Eldritch: NetherWar (Inactive)

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Magical Heroes against the Darkness

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In case you missed it, you guys are up again.


Wounds: 0|Hero Points: 3|Dodge +5 (+15), Toughness +0 (+5), Fort +0 (+5), Will +10 (+15)|Initiative +0|Magic/Undead/Demon Sense

"Eldritch, this situation is volatile. Can you transport the boy and myself to the largest room available in the Nexus? From there I can attempt to remove this artifact. Tampering with it here would not be unlike attempting to defuse a bomb; failure could destroy the plane and doom everyone on it."

She also takes a moment to look out over the crowd.

"Are this child's parents present? I would like to speak with them."


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

"Good idea. Transport on its way. I suggest that you try to temporarily dispel the magic of that belt. We might be able to get it off the boy then." The Mage replies.

"OK folks, I'm closing the portal to the hold. Get secure." Eldritch waves his magic fingers closing that portal and then opens a new one to secure room in the Nexus. "By the craft of Anog the Keymaker, I open the doors to the Nerian Nexus."


A woman calls out, trying to get to where Cesarina has the boy. "Yes, yes! I am here. I am here."


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Grace sustains the effect. "Are you able to make an emergency landing, captain?"


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Insight (to tell if the mother is telling the truth): 1d20 + 5 ⇒ (2) + 5 = 7


Good Knight Gracie wrote:
Grace sustains the effect. "Are you able to make an emergency landing, captain?"

"Si, yes, I will bring us down. Flight attendants, prepare the cabin for landing."


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

SuperTumbler, you responded to me but not to Max's Insight check. I think both he and Cesarina are waiting for that result before posting further. Confirming how everything is going with the portals would also be helpful. Grace can't do much else at the moment but keep the pilot safe.


Indeed! My bad.

There is nothing suspicious about the woman claiming to be the mother. She seems appropriately spooked and desperate.

Max opens another portal to the Nexus, this one to a tall ballroom with dark wood paneled walls and windows looking out onto a psychedelic swirl of red and violet.

The woman takes a step toward the boy, then hesitates, looking from the priest to the mage, uncertain.


Wounds: 0|Hero Points: 3|Dodge +5 (+15), Toughness +0 (+5), Fort +0 (+5), Will +10 (+15)|Initiative +0|Magic/Undead/Demon Sense

"You can come with, if you like. I just wanted to make sure the child hadn't been kidnapped from elsewhere."

Once they're all situated, she takes some more time to examine the belt and try to puzzle out how to remove it.

Expertise (Magic)?: 1d20 + 20 ⇒ (12) + 20 = 32


Cesarina can take the boy through the portal into the Nexus. It will take a few minutes for the pilot to bring the plane down safely.

If everyone agrees, I can write that up (I assume Gracie stays with the plane until it is safely on the ground) then everyone meets up in the Nexus? That gives an easy point to onboard anyone else who wants to hop back in. Otherwise the three of you can investigate the puzzle. Cesarina is off to a good start.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Sounds good to me


Sounds like a plan.


Cesarina motions for the mother to join her, and the woman nervously steps through the portal into the dark paneled room. The priest and the boy quickly follow.

The cabin fills with fog as the pilot brings the plane down at an unusual rate, with Gracie holding the power of Calesvol against any sort of magical intrusion into cockpit, whether into equipment or crew. The plan lands on one of the smaller Bahamian islands, at an airfield that is not nearly large enough to accommodate such a large plane, but the pilot has ice in his veins and brings it in safely. Whether it will take off again is another matter, but everyone is on the ground safe.

Once everyone is off the plane, no doubt with the assistance of some more portals from Max and Gracie's commanding but comforting voice, Eldritch opens another portal to the Nexus, bringing you together once again. You are probably not surprised to find Sallah coming through the door followed by two floating trays, one holding a tea service and the other holding a variety of ritual items.

There is an antique three legged stool upon which sits the nervous boy, his mother hovering nervously at his side.


Cesarina:
First, a curiosity: The Behemoth is one of three Biblical creatures who, according to rabbinical legend, will fight a battle with Leviathan and both will be killed by the Creator. Behemoth is a creature of Earth, Leviathan of Water, (there is another, Ziz, who is an air creature). It should strike you as not ideal to use Behemoth against a plane. Not that the creature and the belt powered by it isn't powerful enough, but it isn't the most on the nose solution.

Expertise Magic 20:
The Behemoth Belt is infused with the power of one of three Fallen Angels (Behemoth, Leviathan, Ziz). The boy could activate the belt if he wanted to, but the influence of the spirit that powers it would probably overwhelm him. The belt is tied to the boy's life. Removing it would not be good for him. You could probably cut off the connection though, between the Fallen Angel and the leather of the belt, which is from the Behemoth's very flesh.

Expertise Magic 30:
You can create a ritual to drive the spirit out of the belt/break the connection between the belt and the Fallen Angel. It would require the right items and a contest of wills, but you have several powerful wills on your side.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Max thanks Saleh and welcomes the mother and son. Eveutally we they are ready as they are going to be, the mage explains what is going on. "What are your names? Where did you get that belt? And, we're going to need your help to help you."

"You see that is one of three Belts of the Behemoth which are infused with the power of one of three Fallen Angels (Behemoth, Leviathan, Ziz). If you activate the belt, the spirit would probably overwhelm you and take control. Now, the belt is connected to your life, so removing it would not be good for you. However, we could cut off the connection between the Fallen Angel and the leather of the belt, which is from the Behemoth's very flesh."

"In order to do that, we need to cast magic ritual to drive the spirit out of the belt/break the connection between the belt and the Fallen Angel, but we need to find the right items to support the ritual. What do you say?"


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Gracie heartily thanks the pilot for handling everything so successfully and gives praise and thanks to the whole crew for handling everything so well, noting that they could not have stopped the supernatural threat if the crew had not performed their jobs so admirably.

She texts Win an update on what happened on the flight, including that they had received a mysterious warning about it in the middle of nowhere in the African wilds.

While Max and Cesarina begin their inquiry she ensures everyone else gets where they need to go from the Nexus.

When she gets a chance, she mentions quietly to Cesarina that the cockpit filled with fog as they were landing. No harm was done, but even Grace has heard of vampires taking gaseous forms and she wonders if that might be it or if there's another explanation.


I didn't even think about the whole fog/vampire thing. The fog was just supposed to be both a figurative and literal atmospheric effect of the rapid descent.


Wounds: 0|Hero Points: 3|Dodge +5 (+15), Toughness +0 (+5), Fort +0 (+5), Will +10 (+15)|Initiative +0|Magic/Undead/Demon Sense

Cesarina pauses from working with Max to prepare the ritual and cocks her head. "I hadn't considered the possibility, though I should have. Try using your sword's ability to dispel magic into the fog. If it doesn't revert to a vampire's corporeal form, it's likely just a mundane fog."


"Eldritch" Max Sinclair wrote:

Max thanks Saleh and welcomes the mother and son. Eveutally we they are ready as they are going to be, the mage explains what is going on. "What are your names? Where did you get that belt? And, we're going to need your help to help you."

"You see that is one of three Belts of the Behemoth which are infused with the power of one of three Fallen Angels (Behemoth, Leviathan, Ziz). If you activate the belt, the spirit would probably overwhelm you and take control. Now, the belt is connected to your life, so removing it would not be good for you. However, we could cut off the connection between the Fallen Angel and the leather of the belt, which is from the Behemoth's very flesh."

"In order to do that, we need to cast magic ritual to drive the spirit out of the belt/break the connection between the belt and the Fallen Angel, but we need to find the right items to support the ritual. What do you say?"

The woman turns to Max, "This is Heitor, and I am Lorena. Please do not let anything happen to my boy. If you can do anything with me, put anything to me, yes, but please save him."


Good Knight Gracie wrote:

Gracie heartily thanks the pilot for handling everything so successfully and gives praise and thanks to the whole crew for handling everything so well, noting that they could not have stopped the supernatural threat if the crew had not performed their jobs so admirably.

She texts Win an update on what happened on the flight, including that they had received a mysterious warning about it in the middle of nowhere in the African wilds.

While Max and Cesarina begin their inquiry she ensures everyone else gets where they need to go from the Nexus.

When she gets a chance, she mentions quietly to Cesarina that the cockpit filled with fog as they were landing. No harm was done, but even Grace has heard of vampires taking gaseous forms and she wonders if that might be it or if there's another explanation.

Win replies

Very confusing. Why give powerful artifact to a kid and put neo-nazi god clone on same flight. Ragnarok dead? Careful. That won't last. GTG, putting a team together to breach darkness.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Insight (on the mother): 1d20 + 5 ⇒ (18) + 5 = 23

"We will do everything we can to save him, Lorena. Heitor, need you to relax and be brave. I need to gather some material. Please enjoy Saleh's hospitality." Max will go find the materials for the ritual.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

To Cesarina, Grace said she had her sword's dispel magic effect active, so hopefully it was just an ordinary fog and she was just reading into things.

But she does share Win's thoughts with Max and Eldritch: "Is there a connection between the kid and Ragnarok? Win also says, 'That won't last' to Ragnarok being dead. So presumably he's known to be able to resurrect. Speaking of, where did we put the coffin?"


"Eldritch" Max Sinclair wrote:

[dice=Insight (on the mother)]1d20+5

"We will do everything we can to save him, Lorena. Heitor, need you to relax and be brave. I need to gather some material. Please enjoy Saleh's hospitality." Max will go find the materials for the ritual.

Max doesn't sense any deception, and does sense a great deal of fear, in the woman. The boy, on the other hand, seems to be young enough to be marveling at the surroundings.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

To repeat Grace's question: where is Ragnarok's coffin at the moment?


The coffin is in a holding cell.


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Grace heads down to the holding cell to check on it while Cesarina and Max figure out how to help the boy.


By now, Grace is well practiced in focusing on what she wants when within the strange dimensional space that is The Nerian Nexus. The paneled walls give way to fitted stone and the air grows damp and musty. The coffin holding the bio-arcanic experiment known as Ragnarok sits in a small cell of similar stone with an ancient looking iron door.

Because of its nature, it doesn't matter what the apparent material of the walls is, they all have the same strength, which is equal to your Power Level.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Max leaves the mother and son with Cesarina and goes to collect objects for the ritual. He returns with an old leather belt from Saleh's closet, several links of a large steel chain, a few candles, and a well-used bucket of salt.

He prepares the area around the boy encircling with an unbroken line of salt and five candles. Opposite the boy, he places the belt and chain.

After reassuring the mother, he positions her outside the circle and Cesarina within.

When everyone is as ready as they can be, he starts the ritual standing in the middle of the ritual circle. He starts by attacking the fasteners on the Belt of the Behemoth using Saleh's belt as a focus.

Skill Expertise (Magic) 30


Cesarina?


Init+ 5 | Dodge 8 Parry 8 Toughness 4/armored: 14 (10 impervious) | Fortitude 10 Will 9 | Perception +10 Insight +12 | Sword Damage DC 26 Improved Crit x2 | Hero Points: 1 | Fatigued

Grace simply observes what she can through the iron bars--any details about the coffin or Ragnarok that might indicate
-- runes for sealing
-- signs of cracking
-- signs of life
-- Anything else that's just weird or unusual.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14


Eldritch creates the physical structures to channel arcane energies around the boy, and employs the ancient concept of sympathetic magic, echoing his intent to break the bonds of the magical belt by physically manipulating another belt. He starts simply, attempting to loosen the bindings that hold the child.

But the spirit of Behemoth is not so easily manipulated. The ties that hold the belt closed writhe and coil, and the belt tightens. The boy cries out as ribs crack.

Max opposed roll: 1d20 + 10 ⇒ (7) + 10 = 17

Behemoth opposed roll: 1d20 + 12 ⇒ (16) + 12 = 28


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

"Cesarina, please heal the boy. This is going to take some time." Max doubles down and refocuses on fasteners.

Magic!: 1d20 + 10 ⇒ (14) + 10 = 24


Counter: 1d20 + 12 ⇒ (3) + 12 = 15

The Behemoth Belt is probably more properly called a girdle. It is ancient, more ancient than metal buckles and fasteners. It has five sets of braided cords that are tied together. As Max manipulates it, one of the knots unwinds, the two braids continuing to writhe like medusa's hair.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

"One down. You're doing great kid. Hold still." Max focuses on fasteners.

Magic!: 1d20 + 10 ⇒ (1) + 10 = 11


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Wounds: 0|Hero Points: 3|Dodge +5 (+15), Toughness +0 (+5), Fort +0 (+5), Will +10 (+15)|Initiative +0|Magic/Undead/Demon Sense

Sorry. Busy weekend.

Cesarina puts her hand on the boy's head, channeling healing light into him in a constant stream.

Then, she pushes harder. "Endure, my child. You are stronger than you know."

He glows with a nimbus of golden light, then she lets go with a gasp.

Giving him my Blessing of Faith. (Luck Control 1 (3/rank; Option #3; Luck Advantage 2), Persistent Regeneration 10 (2/rank), Immunity 17 (Critical Hits, Entrapment, Poison, Fatigue, Necromantic Effects, Divine Magic Sourced from Evil Gods), Affects Only Others on all)

Once she's recovered somewhat, she moves to aid Eldritch with the ritual, taking over whenever he seems to falter.

Given the rolls I'm assuming we're just rolling our Power Level?

Magic?: 1d20 + 10 ⇒ (5) + 10 = 15


As a default, I was using your power level for just a general use of opposed power. You can use all of the various shenanigans for boosting those rolls. Extra effort, team attacks, etc. If there is something specific you want to do like a power stunt you can try other things out. Right now it is pretty much a battle of arcane/spiritual strength.

The boy arches in ecstasy as the light infuses him and knits his ribs back together.

While the kid has the Blessing, Cesarina can't use the other powers in that array, right?


The loosed cords grasp one another, knotting themselves once again as Max loses his grasp on the power of the belt. The boys eyes widen as some feeling washes over him, but the Light intervenes.

I'll rule that the boy can't be transformed while under the influence of Cesarina's Divine Light. Not technically divine magic from evil gods, but close enough.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Max redoubles his effort.

try try again: 1d20 + 10 ⇒ (9) + 10 = 19


GM SuperTumbler wrote:

While the kid has the Blessing, Cesarina can't use the other powers in that array, right?

Correct, which in this case is all of her powers except for her passive defense buffs.


Behemoth Counter: 1d20 + 12 ⇒ (4) + 12 = 16

Max begins to get the feel for this Fallen Angel. This isn't the first of the Fallen he has encountered, but it does seem to be one of the most powerful he has seen. Not Lucifer nor Beelzebub strong, but tough stuff nonetheless.

One of the five knots unfurls, but the power of this presence pushes against his own power.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Max continues to focus. ”This is a strong demon.”

try try again: 1d20 + 10 ⇒ (18) + 10 = 28


1d20 + 12 ⇒ (8) + 12 = 20

Two more of the 5 knots unwind, and while the girdle attempts to constrict the boy, the golden light brought by Cesarina's prayer protects him.

Max presses on: 1d20 + 10 ⇒ (14) + 10 = 24

Opposed roll: 1d20 + 12 ⇒ (8) + 12 = 20

Max presses on: 1d20 + 10 ⇒ (3) + 10 = 13

1d20 + 12 ⇒ (11) + 12 = 23

4 of 5 knots undone. Might be worth spending a Hero Point for Max to reroll that 3 vs my 11(23).


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Hero Point: 1d20 + 10 ⇒ (19) + 10 = 29

With a flourish, Max exerts all of his will power to overcome the demon and free the child.


The bindings of the belt, both physical and metaphysical, unwind. The circle fills with the smell of deep mud, manure, and a whiff of sulphur. The boy's mother cries out in fear, and the boy faints, held up only by Cesarina's power.

At the same time, something else is suddenly in the circle. blue-white light flares and a cage or net of light surrounds you, not touching the edges of the circle Max enscribed but enclosing Cesarina, Max, and the boy in a grid of light.


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

Max looks around the cage analyzing for a diagnosis.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24


The cage is definitely and obviously magical. In fact, while it is more complex than anything Max has ever seen, he can recognize that it is the work of none other than Adrien Eldrich. It is a spell of binding, apparently set to capture anyone attempting to unleash the power held within the Belt.

1d20 ⇒ 20


Good Knight Gracie wrote:

Grace simply observes what she can through the iron bars--any details about the coffin or Ragnarok that might indicate

-- runes for sealing
-- signs of cracking
-- signs of life
-- Anything else that's just weird or unusual.

I thought I had responded to this, but I can't find any evidence of that. I think Gracie will be back in action soon, so I'll push on with this side of the scene.

1d20 ⇒ 18

The coffin doesn't show any signs of magical sealing or binding. From where Gracie watches, nothing seems amiss. Until she feels the air move into the room, as though something had taken a great breath.


Wounds: 0|Hero Points: 3|Dodge +5 (+15), Toughness +0 (+5), Fort +0 (+5), Will +10 (+15)|Initiative +0|Magic/Undead/Demon Sense

"Eldritch, I hope you know a way to get us out of this. I barely understand these runes."


Damaged 0 | Hero Points 1 | Perception +10 | Initiative +0 | Fortitude 9 | Will 12 | Dodge 13 | Parry 13 | Toughness 9

"This cage is the work of my master. It is a spell of binding, apparently set to capture anyone attempting to unleash the power held within the Belt. Let me work on it." Max says.

He studies the magical cage looking for deft way to unlock it, a backdoor that Uncle Adrian left, in case he locked himself inside the cage.

Skill Mastery Expertise (Magic) 10 +20 = 30

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