| GM SuperTumbler |
Sorry, I keep thinking that Max's Dimensional Travel has a limitation that he has to have a key/knowledge to get there. That isn't actually the case. So you can get into Sub-Terra or even into Agartha with Dimensional Travel. You can't get into the palace itself from here, but you can get close to it.
| "Eldritch" Max Sinclair |
After standing in the white mid-afternoon sun and marveling at the mass of black granite boulders known as Black Mountain, Max outfitted as Eldritch asks the team, "Ready?"
The mage gesticulates with his fingers focusing on the gaps in the rocks and calls out, "By the craft of Anog the Keymaker, I open the doors to Agartha"
Movement, Dimension Travel 3 (any), Increased Mass 16 (800 tons) Can I replace the mass advantage with the portal advantage on this Movement power? It would make more sense to me.
| "Eldritch" Max Sinclair |
Just to clarify, we're skipping over all the mountain climbing stuff with this teleport?
Max asked if the others were ready? You want to climb the mountains? I thought you brought that stuff for the underground caverns.
| Good Knight Gracie |
"Ready."
I can't speak for anyone else, but my gearing up was for anything we found was for underground, not for climbing mountains. Gracie knows some of y'all's magic spells can help as well but she's a gamer, she knows to overprepare for the underdark in case of anti magic fields. ;)
| Professor Æthelweard Langfellow |
Back at his museum office Æthelweard obtains a change of attire; disposing of his tweed suit for identical ensemble but with reinforced elbow patches. Once changed he gathers an old satchel, placing in it his British Archeological Assocation thermos flask and a flashlight.
From the exhibits he “borrows” a pith helmet, Webley & Scott flare pistol and an antique police belt lamp.
The lanky academic then returns with Max, joining the others for the coming expedition.
At Max’s prompt he nervously nods, hand straying absentmindedly to the stone Eotenheorte around his neck;
”Girded as I… We.. can be I suppose old chap… Onward to Agartha!"
| GM SuperTumbler |
After standing in the white mid-afternoon sun and marveling at the mass of black granite boulders known as Black Mountain, Max outfitted as Eldritch asks the team, "Ready?"
The mage gesticulates with his fingers focusing on the gaps in the rocks and calls out, "By the craft of Anog the Keymaker, I open the doors to Agartha"
Movement, Dimension Travel 3 (any), Increased Mass 16 (800 tons) Can I replace the mass advantage with the portal advantage on this Movement power? It would make more sense to me.
You can make it the portal advantage.
| Oswald Searle, aka OZ |
| 1 person marked this as a favorite. |
Oswald comes prepared with his signature rugby shorts, his father's old slouch hat, and a large insulated bag slung over his shoulder. "So I got us some snacks in case we get hungry. I figured if we're going to 'Stralia, I'd grab us some vegemite sandwiches and a couple'a Fosters for the trip."
Once everyone is ready to depart, Oswald cracks open a cold one. The blurred umbral form of the nightmare demon overtakes him as he takes a long cold chug of the Fosters.
"Tsssss Ahhhhhh. Ain't nothin' like a cold Fosters."
| GM SuperTumbler |
The Keys of Anog open a door into something quite different from the modern world. You see the interior of a vast cavern, filled with a strange and ancient city of stone towers and serpentine archways. A grand, palatial structure looms nearby, and it’s not difficult to see where the Factor Four have been or which way they went, as there are unconscious bodies scattered around the stone pavement amidst scorch-marks and cracked stone. The forms are not human, however. They’re small, spindly figures with yellowish, hairless skin, clad in kilts and equipment harnesses. Odd-looking pikes and clubs lie tossed about. A trail of combat leads to the front door of the looming building nearby, its massive vault door smashed in by a great force, and you can hear a powerful drumbeat echoing through the cavern, the sound of an alarm.
Updated the tactical map, though we aren't quite there yet.
| Cesarina Villa |
Cesarina comes clad in faith, and the accoutrements that come with it, but also comes wielding a goody basket of snacks she has lying around the house, as well as a case of bottled spring water, which she passes around before we step through; three to each person.
"One for drinking, and the ones with the H on the cap have been blessed, in case we run into the undead or demons. They should be good for a good sting against lesser monstrosities at least. Don't get them mixed up. It shouldn't be harmful, but the touch of your lips will result in a de-purification of the water...and it won't taste very good, to boot."
SRD is being wonky, so I don't know the exact DC, but I wanted to use Ritualist to make some vials of Holy Water for everyone (two each). Damage 10, Area 1, affects Incorporeal 2, limited: undead and Evil outsiders
Expertise (Magic): 1d20 + 20 ⇒ (17) + 20 = 37
Tell me if I need to spend a Hero Point to expedite the creation process.
----------------------------------------------------------------------
"It appears we aren't as far behind our quarry as we may have feared."
Any particular skill to figure out what these creatures are?
| GM SuperTumbler |
| "Eldritch" Max Sinclair |
Max breathes his childhood mantra to activate his magical understanding.
Magic Comprehension: Comprehend 4 (all languages, read, write, speak & understand), Concentration, Activation (standard action) – 2 points
The mage floats toward the alarm following the ruckus through the smashed massive vault door.
Flight 1
| GM SuperTumbler |
Max Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Cesarina Initiative: 1d20 + 0 ⇒ (14) + 0 = 14
Gracie Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Oz Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Professor: 1d20 + 0 ⇒ (1) + 0 = 1
Granite: 1d20 - 1 ⇒ (1) - 1 = 0
Pyre: 1d20 + 3 ⇒ (11) + 3 = 14
Sub Terrans: 1d20 + 2 ⇒ (3) + 2 = 5
Gracie
Oz
Pyre
Cesarina
Max
Sub Terrans
Professor
Granite
| GM SuperTumbler |
The Sub-Terrans communicate through a series of clicks, whistles, and keenings, not entirely unlike whalesong and dolphin clicks. Max's spell translates them effortlessly.
"Hold them fellows, our king will be here soon enough to teach these invaders a lesson. Look! another one, and more behind him. Remember your teachings. Gang up on them."
Map is updated.
The chamber beyond the vault door is overflowing with the purloined treasures of the Earth. There are piles of gold and silver coins and jewelry, ancient statuary, and a profusion of gems.
In this scene, you can spend a Hero Point to spot among the treasure something of use in the scene. Magical relics, historical treasures, modern curiosities.
| Good Knight Gracie |
"Dyfres." Gracie's armor shimmers around her body as she steps forward. She holds open her hands and shakes her head at them. "Our fight's not with you. It's with them." She points at the elemental men toward the back of the room and scowls at them.
And then, buoyed by the magic ligaments of her armor, she leaps over the crowd of SubTerrans to land as close as she can to Granite. "Oy! Over here, Rocky!"
| Oswald Searle, aka OZ |
Oz figuratively smashes the can, and then very literally as he tosses the squished can towards the nearest Sub-Teran's head. "Her fight isn't with you guys, but mine is. Jeez you guys are U G L Y. I've got just what you need."
A black puddle opens beneath the bulk of Sub-Terans as an eyeball emerges and explodes in a cloud of barbs and lashing thorns.
Pain: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged, Multiattack, Penetrating 10; Noticeable: An Eye with grotesque appendages lashing out )
| GM SuperTumbler |
Sub-Terran Toughness: 1d20 + 1 ⇒ (11) + 1 = 12
Sub-Terran Toughness: 1d20 + 1 ⇒ (8) + 1 = 9
Sub-Terran Toughness: 1d20 + 1 ⇒ (4) + 1 = 5
Sub-Terran Toughness: 1d20 + 1 ⇒ (16) + 1 = 17
Sub-Terran Toughness: 1d20 + 1 ⇒ (14) + 1 = 15
Sub-Terran Toughness: 1d20 + 1 ⇒ (14) + 1 = 15
Sub-Terran Toughness: 1d20 + 1 ⇒ (9) + 1 = 10
Sub-Terran Toughness: 1d20 + 1 ⇒ (16) + 1 = 17
Sub-Terran Toughness: 1d20 + 1 ⇒ (18) + 1 = 19
The Sub-Terrans fall under Oz's onslaught.
| GM SuperTumbler |
Pyre surveys the arrival of the heroes. "Keep looking, Granite, I'll take care of these interlopers."
He puts his hands together and rakes Gracie and the Sub-Terrans with a lance of fire.
Toughness save DC 20 for Gracie and the remaining Sub-Terrans.
Sub-Terran Toughness: 1d20 + 1 ⇒ (11) + 1 = 12
Sub-Terran Toughness: 1d20 + 1 ⇒ (1) + 1 = 2
Sub-Terran Toughness: 1d20 + 1 ⇒ (5) + 1 = 6
The Sub-Terrans drop under the fiery blast.
Cesarina
Max
Sub Terrans
Professor
Granite
| Professor Æthelweard Langfellow |
Apologies all - betwixt my Heroforge endeavours I dropped in a post that was promptly eaten... Just clocked that just now :S
Old habits die hard and the archaeological magpie in Æthelweard is momentarily drawn to the gems and ancient artefacts.
"Quite the trove, worth a inves-"
He snaps out of it as the team are assailed by the troglodytes, then freezes (ironically) in place when Pyre makes his presence known.
"Oh my. The fiery elemental fellow... Not him again!"
The Professor's panicked voice harkens back to when he last saw Pyre, and the change that came soon after.
His hand moves instinctively to the ancient stone at his neck, thin fingers gripping through the fabric of his shirt as an equally ancient incantation forms on his lips...
| "Eldritch" Max Sinclair |
Eldritch floats up to get a line of sight on Pyre and calls out, “Let the Icewinds of Dale freeze,” causing freezing ice to spring from his gesticulating hands and shoot toward the fire elemental.
Ranged Combat: Magic: 1d20 + 10 ⇒ (17) + 10 = 27
Flight 1 & Ranged, Damage 10, Variable Descriptor (Ice blue cold)
| Cesarina Villa |
Cesarina claps her hands and summons the chains of light to bind Pyre.
"I should have asked this before, but is he ON fire, or MADE of fire?"
Shackles of Light (42p): Affliction 10 (Will; Vulnerable/Defenseless/Paralyzed, 1/rank), Alternate Resistance (Dodge; +0), Progression (+2/rank), Concentration (+1/rank), Affects Insubstantial (+2)
| GM SuperTumbler |
He is made of fire. All of the Factor Four have traded flesh for their elemental form. Strangely (to me at least) Pyre doesn't have any insubstantiality, though Fathom and Sylph do. Pyre must be composed of some fairly dense plasma or something.
Pyre toughness: 1d20 + 10 ⇒ (12) + 10 = 22
Pyre Will save: 1d20 + 8 ⇒ (8) + 8 = 16 So Pyre is Vulnerable (half active defenses).
| Good Knight Gracie |
Gracie, shaking off the fiery blast, hears the Sub-Terrans shriek in agony. She turns around to see them falling under one of the Nightmare's evil eyes, and she yells, horrified, "Oz, what the Hell are you doing? They thought we were with the bad guys! It was a misunderstanding!" She gazes over the fallen pile of bodies, matching the carnage left by Pyre and Granite outside, in sheer horror.
Calesvol shimmers into existence in her hand, and for a moment, it almost seems like she is going to Lunge toward Oz rather than the enemies they came to fight. Instead, she simply says, "We're having words after this."
She moves instead toward Granite, looking to see if he has found the Bloodstone among the treasure.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
| Oswald Searle, aka OZ |
Oz let's out a hyena-like cackle from the depths of hell as he charges forward. "Oh, you're no fun, Good Knight!"
He leaps into the air and summons a portal to the darkest parts of The Nightmare Realm.
Fear: Cumulative Perception Area Affliction 10 (1st degree: Impaired, Dazed, 2nd degree: Immobile, Stunned, 3rd degree: Paralyzed, Unaware, Resisted by: Will, DC 20; Perception Area: DC 20 - Sight, Cumulative, Extra Condition, Selective; Noticeable: An eye that displays each individual targets fear)
| GM SuperTumbler |
Pyre Will save: 1d20 + 8 ⇒ (14) + 8 = 22
Granite Will Save: 1d20 + 7 ⇒ (17) + 7 = 24
Having had their bodies torn apart and their consciousness thrust into elemental earth and fire, perhaps these two members of the Factor Four have already faced their worst fears.
Seeing the stone in its protective coffer, Pyre moves to protect his ally. Once again he strafes the ground, catching Oz and Gracie in his blast.
DC 20 Toughness save vs fire damage for Oz and Gracie.
Cesarina
Max
Sub Terrans
Professor
Granite
| Good Knight Gracie |
"Over here!" Grace calls out to her allies. Free action to speak briefly
OZ, based on your dialogue I am not sure--are you including Gracie in your Area attack and should I save against it, or is this just targeting the bad guys?
Toughness Save vs Pyre, presuming she is not paralyzed: 1d20 + 12 ⇒ (1) + 12 = 13
| Good Knight Gracie |
Grace took two move actions, one to summon her sword and the other to move closer to Granite. I presumed I could get away with the Perception check as a bonus.
| Good Knight Gracie |
Since she is trying to stand firm close to the box and not dodge much, the flame hits Grace full on, and she is dazed and eyebrowless.
It's Cesarina and Max up, right? I think Max accidentally posted his Perception check if he sees the Stone in Discussion, but he should still have an option to act. Grace called out to the party so hopefully that helps him notice what she is noticing.
Thanks Oz. I think. ;)
| Cesarina Villa |
Good work Gracie! Now all that's left is to dispatch of these two!" she calls, then Cesarina tries to finish this quickly so they can tend to the wounded.
SHe blasts a beam of concentrated light at Pyre!
All-Out Power Attack for a net effect of the same attack bonus, +2 effect to blast (making it Damage 12), and -2 active defenses for 1 round.
LIGHT BEAM!: 1d20 + 10 ⇒ (7) + 10 = 17
| "Eldritch" Max Sinclair |
did the ice effect Pyre more than a regular blast?
Eldritch floats higher to be out of reach of Granite and forward near Oz. He targets Pyre again and calls out, “Let the Icewinds of Dale freeze,” causing freezing ice to spring from his gesticulating hands and shoot toward the fire elemental.
Ranged Combat: Magic: 1d20 + 10 ⇒ (16) + 10 = 26
Flight 1 & Ranged, Damage 10, Variable Descriptor (Ice blue cold)
| GM SuperTumbler |
Sub-terran Team attack vs Cesarina: 1d20 + 1 ⇒ (11) + 1 = 12
Sub-terran Team attack vs Cesarina: 1d20 + 1 ⇒ (3) + 1 = 4
Sub-terran Team attack vs Cesarina: 1d20 + 1 ⇒ (7) + 1 = 8
Sub-terran Team attack vs Cesarina: 1d20 + 1 ⇒ (20) + 1 = 21
Four Sub-Terrans swarm Cesarina, their spears stabbing haphazardly. It is clear that they are not well trained soldiers.
The 20 will crit. Base damage is 1, so Toughness DC 21.
| GM SuperTumbler |
Sub-terran Team attack vs Professor: 1d20 + 1 ⇒ (12) + 1 = 13
Sub-terran Team attack vs Professor: 1d20 + 1 ⇒ (3) + 1 = 4
Sub-terran Team attack vs Professor: 1d20 + 1 ⇒ (5) + 1 = 6
I think that is 1 hit on the Professor. DC 16 Toughness.
Three more of the small pale men leap toward the Professor, their spears thrusting.
| Professor Æthelweard Langfellow |
"Oh my. I come in peace! Venio in pace! Pax! Frith! No bloody need for that! P-P-Please! You'll w-wake him!
DC16 Toughness: 1d20 + 10 ⇒ (19) + 10 = 29
Beset by the stunted creatures, Æthelweard takes a spear thrust to the ribs, but his augmented form weathers the blow.
Fee
However as he flails in panic, his long limbs tangle and he trips over himself before scrambling frantically backward...
FIE
The trio surge forward, seeking to overwhelm the lanky Professor!
FOE
Apologies ST. Taking some liberties to allow this scene to develop. Hope its okay that the little subbers swarm the Prof. Will make Eoten's (re)appearance all the more dramatic :)
| GM SuperTumbler |
| 2 people marked this as a favorite. |
Sounds good. Swarm of sub-terrans to cover up the Professor's transformation.
Granite reaches out with his massive stone fist, crushing the rusted box and dropping the red stone into his left hand. He smiles with rocky teeth and turns to Pyre. "Got it, hot sauce! Golden ticket number 2. Let's get out of here so the queen can pull us back."
Pyre turns to him, hot and angry, "You idiot, you don't have to narrate our plans to the opposition."
Gracie
Oz
Pyre
It makes sense to me that Oz help with whatever Gracie is trying to do, so I'll bot some sort of aid action probably.
| Good Knight Gracie |
"Not so fast!" Gracie leaps upward, coming down with her blade, aiming to knock the box out of Granite's hands.
Attack, Disarm: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
If that succeeds, can I dismiss Calesvol as a free action (technically it's not actually a physical object) to be "unarmed" to grab the box? I understand that may be too many shenanigans, but I'm curious.
| GM SuperTumbler |
Oz Attack: 1d20 + 9 ⇒ (4) + 9 = 13 Misses.
Gracie Disarm: 1d20 + 10 ⇒ (14) + 10 = 24
Granite Resist Disarm: 1d20 + 13 ⇒ (2) + 13 = 15
Wow, for once the dice fall DQ's way.
Gracie's shining blade smashes into the box, knocking it from the massive stone hands. She snatches the coffer as it falls. I'm imagining in a football carry. I'm fine with you dismissing the sword as a free action to have hands free to grab the coffer.
| GM SuperTumbler |
Pyre will delay so he can act with Granite. The sound of the drums changing will cause the Sub-terrans to hold up in anticipation of something, so everyone can now act when they get a chance.
The sound of the drums in the deep changes, the pace increasing to a rapid ta-ta-tum-ta-ta-tum, but also, beneath that a deeper, slow throbbing.
Cesarina
Max
Professor
Sub Terrans
Granite
| Good Knight Gracie |
Grace's face lights in triumph as she clutches the box to her chest, the light of Calesvol disappearing as her hand releases the sword.
| "Eldritch" Max Sinclair |
"Gracie, let me have itto play keep away." Max calls out to the good knight.
"By the Crimson Bands of Cyttorak!" The mage gesticulates with his hands and activates a spell to create two red ribbons to wind toward Gracie and collect the magic red stone. He pulls it to his person and secures it in a pocket while floating further toward the ceiling to ensure Granite could not grab him.
Move Object 8 (6 tons), Precise, Accurate 1 (+2), Affects Insubstantial 2
Pull the red macguffin to himself and put it in a pocket, so Gracie has her hand free for a sword and shield.