[OutPost II]Redelia's Through Maelstrom Rift (Inactive)

Game Master Dennis Muldoon

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The Concordance

Male Sylph Druid 6 | HP 51 | Speed 30’ | AC 17 (T14 FF 14) CMD 17 | F+7 R+8 W+11 (* +4 vs air/elec/weather) Resist 5/electric | Init +3 DV 60ft Perc+9

Storm follows the others.


”Alahazra” | Female LG Human Oracle 4 | HP 31/31 | AC 14, T 14, FF 11 | CMD 17| F +3 R +4 W +6; | Init +2 | Darkvision 30 ft; Perc: +1 | Speed 40ft | Fire Breath 1/1; Heat Aura 1/1; Spells: 1st 7/7, 2nd 4/4 | Active Conditions: None.

Probably not super necessary, but Rhyol worms her way towards the front. If there's something dangerous on the other side, she'll keep her colleagues safe.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

GM Screen:

Initiative:
Ember Init: 1d20 + 5 ⇒ (8) + 5 = 13
Jamila Init: 1d20 + 6 ⇒ (8) + 6 = 14
Krakos Init: 1d20 + 5 ⇒ (5) + 5 = 10
Octaris Init: 1d20 + 10 ⇒ (5) + 10 = 15
Rhyol Init: 1d20 + 2 ⇒ (17) + 2 = 19
Zephyr Init: 1d20 + 3 ⇒ (6) + 3 = 9
Rift Spinner: 1d20 + 8 ⇒ (13) + 8 = 21
Air wysp: 1d20 + 4 ⇒ (5) + 4 = 9
Fire wysp: 1d20 + 6 ⇒ (15) + 6 = 21
Earth wysp: 1d20 + 1 ⇒ (4) + 1 = 5
Water wysp: 1d20 + 1 ⇒ (6) + 1 = 7
Wave: 0 = 0

The color-streaked blackness expands to fill the entire sky. Above, a ring of electricity hovers in midair. Brightly colored formations shaped like cracks running through stone pepper the sky around it. Below, a forty-foot-wide stone platform bears a runic circle. Smaller pieces of stone are connected to this platform with sturdy iron chains.
This spherical realm is about 80ft in diameter. The platforms are about 20ft thick, slightly below the center plane of the sphere (the realm extends about 60ft above the surface of the platforms). You feel like with sufficient force of will you could redirect your gravity.

What are those runes? Linguistics or Knowledge (history):
DC 20 (Jamila gets a +5 circumstance bonus):
Spoiler:
You recognize the runes on the circle as representing the seven runelords of Thassilon, and the one in the center represents evocation magic, wrath, and the Runelord Alaznist.

Ember:
Something about this place makes your insides roil with power. The DC to resist your breath weapon increases by 2.

Rhyol:
Despite your best efforts to contain the anger within you, something about this place makes you burn with rage. When you use your rage ability here you deal an additional 1d6 points of fire damage with your slam attack.

Rhyol, Krakos, Jamila, and Ember:
Something feels off about this place, and it’s making it hard for you to think clearly. You take a -2 penalty on all Intelligence, Wisdom, and Charisma-based checks while here.

---------

Four tiny wisps of energy, one stony, one fiery, one made of air, and one of water, float around at various locations, singing a nonsensical cacophony of random noise. Meanwhile, a large serpent-like creature with curled horns flies around near the central platform. When you arrive, it snarls at you and moves to attack!

What the heck are those wisps? Knowledge (planes):
DC 7:
Spoiler:
These are wysps, tiny planar servitors common to the elemental planes. These ones seem corrupted, however, by some sort of chaotic force. You know that these creatures would normally give a resonant boost to creatures within 30ft that share their element, but the chaos seems to have taken over.

DC 17:
Spoiler:
You recognize that these wysps have been strongly influenced by chaos, and that they are augmenting chaotic creatures instead of other creatures who share their elemental affinity.

What in the planes is that weird serpent thing? Knowledge (planes):
DC 18:
Spoiler:
This is a naunet protean, a creature from Maelstrom, the plane of pure chaos. You know that it can sow confusion among those it strikes. You may ask another question for every 5 by which you beat the DC.

Ember, and Zephyr:
You feel boosted by the very presence of these chaotic wisps. As long as you are within 30ft of one of them, you gain a +2 competence bonus on attack and damage rolls, and to the DC of any racial spell-like, supernatural, or extraordinary abilities.

Octaris:
You feel boosted by the very presence of these chaotic wisps. As long as you are within 30ft of one of them, you gain a +2 competence bonus on attack and damage rolls, and to the DC of any racial spell-like, supernatural, or extraordinary abilities. This includes your kinetic blasts.

1/2

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

The serpentine creature flies forward, flapping its tentacles and gnashing its teeth. The tiny ball of fire also hurtles toward you, though it seems unsure or conflicted in its actions (double move for both).

You can try to change a wisp's behavior with a Bluff, Diplomacy, Knowledge (planes), Intimidate, or UMD check as a standard action.

Initiative!

  • Serpent-thing
  • Fire
  • Rhyol
  • Octaris
  • Jamila
  • Ember
  • Krakos
  • Zephyr
  • Air
  • Water
  • Earth
  • ?

    Whole party may act.

    2/2


  • active effects:
    Veil of Mists, Shroud of Water, mage armour, good hope, haste
    Octaris | HP: 71/71 Burn: 1 (7nl) | AC: 28 (T 19 FF 20) | F: +12 R: +20 W: +7

    So we have Good Hope and Moment of Greatness from Ember, right?

    linguistics vs rune, good hope: 1d20 + 2 ⇒ (6) + 2 = 8
    know.planes vs wisps, good hope: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
    know.planes vs serpent-thing, good hope: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23

    "Oh! Elemental wysps! But they've been overwhelmed by Chaos! And no wonder - that's a naunet protean, a native of the maelstrom, and its very touch causes confusion!"

    Would like to know any Resistances of the protean please GM, before deciding on actions. Will inform the party of anything Octaris knows.


    ”Alahazra” | Female LG Human Oracle 4 | HP 31/31 | AC 14, T 14, FF 11 | CMD 17| F +3 R +4 W +6; | Init +2 | Darkvision 30 ft; Perc: +1 | Speed 40ft | Fire Breath 1/1; Heat Aura 1/1; Spells: 1st 7/7, 2nd 4/4 | Active Conditions: None.

    Linguistics: 1d20 + 0 + 2 - 2 ⇒ (2) + 0 + 2 - 2 = 2
    Knowledge (planes): 1d20 + 3 + 2 - 2 ⇒ (5) + 3 + 2 - 2 = 8
    Knowledge (planes): 1d20 + 3 + 2 - 2 ⇒ (1) + 3 + 2 - 2 = 4
    ...yikes

    Rhyol turns and fluently chatters away in what turns out to not have actually been Ignan at the fiery wysp, so her well intentioned warnings go unheeded.

    Intimidate: 1d20 + 8 + 2 - 2 + 4 ⇒ (1) + 8 + 2 - 2 + 4 = 13

    Oookay, that's enough dice for now. Sheesh

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    The Protean is immune to acid and resistant to electricity and sonic damage.


    Male Oread Inquisitor 6 | HP 51/51 | Move 20 | AC 20 T 13 FF 18, CMD 22 | F+7 R+5 W+9 | Init +5 DV 60ft Per +12

    linguistics with good hope: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9
    Know: Planes for Wisps with good hope: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
    Know: Planes for Protean with good hope: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
    The dice gods have turned upon us en masse, it seems.

    Krakos looks towards Octaris.
    If we destroy it, can the wisps be brought back in balance?


    Ember | HP 57/57 (fast healing 1) | NOW: AC 26 t 20 ff 21 | AC 22 t 20 ff 17 | F +7, R +12, W +10 | | Init +5 | Perc +10, darkvision 60 ft | 60 ft fly | B. Perf. 19/19 | Spells 1st 6/6 2nd 4/4 | Active cond.: Mage Armor

    Wow, this is complicated GM! Kudos to you!

    Ember casts HASTE on the party with her scroll of haste and then takes a small step and retrieves her scroll of 'purging finale'.

    Buffs: Good hope, moment of greatness, Haste
    Ember - Special features of this realm: The DC to resist your breath weapon increases by 2 // -2 penalty on all Intelligence, Wisdom, and Charisma-based checks // within 30ft of one of the wysps, you gain a +2 competence bonus on attack and damage rolls, and to the DC of any racial spell-like, supernatural, or extraordinary abilities

    @GM: So if within 30 ft of a wysp the breath weapon would be +4 DC?

    -

    kn history, good hope: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28

    "I recognize the runes on the circle as representing the seven runelords of Thassilon, and the one in the center represents evocation magic, wrath, and the Runelord Alaznist."

    -

    Wysps, kn planes, good hope: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18

    "These wysps have been strongly influenced by chaos, and that they are augmenting chaotic creatures instead of other creatures who share their elemental affinity."

    Good question on the Wysps Krakos. GM, can we do something to help or do we believe we have to fight them?

    -

    Serpent, kn planes, good hope: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26

    Special attacks of the serpent please.


    [HP: 60/60] [AC: 24 (T13, FF21)] [Saves: Fort +8, Ref +8, Will +6]

    Applying the Good Hope bonus to the checks below: 2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

    Linguistics: 1d20 + 9 ⇒ (3) + 9 = 12

    Knowledge (planes) on Wysps: 1d20 + 14 ⇒ (12) + 14 = 26

    Knowledge (planes) on Serpent: 1d20 + 14 ⇒ (1) + 14 = 15

    Subtracting 2 from each of those, not written in above, for special penalty on Intelligence-based skills.

    "That protean is clearly hostile--defend yourselves!"

    Jamila draws her longsword, takes a 5' step, and readies to attack should it move closer.

    The Concordance

    Male Sylph Druid 6 | HP 51 | Speed 30’ | AC 17 (T14 FF 14) CMD 17 | F+7 R+8 W+11 (* +4 vs air/elec/weather) Resist 5/electric | Init +3 DV 60ft Perc+9

    (Good Hope, Haste, + when near wisps)

    Storm Zephyr begins flying as he takes to the air and moves 60ft to the left in order to spread out from the group,

    He then cast cloak of winds {link} DC18 on himself.

    See cloak of wind effects vs small & tiny creatures attacks and ranged attacks


    active effects:
    Veil of Mists, Shroud of Water, mage armour, good hope, haste
    Octaris | HP: 71/71 Burn: 1 (7nl) | AC: 28 (T 19 FF 20) | F: +12 R: +20 W: +7

    "I quite like the wysps as they are! But I fear that if they fortify us, they also fortify the protean! I suggest the smartest course of action is to turn the wysps against the protean."

    GM wrote:
    You can try to change a wisp's behavior with a Bluff, Diplomacy, Knowledge (planes), Intimidate, or UMD check as a standard action.

    I think this is what the GM was indicating?

    Octaris reaches out to the fire wysp nearby...

    UMD, good hope: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33

    "Hey fire-friend! Famous mephit wizards are much more fun than angry protean thingummies! Come play with us!"

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺
    Pregen of Noral wrote:
    Wow, this is complicated GM! Kudos to you!

    Yeah, lot's going on here. I suspect that's why this one is limited to 4 & 5 star GMs.

    Pregen of Noral wrote:
    @GM: So if within 30 ft of a wysp the breath weapon would be +4 DC?

    That's correct.

    Pregen of Noral wrote:
    Good question on the Wysps Krakos. GM, can we do something to help or do we believe we have to fight them?

    As Octaris said, you can try a Bluff, Diplomacy, Knowledge (planes), Intimidate, or UMD check as a standard action.

    Pregen of Noral wrote:


    Serpent, kn planes, good hope: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
    Special attacks of the serpent please.

    Special attacks: Tentacle strikes can cause confusion, it can grab and constrict with its tail, it can infuse natural attacks with metal to overcome DR, and it has some spell-like abilities including at-will acid arrow that it can convert to other energy types.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    The chaotic madness seems to leave the fire wysp, its flame growing in intensity. The chaotic taint has been removed from the fire wysp.

    Rhyol:
    With the chaotic influence removed, the very presence of the freed fire wysp seems to bolster you. As long as you are within 30ft of it, you gain a +2 competence bonus on attack and damage rolls, and to the DC of any racial spell-like, supernatural, or extraordinary abilities.

    Krakos_the_Avalanche wrote:
    If we destroy it, can the wisps be brought back in balance?

    Seeing one of them successfully freed of the chaotic influence, you might suspect that should the source of that influence be destroyed the rest would revert to their natural state.

    Krakos may act.


    Male Oread Inquisitor 6 | HP 51/51 | Move 20 | AC 20 T 13 FF 18, CMD 22 | F+7 R+5 W+9 | Init +5 DV 60ft Per +12

    For balance.
    Krakos steps forward and swings his mace at the serpentine creature.

    -Actions-
    Swift Action: activate Bane (vs. Chaotic Outsiders)
    Five-Foot Step
    Full-Attack

    power-attack with morningstar with bane and good hope: 1d20 + 10 - 2 + 2 + 2 ⇒ (18) + 10 - 2 + 2 + 2 = 30
    damage if it connects, considered magical, cold iron, silver, bludgeoning and piercing: 1d8 + 8 + 4 + 2 + 2d6 ⇒ (6) + 8 + 4 + 2 + (2, 5) = 27

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Krakos steps forward and connects, his morningstar slamming into the protean, though despite his holy bane it seems to do less damage than he would hope (none of those get through its DR).

    The water and earth wysps move forward along the platforms (neither seems to be able to fly). The air wysp, however, has no trouble flying and does so, zipping quickly into Zephyr's square (provoking from Zephyr) and attempts to fight through the Storms windy protection to attack.

    Fortitude save: 1d20 + 4 ⇒ (7) + 4 = 11

    Blown 30ft away, it wheels around and flies over behind the protean (it has a 100ft fly speed).

    You don't need to be adjacent to a wysp to try and remove the chaos, just within 30ft.

    1/3

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Wave target: 1-Ember, 2-Jamila, 3-Krakos, 4-Octaris, 5-Rhyol, 6-Zephyr: 1d6 ⇒ 3

    Suddenly, the whole bubble of contained reality seems to ripple, the wave converging on Krakos.

    Effect: 1d20 ⇒ 16
    4d6 ⇒ (1, 6, 5, 6) = 18

    Though it may be concerning as it happens, the wave actually seems to envigor Krakos (giving him 18 temporary hit points).

    2/3

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    The protean lashes out at the two nearest invaders!

    Bite vs. Krakos: 1d20 + 19 ⇒ (16) + 19 = 35
    Damage: 1d8 + 9 ⇒ (1) + 9 = 10

    Tentacle vs. Krakos: 1d20 + 16 ⇒ (16) + 16 = 32
    Damage: 1d6 + 5 ⇒ (1) + 5 = 6

    Make a Will save if hit by tentacle:
    DC 22. On success, no effect. On failure:
    Spoiler:
    You are confused for 1 round.

    -----
    Tail slap vs. Rhyol: 1d20 + 16 ⇒ (4) + 16 = 20
    Damage: 1d6 + 5 ⇒ (2) + 5 = 7
    Grab (on hit): 1d20 + 24 ⇒ (19) + 24 = 43

    Tentacle vs. Rhyol: 1d20 + 16 ⇒ (14) + 16 = 30
    Damage: 1d6 + 5 ⇒ (3) + 5 = 8

    Make a Will save if hit by tentacle:
    DC 22. On success, no effect. On failure:
    Spoiler:
    You are confused for 1 round.

    -----

    The fiery wysp loops around behind you, happy to passively boost you now that it is free of the protean's influence.

    ----------

    Initiative!

  • Protean
  • Fire Chaos removed.
  • Rhyol
  • Octaris
  • Jamila
  • Ember
  • Krakos
  • Zephyr
  • Air
  • Water
  • Earth
  • Wave

    Whole party may act.

    3/3


  • active effects:
    Veil of Mists, Shroud of Water, mage armour, good hope, haste
    Octaris | HP: 71/71 Burn: 1 (7nl) | AC: 28 (T 19 FF 20) | F: +12 R: +20 W: +7

    Krakos you forgot Haste; will post Octaris’ actions later today..


    [HP: 60/60] [AC: 24 (T13, FF21)] [Saves: Fort +8, Ref +8, Will +6]

    Seeing Octaris have success with the fire wysp, Jamila calls out to the earth wysp in Terran:

    "Creatures of earth need stability and structure--chaos can't give you that! Come back to the realm of order!"

    Diplomacy (Good Hope off-sets Charisma-based skill penalty): 1d20 + 12 ⇒ (16) + 12 = 28


    Ember | HP 57/57 (fast healing 1) | NOW: AC 26 t 20 ff 21 | AC 22 t 20 ff 17 | F +7, R +12, W +10 | | Init +5 | Perc +10, darkvision 60 ft | 60 ft fly | B. Perf. 19/19 | Spells 1st 6/6 2nd 4/4 | Active cond.: Mage Armor

    Diplomacy, good hope, -2: 1d20 + 16 + 2 - 2 ⇒ (10) + 16 + 2 - 2 = 26

    Ember makes a small step and shouts in Auran, "Wysp of air come to our aid! Clear the taint of chaos from your essence!"


    active effects:
    Veil of Mists, Shroud of Water, mage armour, good hope, haste
    Octaris | HP: 71/71 Burn: 1 (7nl) | AC: 28 (T 19 FF 20) | F: +12 R: +20 W: +7

    Octaris targets the water wysp: "Hey, little water-friend! Come play with the famous Water Wizard Octaris! Much more fun than this guy!" He gestures rudely towards the protean.

    UMD, good hope: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19


    Male Oread Inquisitor 6 | HP 51/51 | Move 20 | AC 20 T 13 FF 18, CMD 22 | F+7 R+5 W+9 | Init +5 DV 60ft Per +12
    Octaris, water mephit wrote:
    Krakos you forgot Haste; will post Octaris’ actions later today..

    I actually totally missed the haste!

    If the GM is ok with a bit of ret-con...

    Morningstar attack roll with PA, Haste, Bane, and GH: 1d20 + 10 - 2 + 2 + 2 + 1 ⇒ (20) + 10 - 2 + 2 + 2 + 1 = 33
    Confirmation roll with PA, blah, blah, blah...: 1d20 + 10 - 2 + 2 + 2 + 1 ⇒ (14) + 10 - 2 + 2 + 2 + 1 = 27
    damage with all the stuff: 1d8 + 8 + 4 + 2 + 2d6 ⇒ (2) + 8 + 4 + 2 + (2, 4) = 22
    critical hit damage, if applicable: 1d8 + 8 + 4 + 2 ⇒ (4) + 8 + 4 + 2 = 18

    Will Save with GH: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Krakos feels the power of Ember's spell, striking again at the surprised serpent and landing another mighty blow! That's fine. Crit confirms. This was a retconned addition from last turn, right? So Krakos still has an action this turn.

    The earth and air wysps both seem to snap out of their confusion, though the watery wysp remains unconvinced.

    Rhyol, Krakos, and Zephyr may act.


    Male Oread Inquisitor 6 | HP 51/51 | Move 20 | AC 20 T 13 FF 18, CMD 22 | F+7 R+5 W+9 | Init +5 DV 60ft Per +12

    Looking a bit puzzled at the burst of bolstering energy provided and then mostly removed, Krakos shurgs and continues to try to beat the chaotic beast into submission.

    Free action - maintain Bane
    Full-round action: Full-Attack

    first attack with morningstar with haste, power-attack, good hope, and bane active: 1d20 + 10 + 1 - 2 + 2 + 2 ⇒ (7) + 10 + 1 - 2 + 2 + 2 = 20
    damage with the same long-list: 1d8 + 8 + 4 + 2 + 2d6 ⇒ (6) + 8 + 4 + 2 + (2, 3) = 25

    haste attack with morningstar with haste, power-attack, good hope, and bane active: 1d20 + 10 + 1 - 2 + 2 + 2 ⇒ (19) + 10 + 1 - 2 + 2 + 2 = 32
    damage with the same long-list: 1d8 + 8 + 4 + 2 + 2d6 ⇒ (4) + 8 + 4 + 2 + (2, 3) = 23


    ”Alahazra” | Female LG Human Oracle 4 | HP 31/31 | AC 14, T 14, FF 11 | CMD 17| F +3 R +4 W +6; | Init +2 | Darkvision 30 ft; Perc: +1 | Speed 40ft | Fire Breath 1/1; Heat Aura 1/1; Spells: 1st 7/7, 2nd 4/4 | Active Conditions: None.

    Fire Damage for being hit: 1d6 ⇒ 5
    Will: 1d20 + 3 ⇒ (7) + 3 = 10

    Confusion: 1d100 ⇒ 9

    Rhyol's careful garden of metal-plating doesn't keep her safe from the chaotic creature's tentacles, but when it looks to unlock madness, all it finds is Rage. Her plates shift further apart as she draws on flame and mass from her home planes and arcs up to slam into this corrupting force!

    Slam (Haste, Good Hope, Power Attack, Wysp): 1d20 + 13 + 1 + 2 - 2 + 2 ⇒ (16) + 13 + 1 + 2 - 2 + 2 = 32
    Bludgeoning + Fire: 2d6 + 11 + 2 + 6 + 2 + 1d6 ⇒ (4, 6) + 11 + 2 + 6 + 2 + (4) = 35 DC 19 Reflex or Catch Fire for 1d6/round
    Slam (Haste, Good Hope, Power Attack, Wysp): 1d20 + 13 + 1 + 2 - 2 + 2 ⇒ (15) + 13 + 1 + 2 - 2 + 2 = 31
    Bludgeoning + Fire: 2d6 + 11 + 2 + 6 + 2 + 1d6 ⇒ (3, 3) + 11 + 2 + 6 + 2 + (1) = 28 DC 19 Reflex or Catch Fire for 1d6/round

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Krakos is in too much of a rush with his first attack, swinging wide, though he is able to connect on the follow-through. The blow leaves the protean reeling and completely unprepared for the fury of Rhyol's assult. She fights through the fog of confusion left by the creature's tentacle, her massive armored form slamming into the creature once and then again! As its lifeless husk flies away, it hits the edge of the enclosed realm, disappearing and reappearing on the other side, continuing to drift until it runs into one of the platforms.

    Out of combat. Wow, those were some rolls! With the creature defeated, the last wysp is freed of the chaotic taint. You may return to the plane of air any time you're ready by flying up through the ring of electricity above the central platform (no check needed).


    Ember | HP 57/57 (fast healing 1) | NOW: AC 26 t 20 ff 21 | AC 22 t 20 ff 17 | F +7, R +12, W +10 | | Init +5 | Perc +10, darkvision 60 ft | 60 ft fly | B. Perf. 19/19 | Spells 1st 6/6 2nd 4/4 | Active cond.: Mage Armor

    ”Oh by the elements!! We are an even greater team than I thought! Look what we achieved! This thing had enslaved these elementals and no idea what it would have done without us ... ehhh ... oh?!? Krakos!!! We need to praise you ... oh this avelanche!“

    And although this seems not like the right situation she flies around the wisps and tells them their tale for later generations to hear ...

    "So of course we knew what would await us ... we are the Concordance ... " ... and if no one stops her she probably is going to continue for ages.

    Perform(oratory) : 1d20 + 16 ⇒ (12) + 16 = 28

    The Concordance

    Male Sylph Druid 6 | HP 51 | Speed 30’ | AC 17 (T14 FF 14) CMD 17 | F+7 R+8 W+11 (* +4 vs air/elec/weather) Resist 5/electric | Init +3 DV 60ft Perc+9

    Zephyr takes time to search the chaos realm and take notes for the Concordance, before returning.

    He invites the Wysp to join them if the bubble realm is not their home.

    Does it appear the disturbance on the plane of air is healed?


    ”Alahazra” | Female LG Human Oracle 4 | HP 31/31 | AC 14, T 14, FF 11 | CMD 17| F +3 R +4 W +6; | Init +2 | Darkvision 30 ft; Perc: +1 | Speed 40ft | Fire Breath 1/1; Heat Aura 1/1; Spells: 1st 7/7, 2nd 4/4 | Active Conditions: None.

    In a tremendous hissing of excess steam, Rhyol vents her way back down to her more typical size.

    Turning to Octaris she asks, "hsssDid we fix it?"


    Male Oread Inquisitor 6 | HP 51/51 | Move 20 | AC 20 T 13 FF 18, CMD 22 | F+7 R+5 W+9 | Init +5 DV 60ft Per +12

    Krakos will check the area thoroughly, including examining magical auras in the area. If the body of the creature is nearby, he will also examine it to make sure it had neither useful equipment, nor any sort of identifying sigils or markings which might provide additional information.

    rolls just in case:
    knowledge-arcana with good hope: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
    knowledge-planes with good hope: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
    knowledge-religion with good hope: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
    spellcraft with good hope: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18


    active effects:
    Veil of Mists, Shroud of Water, mage armour, good hope, haste
    Octaris | HP: 71/71 Burn: 1 (7nl) | AC: 28 (T 19 FF 20) | F: +12 R: +20 W: +7

    "We will only know when we return, Rhyol."

    Octaris ponders the change in the chaos realm for a moment...

    know.planes, good hope: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 Any clues?

    ..."I thought we were going to enter Ranginori's city? It doesn't look like this is over yet. Ember! Let's get going before your magic wears off!"

    Octaris tries to shoo the excited dragon back through the portal. "The wysps will follow us if they want." Octaris encourages the wysps to follow with a combination of gesticulation and friendly words in Auran and Aquan.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    You don't find anything of interest in this pocket of chaos, nor on the body of the protean. The corpse is devoid of any identifying marks, and indeed it would be a rather surprising display of organization for a creature of the maelstrom if you were to find any. The wysps follow you back through the portal to the other side. Once there they bob and flash, clearly conveying their thanks, then make their way outside and zip off in separate directions.

    As you land back it the tower, the roiling incursion of color slows and contracts upon itself, forming a vibrating sphere. Although the disruption beyond its otherworldly borders has abated, the tenacious rift remains. To truly end the threat, you must close this portal for good.

    Closing the portal will require you to succeed at several skill checks. Some possible skill choices include Knowledge (planes), Knowledge (arcana), Spellcraft, and Use Magic Device. Creative solutions are encouraged, as long as you can justify how they would help.

    You may use aid another to assist each other, if you'd like, though doing so will expose you to the same consequences of a failed roll as the primary roller.

    We're going to do this in a sort of rounds, though we are not in initiative. Please post whether you are making a primary roll or an aid roll, then roll your check in a spoiler. Please don't look at the results of anyone else's roll until you have made your own, so your decision is not influenced by their result. I will then compile everything. If you choose not to make a roll that round (a valid option), please post saying that so I know when to proceed.


    Ember | HP 57/57 (fast healing 1) | NOW: AC 26 t 20 ff 21 | AC 22 t 20 ff 17 | F +7, R +12, W +10 | | Init +5 | Perc +10, darkvision 60 ft | 60 ft fly | B. Perf. 19/19 | Spells 1st 6/6 2nd 4/4 | Active cond.: Mage Armor

    kn planes : 1d20 + 11 ⇒ (13) + 11 = 24

    Ember uses her planar skills.


    active effects:
    Veil of Mists, Shroud of Water, mage armour, good hope, haste
    Octaris | HP: 71/71 Burn: 1 (7nl) | AC: 28 (T 19 FF 20) | F: +12 R: +20 W: +7

    "Aha! The chaotic energies of the portal are resilient, but can be manipulated by an expert such as I, Octaris the Famous Water Wizard! It is time to end this! I will reach out with my knowledge and skill, and impose my will upon the maelstrom!"

    "But first, a few precations."

    Octaris takes a few seconds to refresh Mage Armour on himself and Ember, and uses his Scroll of CLW on anybody who was wounded.

    UMD, mage armour wand, self: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29
    UMD, mage armour wand, Ember: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34

    UMD, CLW scroll: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25

    UMD vs portal, primary:
    UMD, good hope(?): 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19
    UMD, good hope(?), GM reroll: 1d20 + 16 + 2 + 1 ⇒ (5) + 16 + 2 + 1 = 24

    CLW healing: 1d8 + 1 ⇒ (5) + 1 = 6


    Male Oread Inquisitor 6 | HP 51/51 | Move 20 | AC 20 T 13 FF 18, CMD 22 | F+7 R+5 W+9 | Init +5 DV 60ft Per +12

    Krakos will take 10 to auto-assist with Knowledge-Planes in the first round.
    Assuming he will be able to use his own skill to do so, he will try to be a primary on Knowledge-Planes in the second round. If that skill is no longer an option, he will use his roll to assist other checks instead.
    Rinse, wash, repeat for rounds 3 - 5.

    dice rolls:

    first check, round 2: 1d20 ⇒ 3
    second check, round 3: 1d20 ⇒ 13
    third check, round 4: 1d20 ⇒ 10
    fourth check, round 5: 1d20 ⇒ 2
    He is at +9 for Planes (+7, +2 for good hope) and +6 for Arcana or Spellcraft (+4, +2 for good hope).


    ”Alahazra” | Female LG Human Oracle 4 | HP 31/31 | AC 14, T 14, FF 11 | CMD 17| F +3 R +4 W +6; | Init +2 | Darkvision 30 ft; Perc: +1 | Speed 40ft | Fire Breath 1/1; Heat Aura 1/1; Spells: 1st 7/7, 2nd 4/4 | Active Conditions: None.

    Unfortunately I don't think you can take-10 to aid another

    Assuming Ember and Octaris, who seem very smart, don't need her help, Rhyol begins by assisting Jamila.

    Aid Roll:
    Knowledge Planes (Good Hope): 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9


    [HP: 60/60] [AC: 24 (T13, FF21)] [Saves: Fort +8, Ref +8, Will +6]

    Jamila does her best to figure out a way to close the portal.

    Spoiler:
    Knowledge planes: 1d20 + 12 ⇒ (5) + 12 = 17

    The Concordance

    Male Sylph Druid 6 | HP 51 | Speed 30’ | AC 17 (T14 FF 14) CMD 17 | F+7 R+8 W+11 (* +4 vs air/elec/weather) Resist 5/electric | Init +3 DV 60ft Perc+9

    Storm Zephyr aids the others in knowledge planes, then work using his spellcraft.

    Aid roll to K(Planes):

    Knowledge (planes) w/+2 Goodhope: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6 to aid

    Primary roll to spellcraft:

    spellcraft w/+2 Goodhope: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26


    Male Oread Inquisitor 6 | HP 51/51 | Move 20 | AC 20 T 13 FF 18, CMD 22 | F+7 R+5 W+9 | Init +5 DV 60ft Per +12

    To be fair, I could "take a 1" and still auto-assist while the good hope is up.


    Ember | HP 57/57 (fast healing 1) | NOW: AC 26 t 20 ff 21 | AC 22 t 20 ff 17 | F +7, R +12, W +10 | | Init +5 | Perc +10, darkvision 60 ft | 60 ft fly | B. Perf. 19/19 | Spells 1st 6/6 2nd 4/4 | Active cond.: Mage Armor

    Oh, I did not include good hope in my roll for kn planes or the perform(oratory). :)

    "We are real experts! I can feel it ... this rift is no challenge for us!!"

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Sorry for the slowdown folks, as predicted PaizoCon was rather busy.

    Octaris uses his vast knowledge of magical devices, while everyone else huddles and compares arcane knowledge about the situation.

    You feel like you're partway there; please give me another round of checks.

    As a reminder, please do the following each round:

  • Tell me whether you are making a primary check or an aid check.
  • Post your check in spoilers
  • Only one check per person, please--either aid or primary, not both.
  • Per scenario rules, no take-10's please (I should have specified that earlier, sorry).


  • [HP: 60/60] [AC: 24 (T13, FF21)] [Saves: Fort +8, Ref +8, Will +6]

    "It's working!" Jamila calls out. She continues discussing the strange planar energies at work.

    Knowledge (planes) as primary:
    Knowledge (planes): 1d20 + 12 ⇒ (19) + 12 = 31


    ”Alahazra” | Female LG Human Oracle 4 | HP 31/31 | AC 14, T 14, FF 11 | CMD 17| F +3 R +4 W +6; | Init +2 | Darkvision 30 ft; Perc: +1 | Speed 40ft | Fire Breath 1/1; Heat Aura 1/1; Spells: 1st 7/7, 2nd 4/4 | Active Conditions: None.

    Rhyol was very concerned. This was so far from what she knew. But she knew a little; maybe that would be enough to help!

    Aid Krakos:
    Knowledge (Planes) Aid (Good Hope): 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10


    Ember | HP 57/57 (fast healing 1) | NOW: AC 26 t 20 ff 21 | AC 22 t 20 ff 17 | F +7, R +12, W +10 | | Init +5 | Perc +10, darkvision 60 ft | 60 ft fly | B. Perf. 19/19 | Spells 1st 6/6 2nd 4/4 | Active cond.: Mage Armor

    Dice roll:

    kn planes : 1d20 + 11 ⇒ (17) + 11 = 28

    Ember is really super happy!

    "Yes, let us continue! She advises again with her planar knowledge!"


    active effects:
    Veil of Mists, Shroud of Water, mage armour, good hope, haste
    Octaris | HP: 71/71 Burn: 1 (7nl) | AC: 28 (T 19 FF 20) | F: +12 R: +20 W: +7

    primary check, UMD:
    umd, good hope: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29

    "Keep it up! These energies are powerful, but together the Concordance can triumph! Guided by my superior knowledge, of course!"

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    After a few more moments of concentration, the portal begins to swirl with the cyclone, its sides closing inward toward the center. After a few seconds it winks out of existence entirely. With the rift powering it now gone, the cyclone rapidly collapses as well, releasing a sound reminiscent of a loud sigh. Only the hole where the upper floors of the towers once stood lasts as a testament to the planar intrusion that once threatened the region.

    One last call for anything you want to do here. Otherwise, I'll move you back to Armun Kelisk tomorrow.


    [HP: 60/60] [AC: 24 (T13, FF21)] [Saves: Fort +8, Ref +8, Will +6]

    "Well done, everyone! Ashasar will be pleased that the rift was closed with no loss of life. As a team, we were able to accomplish what none of us could have done alone--unity and balance will surely guide us through whatever troubles come our way."


    Ember | HP 57/57 (fast healing 1) | NOW: AC 26 t 20 ff 21 | AC 22 t 20 ff 17 | F +7, R +12, W +10 | | Init +5 | Perc +10, darkvision 60 ft | 60 ft fly | B. Perf. 19/19 | Spells 1st 6/6 2nd 4/4 | Active cond.: Mage Armor

    Ember nods and nods and nods ...

    ”Yeees!!! We are super Concordance members! Hmmm ... we should really think about starting the Concordance chronicles... hmmm ... BRILLIANT IDEA!!!“

    The Concordance

    Male Sylph Druid 6 | HP 51 | Speed 30’ | AC 17 (T14 FF 14) CMD 17 | F+7 R+8 W+11 (* +4 vs air/elec/weather) Resist 5/electric | Init +3 DV 60ft Perc+9

    "Yes, very well done everyone! I guess we should head back now."

    Storm can almost feel the balance returning.

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