourselves, though his visit came some twenty-three centuries ago, as you reckon time. To him it seems as but a single day, or perhaps a thousand lifetimes, have passed. He was clever and wise, his mind a great machine of perception and idea. I sense something of his grandeur in you.

“Empedocles lasted long before he fully succumbed to this rapture, long enough to understand the nature of the Green Meadow, the soul of the cosmos. The anima mundi he named it, the ‘world soul,’ although his mind could not truly fathom its nature. He knew it to be the driving force that binds together all the elements and the motivators he dubbed love and strife, which form all physical and spiritual interactions in the universe, whether living being or inanimate object—the glue that keeps time in its cataracts and allows your insignificant mortal existences to endure. He even wrote of it before his final transfiguration, tried to give warning of this place and to explain its meaning. He hid its truth in code words to befuddle the unworthy; he called it ‘Microcosmos,’ ‘Spiritual Blood,’ ‘Magnesia of the Heavens,’ ‘Tartar of the Philosophers’, and ‘The Serpent.’ He scribed his visions and philosophies into a book and cast it into the cataract in hopes of revealing his discoveries to the world, yet it did not travel to those he intended.

“Now Empedocles is one with the very truth he sought. A nobler deed one could not fathom, is it not? What small price an eternity of a moment, caught forever in that last vital instant as he adds his final scream to the enduring song.

“And that, fellow travelers, is the price that you face as well. To access the wounds and have a chance to save your home, one of you must give yourself willingly, and eternally, to the anima mundi. Nay, stay your outrage and questions. Ask me not why I demand this price. Suffice to know that it pleases me to do so.”


RETIRED - Runelord of Altruism

"Difficult then." Shenuska says with a sigh. "How irritating. Will the blessing of a goddess do?"

If Yog-Sothoth agrees she offers her hand to discharge Pharasma's blessings to the whatever-he-is.

"Done now?" She asks, archly.


ADVENTURE PATH COMPLETE

"Sounds like this guy blew his top, probably because he came from a crappy world with no magic," quips Rudrik.


”Yes. The power of Pharasma’s gift is a worthy substitute for a life,” Tawil at’Umr says. Shenuska feels power flow out of her as the Outer God eagerly absorbs the divine energy. Once this occurs, the seven mosslike “shadows” left by Alaznist crumble to ashes, each leaving a 5-foot-diameter swath in the anima mundi in its place.

Tawil at’Umr retreats at this point to crouch upon the upper wall surrounding the well. The time has come to enter the past and mend the damage Alaznist has done. You can enter the seven time events in any order you choose.

The time events are: Emperor Xin creates the Sihedron; the runelords engineer Xin’s assassination: the Oliphaunt of Jandelay repulses an invading Azlanti army; Runelord Angothane’s betrayal causes a devastating schism among the runelords; Alaznist’s research into fleshwarping reveals the secrets of creating sinspawn; the Cyphergate’s keystone is set in place in the final hours of its construction; and Runelord Sorshen retreats into the Eye of Desire during Earthfall.


RETIRED - Runelord of Altruism

"From the beginning I suppose." Shenuska says. "We may as well work forwards in case of a cascade effect. Preparations ladies and gentlemen."

She sets to work on the sequence of spells she casts before combat, it takes over a minute now.

MB for Rudrik, Heroism on Rudrik, Callie and herself. Fly, GI, FoM, SI, Deathless, FL, ST, Echoloc all on self. 12 rounds.

Once everyone indicates their readiness Shenuska casts haste and leads the way through the first portal.

Spell Turning: 1d4 + 6 ⇒ (2) + 6 = 8


Male Human Sorcerer 10/Dragon Disciple 10 | HP 137/272 | AC 39 T 16 FF 36 | Fort +20 Ref +14 Will +15 | Initiative +8 | Perception +25 | Sense Motive +0

The idea of time travel was worrying to Theo but he braced himself anyway and trusted that they'd make it through.

Spell Resistance, Fly, Mirror Image, Blur, Shield
Mirror Images: 1d4 + 6 ⇒ (4) + 6 = 10
Mirror Image caps at 8 images, I believe.


The being's words, 'The path ahead will change you forever,' resonating in her head, Nime takes a moment to calm herself before they leave. As the others make their own preparations, the undine goes to each of her companions in turn. For each she has a warm embrace and a tender kiss.

When she reaches Calendula there's a smile on her face, but tears in her eyes. "No matter what happens," she says softly, "I will always love you." Her eyes seek permission before she leans in to softly touch her lips to the paladin's.

Her potential 'Goodbye's' handled, she speaks quiet prayers to Shelyn before touching each of the others again in turn.

nine lives and unbreakable heart on each of us.

Nine Lives
Recipient can use each ability once:
• Reroll a failed save.
• Turn a Critical or Sneak attack against them into a normal attack.
• Intantly heal 3d6 when reduced to 0 or below HP.
• Can remove one of these conditions: blinded, confused, cowering, dazed, dazzled, entangled, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, or staggered
• Escape being grappled or pinned.
• Can avoid being tripped or knocked prone.


Stepping into the first barren patch, you catch brief glimpses of where the wound in time leads. An imperious wizard—none other than Emperor Xin—works a complex ritual in a cathedral-like chamber of dark crystal, attended by a group of what appear to be seven identical duplicates of Xin himself. The floor is inlaid with an elaborate Sihedron rune, and floating a few feet above the floor at its center are seven shards of different metals awaiting but the final joining in order to become the Sihedron itself.

Suddenly, Alaznist appears in the room, stepping through a tear in time and space and wielding a glowing scepter in one hand. She confronts Xin with blasts of magical energy, while the seven duplicates transform into copies of Alaznist and surge toward the seven fragments of the incomplete Sihedron.

After casting your prepatory spells, Shenuska concentrates. The world around you shifts, and suddenly you find yourselves standing in the crystal chamber. You can watch as Xin and Alaznist clash, their magical spells and energies filling the room with chaos, but the two powerful wizards seem strangely blurry and out of focus, due to their being slightly out of sync with your timeline. The seven duplicates of Alaznist are in sharp focus, though, and they reach for the seven shards of the Sihedron!

Initiative:
Calendula: 1d20 + 1 ⇒ (7) + 1 = 8
Nime: 1d20 - 1 ⇒ (7) - 1 = 6
Rudrik: 1d20 + 8 ⇒ (8) + 8 = 16
Shenuska: 1d20 + 3 ⇒ (12) + 3 = 15
Theodric: 1d20 + 5 ⇒ (6) + 5 = 11
Enemies: 1d20 + 11 ⇒ (3) + 11 = 14

Magical Clash: 1d6 ⇒ 1

Overwhelming light from the magical power Xin and Alaznist are flinging around threatens to blind you!

Rudrik and Shenuska may act! At the start of your turn, everybody must make a DC 20 Fortitude save. You are blinded for 1 round on a failure or dazzled for 1 round on a success.

Map updated.


RETIRED - Runelord of Altruism

What are we actually trying to do here? Kill the duplicates?

"Destroy them before they can take the Sihedron!" Shenuska's telepathic voice commands as the invisible psychic takes to the air.

Fort, Push: 1d20 + 13 + 5 ⇒ (12) + 13 + 5 = 30

Mind Thrust V: 15d8 ⇒ (1, 5, 8, 6, 3, 5, 5, 8, 7, 8, 5, 3, 7, 1, 6) = 78 And exhausted. Will save, DC23 halves the damage and reduces the exhausted to fatigued.

Iron Shen swoops across the room to pound on the same Alaznist that Shen targeted.

Slam: 1d20 + 28 ⇒ (15) + 28 = 43 Damage: 2d10 + 16 ⇒ (6, 6) + 16 = 28


Yes, your goal is to destroy all the duplicates before they can absorb and destroy the fragments of the Sihedron.


ADVENTURE PATH COMPLETE

Fort save: 1d20 + 16 ⇒ (13) + 16 = 29

Rudrik leaps across the room, jumping over the Sihedron etching and past several of the duplicates to land between two on the far side of the ritual. "Wish I knew how to strike two with one blow..." he mutters as he winds up and swings hard into the one to his right.

Tannaris improved vital strike, heroism: 1d20 + 35 + 2 ⇒ (6) + 35 + 2 = 43
Tannaris improved vital strike damage: 3d10 + 18 ⇒ (5, 8, 3) + 18 = 34


Will: 1d20 + 11 ⇒ (14) + 11 = 25

The nearest duplicate resists the mind thrust, though Rudrik's and Iron Shen's attacks wound it. The wounds begin to regenerate though, and the duplicate ignores you as it and the six others absorb the shards of the Sihedron into their bodies! Then they turn to you, their hands morphing into swords, axes, and other deadly weapons.

Knowledge (dungeoneering) DC 24:
These creatures are intelligent oozes called mezlans. Built by ancient Thassilonians to serve as spies and shock troops, mezlans blur the lines between constructs and oozes, a mixture made even more strange by the fact that they have unique, human personalities. Their regeneration can be stopped by acid and they can cast spells stored within them by the arsonists that created them.

Everybody is up.


RETIRED - Runelord of Altruism

Knw D: 1d20 + 25 ⇒ (15) + 25 = 40

"Mezlans! Intelligent oozes!" Shenuska broadcats. "Acid to stop their regeneration!"

Since she doesn't have any of that she simply disintegrates one of them.

Disintegrate: 36d6 ⇒ (3, 1, 4, 2, 5, 4, 1, 2, 1, 6, 6, 5, 1, 1, 3, 1, 6, 6, 4, 1, 2, 4, 5, 1, 5, 2, 2, 1, 2, 3, 5, 4, 4, 5, 3, 2) = 113 Fort DC24 to reduce it to 15 damage

Since this is the time to pull out all the stops she unleashes a particularly swift blast of mental power.

Quickened Mind Thurst V: 15d8 ⇒ (1, 5, 7, 1, 5, 8, 5, 5, 5, 7, 2, 8, 8, 2, 8) = 77 DC25 save, spending 2 points of Phrenic Pool to up the save DC. Exhausted/Fatigued.

Iron Shen meanwhile keeps smacking the mezlan it faces.

Slams: 1d20 + 28 ⇒ (19) + 28 = 471d20 + 28 ⇒ (14) + 28 = 42 Damage: 2d10 + 16 ⇒ (5, 1) + 16 = 222d10 + 16 ⇒ (5, 4) + 16 = 25

Ieldana meanwhile conjures fire and acid from shadowstuff!

Trial of Fire and Acid on a mezlan to ensure it doesn't get up again.


ADVENTURE PATH COMPLETE

"Well, crap."

If our goal was to stop them from getting the pieces of the Sihedron, it looks like we already failed?


You have 10 rounds to slay them to stop them from destroying the shards. If you kill them before then, it will fix the damage to the timeline.


Male Human Sorcerer 10/Dragon Disciple 10 | HP 137/272 | AC 39 T 16 FF 36 | Fort +20 Ref +14 Will +15 | Initiative +8 | Perception +25 | Sense Motive +0

Drifting up and away from the Mezlans, Theo decided to try and soften up several at a time. Aiming for one nearest him (Red), a bolt of fire launched out at her, spreading out to hit the next nearest three (Orange, Pink, and Purple)

Chains of Fire Damage, DC24 Reflex: 18d6 + 18 ⇒ (4, 5, 4, 2, 6, 1, 3, 5, 6, 2, 2, 6, 1, 5, 5, 1, 3, 6) + 18 = 85
Orange, Pink, and Purple only need to make a DC22 reflex for half.


Nime moves to where she can see all of them, but Rudrik's already moved into melee. She bring her hands in to summon a thunderburst.

Thunderburst: 18d6 ⇒ (6, 4, 3, 4, 1, 3, 4, 2, 2, 4, 5, 5, 5, 5, 3, 1, 5, 1) = 63
Targeting all but the two near Rudrik. DC 30 Fortitude Save for half damage and to avoid an hour of deafness.

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