GM Tyranius Age of Ashes (PF2E) (Inactive)

Game Master Tyranius

Tactical Map
Treasure Sheet
Macros
Ruling Citadel Alterein
Hero Points (Max 3): Cabaguil (3); Cuthberwyn (1); Ðakaþos (3); Dori (2); Kelvin (0); Raspar (3)


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Current Doubt: 17

  • Kelvin (+3 Doubt) Success +1 and Free Will +2
  • Cabaguil (+1 Doubt) Success +1
  • Cuthberwyn (+2 Doubt) Crit Success +2
  • Raspar (-1 Doubt) Crit Fail -1
  • Dakapos (+2 Doubt) Crit Success +2

    Mengkare continues to listen to your arguments as he quietly takes it all in. If anything he is patient. Kelvin's initial argument of the people losing their free will seems to hae hit a nerve with the Ancient dragon though as you can see it in his eyes. "Is that all?"

    You can each continue to debate your side until you are done with rolls. You can argue each area once or if you have another approach.

    ★ -- ★ -- ★ -- ★

    ALTERING THE INVOCATION
    Key Skills Arcana or Occultism (DC 39), Diplomacy (DC 43), Nature or Religion (DC 41)

    ★ -- ★ -- ★ -- ★

    APPEALING TO MERCY
    Key Skills Breachill, Kintargo, or any other city Lore (DC 39), Diplomacy (DC 41), Society (DC 43)

    ★ -- ★ -- ★ -- ★

    DAHAK IS THE REAL FOE
    Key Skills Dahak Lore (DC 39), Diplomacy (DC 43), Religion (DC 41)

    ★ -- ★ -- ★ -- ★

    FREE WILL
    Key Skills None (+2 Doubt)

    ★ -- ★ -- ★ -- ★

    ORB OF GOLD DRAGONKIND
    Key Skills ????

    ★ -- ★ -- ★ -- ★

    PRIDE IN PROMISE
    Key Skills Architecture or Engineering Lore (DC 39), Diplomacy (DC 43), Society (DC 41)

    ★ -- ★ -- ★ -- ★

    REMEMBER YOUR PAST
    Key Skills Diplomacy (DC 41), Dragon Lore (DC 39), Intimidation (DC 43)

    ★ -- ★ -- ★ -- ★

    SCARLET TRIAD TRUTHS
    Key Skills Diplomacy (DC 43), Politics Lore (DC 39), Society (DC 41)

    ★ -- ★ -- ★ -- ★

    VOLUNTEERING THEMSELVES
    Key Skills any ancestry Lore (DC 39), Diplomacy (DC 43), Intimidation (DC 41)


  • Male Human

    Cabaguil still can’t believe the dragon is holding out. Are they just evil? Or are they thinking? Cabaguil thinks it’s the former more than the latter, but probably a bit of both.

    He adds, ”Look, there must still be some good in you surely. Will you not consider the souls you’re slaying here? After all, these are not hardened warriors dedicating themselves to a cause and willing to give their lives up for the purpose. These are innocents! Have you no mercy?!”

    He gets a little shouty at the end, the images of the prisoners coming to mind, such is his passion. He hopes it doesn’t cost him.

    Appealing to Mercy
    Diplomacy: 1d20 + 31 + 2 ⇒ (17) + 31 + 2 = 50 (ring) vs DC 41


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    "My friend isn't wrong," Kelvin says, agreeing with Cabaguil. "And you might be thinking that we're just another group of adventurers who are hell-bend on being your foe. Who want to take advantage of you. But we're not. We just want this madness to stop."

    He then retrieves the shards of the orb of dragonkind that he collected. He walks a few steps forward and tosses them onto the dragon hoard. "If we'd wanted to control you, we'd have run off with these. We'd have looked for a way to repair the orb, and you'd be made a slave for a third time. But, as I said, we don't like slavery. But someone could argue that stopping you, whatever the means, is for the 'greater good'. But there's always another way. We're giving you a choice here."

    "Also, I'm not afraid of a fight. What's one more dragon?" Kelvin says, glaring with a latent fury at Mengkare.


    Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

    Feeling like he's the best option for the angle, Dak continues to rewrite the invocation, cutting ever deeper into its base mechanics and dweomercraft.
    "Furthermore, I believe that if you replace Dru's chiasmatic exchange for Vir's, it will..." Arcana: 1d20 + 30 ⇒ (20) + 30 = 50


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    ”Yeah, no one is enslaving nobody no more,” Raspar says, rising to Kelvin’s side. ”I have been a slave, and I will not tolerate those that enslave others. Nor should we sacrifice others, when we have brave courage to fight back. That’s how it works. It’s what we do, Dragon, and so should you.”


    Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

    Cuthberwyn moves on to telling tales the battles the party has faced with manifestations of Dahak, illustrating that Dahak is the true foe here, not the party or even Mengkare. All are working toward the same goal.

    DAHAK IS THE REAL FOE, Performance (L): 1d20 + 32 ⇒ (3) + 32 = 35 I VOLUNTEER THIS HERO POINT AS TRIBUTE
    DAHAK IS THE REAL FOE, Performance (L): 1d20 + 32 ⇒ (19) + 32 = 51

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    Thick tears the size of Raspar form in Mengkare's eyes. He breaks down in tears—a sight that might shock even the most jaded of heroes. "I am so sorry to you and to the people of Promise. My intentions were for the good of Golarion and all of it's people." He seems to stifle and think for a moment. "Though it pains me it seems I have been blinded by my own arrogance and pride. I obsessed over the failures of humanity, when there have been just as many if not more triumphs. One Ilgreth should not undo the good works of an entire nation." He muses. He recovers his composure quickly, "I will aid you however I can in preparing an alternate method to deal with Dahak's manifestation. Please also each of you take a treasure from my hoard to show my thanks in opening my eyes to this."

    You are now Level 20!


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    Kelvin raises an eyebrow, then waded into the piles of coins, gems and treasure with the most dwarven grin you can get.

    When he spots the belt of regeneration he picks it up. Turning it over in his hands he says, "You know, if I expected another fight I'd say this is my pick."

    He puts the belt down and moves over to a suit of armor emblazoned with the symbol of Torag. "This would be a nice gift for Dori. But he'd just give me crap for not making it myself. He'd tell me to take that slab of adamantine and make something that honours his god. Such a stuffy old codger."

    Finally Kelvin stops when he comes across an inexplicable apparatus that hums working songs whenever it’s in use. He turns to Mengkare. "Ok, I'll bite. Just what is this?"


    Male Human

    Cabaguil takes a moment to react. Frankly, he’s surprised by Mengkare’s reaction. He expected battle, not acceptance. His body is all geared up for battle too - and the adrenaline wash takes a lot out of him.

    Still, he turns to the great dragon saying, ”You have made a very wise choice - showing the wisdom of the ages in which you’ve lived. I am in awe.”


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    ”Oh, thank you for your thoughtfulness and reflections, Mengkare,” Raspar responds happily.

    Raspar opts for the instant fortress, figuring it might be useful for when he begins his raids into Cheliax to free slaves and plant word of the Underground Rainbow DreamCastle Trail that leads to the Rainbow DreamCastle Citadel.

    ”How can we help you deal with Dahak’s manifestation?” Raspar asks, always eager to help.

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    "Not sure, I just liked the way it sounds. It calms me." He reaches down and gently turns the apparatus as its soft hum fills the cavern.

    "It will take Dahak’s manifestation many months, or perhaps even years, to regain enough power to attempt another escape akin to what it attempted earlier. This only postpones the inevitable though." The dragon seems to think deeply. "Perhaps if we alter the Anima Invocation to bolster yourselves against the dragon gods power it might give you a chance to confront the manifestation within its demiplaned prison that exists within the linked portals."


    Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

    Cuthberwyn will uncertainly claim the wand of manifold missiles as he notes that he, too, is soothed by the music from the apparatus.

    So take the fight to the manifestation. I like this idea.


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    Kelvin considers the apparatus, listening to the music. "Aye, it is soothing isn't it? Well then, fair enough. I'd be a real jerk to take that away from you."

    He then looks at the slab of adamantine. "Months or years eh? Maybe time enough to put hammer to anvil and craft a weapon worthy of slaying the manifestation for good?"
    Anyway we can get a bit of downtime in?


    Male Human

    Cabaguil nods, ”Yes, let’s face the evil at the source. See what we can do to plug it completely.” He eyes the hoard with new intent, shifting away from some options and toward others.

    In the end, he picks up the belt of regeneration. He checks with his mates, and once more with Mengkare, before donning it. ”Thank you lord dragon, for your generosity.”


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
    Cabaguil Hobnil wrote:
    ”Yes, let’s face the evil at the source.”

    ”Agreed,” Raspar says agreeably, having not faced any great evil since his turn in the bathroom followed Kelvin’s this morning. He pounds the tiny, but strong, fist on his right hand into the tiny, but strong, palm of his left hand.


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    "Alright, good enough," Kelvin says, satisfied that a decision has been made. He looks again to Mengkare and says, "Dragon, I'll be taking that slab of adamantine off of you then. If you'll let me use the space here, I'll make a promise to you: I will craft a weapon of such beauty, that will serve me in our battle to come. And on my deathbed, when I'm a long old dwarf, my progeny will bring this weapon back to you, a prize for your treasure hoard. Fair? Fair."

    He waits only a second or two for the dragon to acquiese before he begins the task. Literally.

    Rummaging around in his backpack, Kelvin retrieves the Guiding Chisel, a magical item that, up to this point, has been used exclusively as they key to the Duskgate. To a stonemason it's a wonderful tool. But to Kelvin it's a way to get to work. He finds a bit of space within Mengkare's cavernous large and wedges the chisel into the ground. "This part takes a few minutes. But once it's ready, there'll be a smithy for me to work."

    Approximately ten minutes later Kelvin says, "Alright, it's cooked enough." He pulls the chisel from the floor, and a relatively small smithy appears!

    "Now, I'm going to be here for... well, it'll take me probably a week and a half. But after that, I'll be ready. Check in with me then."
    Separate post with all the crafting bits to follow


    Male Human

    Cabaguil will spend that time relaxing among the pleasure's of Promise. After all what good is all this money if you don't spend a little of it enjoying yourself!

    He'll check in on Kelvin from time to time, curious to see what he produces...

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    Mengkare looks down at Kelvin. "That sounds like a fair trade."

    "Merely passing through one of the portals to a way station isn’t enough to reach the demiplane where the manifestation resides. Instead, we must access the underlying magical structure that connects all of the gates."

    "If we place all five remaining portal keys against any one of the gates while concentrating on the metaphysical “spaces between.” This process temporarily shifts the aiudara’s focus, projecting a lightless void within. However we must first protect you with the Anima Invocation."

    "Come find me once more when you are ready to perform the ritual."

    Using Mengkare’s records on the Anima Invocation you took from the archives, a PC can Learn the Spell with a successful DC 43 check, 10 hours of study, and an expenditure of 7,000 gp in materials. With Mengkare still alive he can also teach you waiving the gold cost from his hoard and it would lower the DC to 41

    Since you did not turn in or mention the orb shards you ave access to those as well. You can use the orb shards as they are or recreate a flawed orb of dragonkind. Link You have to scroll down a little bit for the flawed orb and the orb shards.


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    If allowed, Raspar will spend his time hammering down the remaining orb shards to much much smaller orb shards and scattering them about the city, the waters near the city and into any nearby volcanoes.

    Nobody should be enslaving anything with this.


    Male Human

    If I read that right, and I can learn the spell for free under Mengkare's tutelage, Cabaguil will go for it. For I don't have the 7,000gp. He'll try once anyway.

    Religion: 1d20 + 26 ⇒ (10) + 26 = 36 vs DC 41

    Please accept this hero point as tribute!
    Religion: 1d20 + 26 ⇒ (3) + 26 = 29 vs DC 41

    Alas, Cabaguil is unable to learn the spell at this time. Even if Mengkare is offering to pay the 7,000gp each time, Cabaguil will not intrude more than once. Especially on something quite difficult for him to master!


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    Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

    DC 41 Occultism: 1d20 + 29 ⇒ (11) + 29 = 40 I VOLUNTEER THIS HERO POINT AS TRIBUTE
    DC 41 Occultism: 1d20 + 29 ⇒ (13) + 29 = 42

    Cuthberwyn studies the ritual. He doesn't get it at first, but remains diligent...and suddenly it all makes sense!


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    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    Kelvin meticulously inspects the smithy that the Guiding Chisel created for him. "It'll do. Now I need to get that block of metal into this place."

    Describing the block as 'heavy' would be an understatement; it's a colossal feat of strength to move it. Fortunately for Kelvin, struggling just makes him mad. He rages, and that rage is just what he needs to get it in. Still seething, he kicks the metal block, stubbing his toe and reigniting his rage.

    As Kelvin gradually regains his composure, he focuses on the critical task of heating the forge to the precise temperature required for working with adamantine. During one of Cabaguil's check-ins, the dwarf is found manically operating the bellows, sweat pouring off of the completely naked dwarf. "Sorry! Was getting tired of embers burning holes in my tunic and breeches. Don't worry, I'm not shy. It's gonna take me all day to get this to the right temperature for adamantine. Hey, you wouldn't mind getting a keg of beer brought down? I'd go for some Oakfist Ale if they somehow got some imported from Trunau."

    By the second day, the relentless heat has given Kelvin the appearance of a sunburn. The adamantine is now in a molten state. "Alright, now comes the hard part. No turning back now."

    Walking over to a nearby table, Kelvin retrieves the orichalcum gauntlet he had been using recently. "Something made in Promise. By a master craftsman, no doubt," Kelvin says, dropping the gauntlet into the molten adamantine. The magical energies within spark and burst as the weapon melts and mixes in. Kelvin then picks up Ogogoro's Pride, his cherished spear. "I named you after your previous owner, but let's not kid ourselves: you're mine. It's time to free you from your past and shape your future."

    With those final words, Kelvin gently submerges his prized spear into the molten adamantine. The wooden shaft of Ogogoro's Pride disintegrates instantly, followed quickly by the spearhead.

    The remainder of the second day is a blur, with Kelvin mourning the loss of his spear. It's debatable whether things improve or deteriorate when Cabaguil arrives with the requested keg, as the dwarf quickly gets drunk. And when Kelvin drinks this much, he sings. If anyone were there, they'd have heard this:

    "In the heart o' the mountain, where darknesh did dwell,
    I forgedh my trushty weapon, my prrride, my shtory to tell.
    With sweath and with fire, I shap'd it with care,
    A companion in battle, beyon' compare.

    But now it'sh gone, losht to the depths below,
    Oh, how the tears in my eyesh freely flow.
    In the cavernsh sho deep, where shhadows do creep,
    I mourn for my weapon, my treasure, my keep."

    Day three begins with a hangover, one he works through. His deep voice sings along with each hammer strike, his heart full with a newfound love for the craft. He is a dwarf with a purpose, a path. But he also spends the day swearing a lot, and drinking even more. "Gotta shtay hydrated," he says at one point, justifying the excess.

    For eleven days straight, Kelvin works at the forge. He sings, he curses, he drinks, he sweats, and he forges.

    On the twelfth day, he awakens amidst the smithy's disarray, having collapsed within. The unattended forge has cooled, but Kelvin's body is riddled with blisters. His once-braided beard is singed, its hairs fused together in clumps. The beer keg lies empty and shattered. Never before has Kelvin come so close to death as he did while forging his new weapon, Craghorn's Fury.

    The magical adamantine spear rests discarded on the floor, several feet from Kelvin. It is a masterpiece of sheer beauty.

    Crafting Mechanics:
    First off, Kelvin crafts an Adamantine Spear (level 17). This is using the new crafting rules, but the mechanics are basically the same.

    He must meet all the requirements, which are:
    - Item level vs PC level: Level 20. CHECK
    - Crafting proficiency rank: Legendary proficiency. CHECK
    - Required crafting feats: Magical Crafting. CHECK
    - Must have tools: Blacksmith's Tools. Guiding Chisel to create a Forge. CHECK
    - Must have formula: Basic Crafter's Book. Craft Anything. CHECK
    - 50% of price in materials: Slab of adamantine worth 17K (7425.05 - Spear costs 14850.1 total). CHECK

    Then he sets up the project. Given that the item is -3 Kelvin's level it takes 4 days.

    After the 4 days Kelvin rolls a Crafting skill check (DC 38 due to Uncommon rarity). His modifier is +28, +2 from Specialty Crafting. But all of this is moot since Kelvin can use Assurance with Crafting for a 38.

    Finishing the project requires that Kelvin spend more days (he won't, though he's technically not done) or spend the remaining 50% of materials to finish crafting the spear (he will). This leaves 2149.9gp worth of adamantine.

    Now, to transfer transfer the Runes. The list is as follows
    - +3 Rune: 895gp, DC 35 Crafting (done with Assurance)
    - Major Striking Rune (pulled from his +3 speed major striking greater brilliant greater corrosive greater impactful orichalcum spiked gauntlet): 3106.5gp, DC 39 Crafting, so it requires a roll
    Crafting vs DC 39: 1d20 + 30 ⇒ (1) + 30 = 31 Argh. Thankfully, I can try again (though it costs money).
    Crafting vs DC 39: 1d20 + 30 ⇒ (11) + 30 = 41
    - Impactful Rune: 100gp, DC 27 Crafting (done with Assurance)
    - Shock Rune: 50gp, DC 24 Crafting (done with Assurance)
    - Thundering Rune: 50gp, DC 24 Crafting (done with Assurance)
    Total cost is 4199.5gp, part of which is funded by the remaining adamantine, and the rest is from the spiked gauntlet (which I'm technically selling to fund this, but really narratively I'm scrapping it completely.

    Finally, to make this weapon unique I'm first adding a Quirk The book says I can just choose one, but I'd like to see if the dice come up with something suitable first.
    Quirk: 1d100 ⇒ 87
    HAH! Hair-growing. Users hair grows at twice the rate. That's a keeper.

    To make this a proper unique weapon, we need to add an ability to it that falls outside the usual. Given that this weapon has been in the hands of someone who has raged EVERY SINGLE FIGHT, I figured something that borrows from the Barbarian abilities could be cool. So I stole a bit what the Level 17 Flame Tongue ability does.

    Activate [one-action] command Frequency once per day; Effect A 10-foot emanation of primal rage radiates from Kelvin's Fury. Allies within the area gain 25 temporary hit points for 1 minute. This is a emotion and mental effect.

    Lastly, I'd like to say that, on the day that Kelvin dies his spirit doesn't leave to be judged by Pharasma. Instead, it fuses with his prized weapon and it becomes an Intelligent weapon.


    Male, Elf (Seer) | HP 306/306 AC: 47 (Slash Resist 3) | F: +33 (Juggernaut) R: +34 (Evasion), W: +27 (Bravery) | Perception: +27 (M, Low-Light Vision) Default Exploration: Scout | Speed: 40' (Daily Longstrider)

    "Indeed, this is a good day. I'm confident on the invocation. Let us take the fight to Dahak once and for all. ."

    Dak works to learn the spell with Mengkare's help: Arcana: 1d20 + 30 ⇒ (20) + 30 = 50, and it's not at all a problem...


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Wow, that's quite a spear.

    "Wow, that's quite a spear," Raspar says, checking out Kelvin's new work and smiling mightily. It's a very nice weapon. "Might be very very good for pitting seedholes too. We can share it for that, yes?"


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    "Spearhead is the wrong shape," Kelvin says, keeping his spear close to himself. "You want something closer to a shovel for that task, so the seeds don't spill off."

    "How about this: we finish up with this business and I'll make you a set of nigh-indestructible gardening tools. Sound good?"

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    Having spent several weeks preparing the ritual and weapons you feel ready to venture inot the unknown. To perform the Anima Invocation at the portals of Alseta’s Ring. Mengkare meets you there. "I will serve as the anchor for the ritual so none of you need stay behind. Inside you must be careful. Alseta’s Landing, has become Dahak’s playground. Cut off from its source, Dahak’s manifestation has come to believe itself to be the true form of Dahak and even refers to itself as such. It has infused Alseta’s Landing with its divine essence, creating a series of five linked realms, each populated with its own inhabitants."

    Mengkare nodes that he is ready when you are.

    Primary Caster Check Occultism (legendary)
    Secondary Checks Arcana, Religion


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar will only help if it is clear that he can't and won't mess anything help because sometimes the best way to help is to sit quietly in the corner or go chop wood outside or polish the local rocks.

    If his help might be, uh, helpful, he will offer what aid he can to, uh, aid.

    1d20 + 24 ⇒ (14) + 24 = 38 Religion


    Male Human

    Status:
    AC: 38 | HP: 228/228 (resist fire 10) | Hero Points: 2
    Equipped: Staff of Healing
    Conditions: None
    Battle Medicine: None
    Guidance: None
    Bounce Back (1/1, no wounded condition from dying
    Belt of Regeneration (temp HP: 15/15) (•>, 1/1d, heal 15hp/r for 2d4r)
    Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
    Messenger’s Ring: (+2 diplomacy)(1/1, 1m, Animal Messenger)
    Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
    Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
    Healer’s Gloves: (+2 medicine)(1/1, •>, cure 4d6+15)
    Ring of Lies: (+2 deception)(1/1, •>>, glibness)
    Cape: (+2 deception)(1/1, •>>, dimension door 120’)
    Boots: (+5’ movement)(1/1, •>, quickened 1m)
    Demilich Eye (1/1, •>>, fiery body (9) 1m)
    Staff of Healing, Major: (10/10) (+4hp heal spells; stabilize, heal(1,2,3,4,5,6,7), regenerate (7), restoration(2,4,6), restore senses(2,6), remove disease(3,5,7), breath of life(5))
    Wand of Heal: (1/1, •>>, heal)
    Golden Lions: (1/1, •>>, summon lions)
    Bloodline Focus: Diabolic Edict* (1/1)
    Bardic Spells Spell attack +28 (T), Spell DC’s 38 (T)
    Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
    First Level: (1/1) Magic Missile§
    Second Level: (1/1) Mirror Image
    Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
    Sorcerer Spells Spell attack +34 (M), Spell DC’s 44 (M)
    Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
    First Level: (4/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
    Second Level: (4/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
    Third Level: (4/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
    Fourth Level: (4/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
    Fifth Level: (4/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
    Sixth Level: (4/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
    Seventh Level: (4/4) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regenerate, Searing Light§ (7), Sunburst§
    Eighth Level: (4/4) Blade Barrier§ (8), Canticle of Everlasting Grief, Charm§* (8), Crisis of Faith§ (8), Discern Location, Dispel Magic§ (8), Divine Aura*, Flame Strike§ (8), Divine Armageddon§, Heal§ (8), Searing Light§ (8), Sunburst§ (8)
    Ninth Level: (4/4) Charm§ (9), Blade Barrier§ (9), Crisis of Faith§ (9), Dispel Magic§ (9), Divine Armageddon§ (9), Flame Strike§ (9), Heal§ (9), Meteor Swarm§, Proliferating Eyes, Searing Light§ (9), Sunburst§ (9), Weapon of Judgement
    Tenth Level: (1/1) Miracle, Nullify
    - - -

    If he can aid the Occult roll without being legendary, he will do so.
    Occult: 1d20 + 26 ⇒ (19) + 26 = 45 to aid

    He’ll then do what he can to further support the ritual!
    Arcana: 1d20 + 26 ⇒ (19) + 26 = 45
    Society: 1d20 + 26 ⇒ (8) + 26 = 34

    If that 8 doesn't cut it, and I expect it does not, Cabaguil will dig deep rather than have the spell fail on his efforts! He'll use a hero point for the reroll.

    Reroll:
    Society: 1d20 + 26 ⇒ (20) + 26 = 46

    Wooot!
    - - -


    Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

    Cuthberwyn concentrates on the ritual execution.

    Occultism (L): 1d20 + 32 ⇒ (4) + 32 = 36 Well, I had a nice, shiny new hero point, but I guess I'll VOLUNTEER FOR TRIBUTE

    Occultism (L): 1d20 + 32 ⇒ (10) + 32 = 42

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    Cuthberwyn begins the ritual as he lays out all of the supplies. The ritual itself takes roughtly an hour as it instead draws upon the latent spiritual energies of sapient creatures within 10 miles of the spell without requiring their deaths, then uses this energy to bolster the connection between body and soul among all of the you.

    You tap into your own potential for 1 day. You gain resistance 5 to all damage and a +2 status bonus to saves against effects created by evil creatures. Your Strikes gain the effects of the ghost touch rune and deal an additional 1 good damage. You are immune to the soul-draining effect within Alseta’s Landing.

    Had you failed you would have still completed the ritual but been subject to the soul-draining effect and been doomed 1.

    Ready to go you ignite all of the gates at once. Their portals all coalesce into a single portal in the center of the room to Alseta's Landing.

    ★ -- ★ -- ★ -- ★

    This large chamber appears to be made of walls that resemble a starry night sky. A constant hum echoes throughout the space, while a circular stone platform sits in the middle of the polished stone floor. The chamber has six sides, five of which contain a shimmering stone archway that resembles one of the five aiudara in Alseta’s Ring. Within each arch simmers a vague, blurry image of a different scene. A large rift torn into the sixth wall opens into what appears to be a small, grassy clearing.

    Alseta’s Landing is a unique form of demiplane composed of several smaller demiplanes known as nodes. Five of these nodes are linked to a sixth, central node that serves as a hub, while a seventh node—the manifestation’s actual prison—lies behind them all. In essence, the five surrounding nodes are akin to individual rooms connected to a central chamber. These five nodes’ arrangement mirrors the arrangement of the aiudara in Alseta’s Ring and provides those portals the metaphysical support they needed to exist.

    Jewelgate: This portal depicts a large underground chamber cut through with canals of molten rock and leads to the Jewelgate Node
    Duskgate: This portal depicts arid badlands cut through by rivers of bubbling lava and leads to the Duskgate Node
    Huntergate: This portal depicts a river flowing through a dense jungle. A shrine has been built atop the river and leads to the Huntergate Node
    Dreamgate: This portal depicts a small stone keep sitting in a sunlit grassland and leads to the Dreamgate Node
    Vengegate: This portal depicts an underground cavern that appears to be a dragon’s lair and leads to the Vengegate Node

    You may enter these in any order.

    Though before you are able to enter one of the five demiplanes reality shifts slightly around you as a grassy field begins to connect with Alseta's Landing.

    The grassy clearing dotted with vibrant trees, situated at the bottom of a one‑hundred-foot deep valley surrounded by sheer stone walls. A large building made of pearlescent stone stands at the far side of the clearing. The building is made up of three connected domes, with a small deck leading up to the front door. Above, the sky is blue and vibrant, although no sun is visible.

    This wall of the hub was originally intact and led to Lotusgate’s node, but when the manifestation of Dahak was trapped within the aiudara network, the violent process destroyed the Lotusgate link within Alseta’s Ring. This destruction was echoed within Alseta’s Landing, with the hub’s wall collapsing in turn. The process liberated the node’s planar energies but did not destroy them. Instead, the energies reconstituted into a snapshot of the area around the far side of Lotusgate before the gate’s destruction.


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    Kelvin looks at all of these portals, trying to make heads or tails of what he's seeing. "Do we need to pass through them all? Or do we just enter, say, the Dreamgate and see if we can find the manifestation's prison?"


    Male Human

    Cabaguil tries to make sense of what he sees given Kelvin’s question.

    Do we need to enter them all?
    (Arcana/Nature/Occult/Religion/Society +26)

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    GM Screen:

    Cabaguil Occultism: 1d20 + 26 ⇒ (2) + 26 = 28

    From what Cabaguil can tell the manifestation and prison will not reveal itself until the five gates have been cleared of their presence.


    Male Human

    Cabaguil lets everyone know his thoughts, "So let's start with Jewelgate. Looks pleasant enough. Right?" he chuckles.

    We've got to hit them all, might as well start in order.


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
    Cabaguil Hobnil wrote:
    "So let's start with Jewelgate. Looks pleasant enough. Right?" he chuckles.

    "Yes, perfect," Raspar agrees, ready for action and begins to run towards the wrong gate, but will eventually realize his mistake and get to the right place.


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    Kelvin enters Jewelgate while Raspar gets himself sorted.


    Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

    Seems as good a time as any, Cuthberwyn says, following the group in.

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    Deciding a route Kelvin leaps into Jewelgate. Channels of lava cut through this massive stone chamber, surrounding a stone platform that features a third channel flowing through its center. A small stone walkway provides
    passage over the central channel, connecting to a square platform in the very middle. A glowing golden orb sits atop a small pedestal in the middle of this platform. Sets of stairs on either side of the chamber allow access to a raised walkway that wraps around the main chamber.

    Just as Mengkare studied Dahak’s imprisoned manifestation from outside of Alseta’s Landing, so too has Dahak’s manifestation been intrigued by the gold dragon. Over the centuries of Mengkare lairing in close proximity to Vengegate, many fragments of his dreams have drifted through the layers of reality, and Dahak’s manifestation was quick to snatch up those that particularly troubled Mengkare. The gold dragon’s memories of his time spent enslaved by the human wizard Ilgreth particularly appealed to Dahak’s manifestation, and it was from these memories that the manifestation shaped this node.

    Ilgreth used the central pool of lava during his research to test various materials and the lava’s effects on the materials. As you arrive, he stands on the central walkway, poring over his notes, but he immediately becomes intrigued once he notices you. "Ah, sent to help me with my research were you."

    DC 44 Arcane, Occultism, Nature or Religion to impress him. Discussions of elemental magic, mind-controlling magic, and portal magic are all of interest to Ilgreth.


    Male Human

    Cabaguil nudges Cuthberwyn forward. He knows just enough to cause trouble so he just tries to help.

    Occult to Aid: 1d20 + 26 ⇒ (6) + 26 = 32 to help Cuthberwyn.


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar will keep quiet unless his rudimentary religious knowledge will aid things, and only then will be chip in with some holy aura, a carefully placed wafer, or off key hymn.

    1d20 + 24 ⇒ (11) + 24 = 35 Religion to aid


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    Kelvin nudges Cuthberwyn. In a low whisper he says, "Hey bud, I think they're waiting for you to chime in."


    Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

    Cuthberwyn's player gets out of the dentist's chair and snaps into the conversation. Ah! Indeed. One can almost see the lines connecting the portals together, though they are invisible to the uninitiated.

    DC 44 Occultism (L): 1d20 + 32 ⇒ (6) + 32 = 38
    Yeah, even with an assist that'll fall short.

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    Cuthberwyn's Occultism (L): 1d20 + 32 ⇒ (13) + 32 = 45

    Ilgreth seems a bit surprised "You can see those as well? Interesting indeed." He seems to think for a moment. "I have been unable to activate this portal myself. Perhaps you can assist me and we will be able to do it together?"


    HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing

    "Why do you want to activate the portal? Looking to go somewhere?"

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    GM Screen:

    Cabaguil's Occultism (T): 1d20 + 25 ⇒ (1) + 25 = 26
    Raspar's Occultism (U): 1d20 + 0 ⇒ (18) + 0 = 18
    Ðakaþos's Occultism (T): 1d20 + 25 ⇒ (18) + 25 = 43
    Kelvin's Occultism (U): 1d20 + 0 ⇒ (15) + 0 = 15
    Cuthberwyn's Occultism (M): 1d20 + 29 ⇒ (3) + 29 = 32
    Dori's Occultism (U): 1d20 + 0 ⇒ (11) + 0 = 11

    "I long to see the world outside of this lab once more." He looks around eager to see the sky and explore the world.

    Dakapos understands that activating the portal for Ilgreth will not release him upon the world. This is simply a manifestation and it should immediately cease to exist once its wishes are met.


    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5

    Raspar shrugs, looking at Dak and Caba, and wondering what to do next. He points at his holy starknife and wonders if that is the most helpful solution.


    Male Human

    "Ahh, sure, fine, let's do it. What do we need to do Cuthberwyn? The occult is more your area than mine, though Ðakaþos seems to know something too."


    Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0

    Point of order: Cuthberwyn's Occultism is +32, but I realize I hadn't changed it on the Macros page. I've done that now. Mea culpa.

    Cuthberwyn nods. Of course, of course, happy to help, Cuthberwyn says, aligning the gems on Jewelgate to carefully match the needs of the rest of Alseta's Ring. Give it a try now.

    Occultism roll, if needed:
    Occultism (L): 1d20 + 32 ⇒ (14) + 32 = 46

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    Cuthberwyn activates the portal. As he does so Ilgreth grabs his magical instruments and the orb. Stepping through his eyes become wild with greed and excitement. As he steps through the portal he immediately ceases to exist, reverting to the raw planar energies Dahak used to create him in the first place. The lava in this node immediately cools and the node’s borders turn gray as the node is cleansed of Dahak’s influence.

    The cleansed magic helps protect the PCs against being magically controlled—whenever they attempt a saving throw against an effect that attempts to control them, the PCs use the outcome for one degree of success better than the result of their saving throw.

    ★ -- ★ -- ★ -- ★

    Leaving the Jewelgate you head into the Duskgate node. An enormous river of lava flows through a rugged badlands canyon during a moonlit night, filling the cracked landscape from below with the glow of molten rock. Ledges rise up from the lava river from all sides, providing bridges and platforms to stand upon. A large, mesa-like escarpment stands in the center of the area some thirty feet above the roiling lava below. To the north, an immense volcano, its slopes strangely pale as it belches fire and ash into the sky, looms like a harbinger of the apocalypse.

    Dahak is not the only god of destruction. An even greater capacity for destruction exists, in Rovagug— one that Dahak simultaneously covets and recoils in horror from. Dahak aided the other gods in the ancient war that imprisoned Rovagug eons ago, but ever since, the dragon god has harbored a complicated opinion on Rovagug. On one hand, Dahak understands the threat posed by the Rough Beast, but on the other, he is intrigued by Rovagug’s pure embodiment of destruction—particularly in his capacity to unleash powerful, devastating spawn upon the mortal world. In many ways, the spawn of Rovagug are analogous to Dahak’s manifestation: offshoots of a god placed into the mortal realm to do his bidding.

    Recent stirrings of one of the spawn of Rovagug have captured Dahak’s attention. In 4709 ar, an efreeti prince named Jhavul nearly completed his task of granting one thousand wishes to be reborn as Xotani the Firebleeder, one of the Spawn of Rovagug. This process was ultimately halted by a group of adventurers, but the adventurers were only able to interrupt Jhavul mid-wish. The incomplete final wish still held enough power to cause Xotani to stir from its deathly hibernation, and this stirring caused Pale Mountain to have a small but powerful eruption.

    DC 20 Katapesh Lore or DC 30 Nature:
    You recognize this illusion of the volcano as Pale Mountain.


    2 people marked this as a favorite.
    M Halfling
    Stats:
    Perception +25; F32/R30/W29; Acro 30;Athl 33;Dip 24;Labor 22;Rel 24;Stealth 32;Thiev 5
    GM Tyranius wrote:
    Recent stirrings of one of the spawn of Rovagug have captured Dahak’s attention. In 4709 ar, an efreeti prince named Jhavul nearly completed his task of granting one thousand wishes to be reborn as Xotani the Firebleeder, one of the Spawn of Rovagug. This process was ultimately halted by a group of adventurers, but the adventurers were only able to interrupt Jhavul mid-wish. The incomplete final wish still held enough power to cause Xotani to stir from its deathly hibernation, and this stirring caused Pale Mountain to have a small but powerful eruption

    Ah yes! The deeds of the noble Piddlespot brothers, Aldebert and Amiamble, (and his gnoll hunting cat, Yeenoghu, have echoed throughout the centuries! It is known.

    Raspar wonders what gate is next.

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