A Tiny Part Of The Dimension Wars (Interdimensional Spy Follies

Game Master GM Hansj

Just entering the Orguanion library...


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Reginaldo seems slightly puzzled by something, chats a bit more and then retreats to his own sleeper rail car. On leaving he says "Well, I will be back in Arnich in about two week if you madame investigator is curious, this is my logogram identifier if wish to contact me again..."

The party has not further unusual encounters on train. As you travel across the more central parts of the Universal Republic, the weather turns wintry, the terrain is more developed and more uniform, the people more prosperous without being ostentatious. Finally, you arrive at Canterbridge (a pleasant "university town") and make a brief sample of the Library Of The Republic (open to all) before heading to the Giant's Garden, a two day journey by automaton (or four days by foot), up and down one of surrounding granite mountains.

The night of the second day, you arrive at the area of "The Garden" , which is a Park Of The Republic with a pleasant camping area as well as a simple hotel. The next morning, which is fairly cold, you go to the park proper and immediately notice something wrong or at least disturbing. The Giant's Garden is a park but all access is restricted to carefully guided and controlled tours (this being winter, only three other people are on the tour). And the Park Rangers clearly are extremely suspicious, watching visitors and systematically preventing closer views of the huge structure. The structure itself is basically a stone surface covered by an array of huge monoliths, some shapes abstract and geometric, others weird beasts or humanoids. Moreover, there are occasional square holes between the monoliths suggesting a lower level.

But guards present a barrier - they're clearly an elite group that's on edge and the area seems to also be guarded by the best surveillance tech the Universal Republic. Without taking a closer look, you can this particular planar anchor is some kind of arcane artifact that would of interest to The Organization.

Survival 27:
You an area where there was something like a firefight, with rocks showing evidence of gun and rocket shots despite efforts to clean the area thoroughly.

Let me know how exactly you investigate this place if you investigate it.


Lyra Anna Fitzroy Investigator Bio-Android

Kn: Arcana: 1d20 + 1d8 + 18 ⇒ (3) + (6) + 18 = 27
Survival 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28

"Look here, these rock chips and burn marks, evidence of gun and rocket shots. Been a firefight here, someone took an effort to clean the area thoroughly, but they misses these"


Lyra Anna Fitzroy Investigator Bio-Android

Lyra, this Lyras body was made of nanites, and to get a close look was a simple matter of shifting to a form that could enter the park area of interest. It was a park and animals where all around she took the shape of a small one.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Earlier
The morning after Reginaldo left, Azzim quietly told the others what he suspected, "I believe Reginaldo is likely a latent psion, likely completely untrained. He could be a useful resource although I do find it a little bit suspicious or serendipitous that our paths crossed."

After the Giants Garden tour.
Azzim replied to Lara, "Interesting... How about we take a proper look around without the obnoxious chaperones? I'm thinking of using magic to scout out the area, hopefully narrowing down where we look in person. I assume we will want to be cloaked by invisibility, and perhaps take other precautions. The artefact will likely have it's own protections in addition to any technological measures the rangers have made."

GM how big is the area?


Lyra Anna Fitzroy Investigator Bio-Android

"If my daughter was here she would know."

She says looking at her Arlo her husband, who had not said much for a long time.

"I have seen some flying bests around the park, I will take the shape of one and fly overhead with Teax."


Male Dwarf|HP: 133/133|DR 3/-|AC: 27 (12 Tch, 26 Fl)||CMB: +16, CMD: 28|F: +15, R: +11, W: +12|Init: +2|Smite evil +4, +14 to damage, +4 deflection bonus to AC, 4x/day|Retribution (Su) 7x/day Paladin (Tortured Crusader)/10th/Godling (mighty)/4th|Speed 20ft (20ft)|Lay on Hands 8/8x/day, 5d6
Lady Lyra Anna Fitzroy wrote:

"If my daughter was here she would know."

She says looking at her Arlo her husband, who had not said much for a long time.

Arlo simply nods with Lyra's assessment, and watches his wife take flight.


So, Lyra takes the form of a bird and flies over the complex. It's about two mile on each side, a rectangle with rounded corners - which means there are somewhere between 10,000 and 30,000 individual monoliths and many hundreds or thousands of distinct holes - most of which have motion detectors and other security devices around them... (As mentioned), the monoliths are mostly geometric but with smattering of likenesses of various creatures - most of them obscure natives of the outer planes (Demons, Axions, Angels but also much more unusual entities). Lyra is still to go down one of the holes undetected and it goes straight down 75 feet and then ends in five feet of dirt and water.

You can notice the Garden is built of type of stone that seems very resistant and might have dimensional properties.

Maps of The Universal Republic and The Giant's Garden.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

When Lyra returned, Azzim tried to understand which part or parts of the giant's garden where the most important but too many possibilities went through his head and he couldn't decide.

Kn: Planes: 1d20 + 21 ⇒ (1) + 21 = 22


Lyra Anna Fitzroy Investigator Bio-Android

Lyra comes back and her form changes back into something human-like.
She tells the others of what she saw and made maps for them.


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 18/18 | Inspiration 3/4 | Guile 3/4 | Current Effects:

Terexaltherin almost goes out to scout with Lyra, held back only by the fact that he can't assume the form of a flying animal with his circlet. Which is kind of funny, when you think about it, since I can *normally* fly... he comments to the others.

He considers the information Lyra brings back. We may want to study what we can of the planar properties of the area from outside of the guarded section at first, he suggests, To give us a baseline if nothing else. Though I can't help but feel that the weirdness at that one village mentioned on the train might be related, too... anyway, how do we want to go about this? Set up camp somewhere that's not patrolled and spend some time examining the planar properties of the area?


As Lyra returns to the party, Jocinth also returns, dressed as your average "tough guy" of the society and era, apparently after having doing some drinking and gambling with a couple off-duty guard/"rangers". "Yes, we should be looking around the perimeter of this place. My contacts say the reason that the place is now manned by elite Republic Guards dressed as park rangers is that there have been a number of deadly attacks by 'weird things' that even my new friends couldn't identify despite having served around The Black Gate" He pauses, hiccups, looks like he's about to vomit and then stops. "You see I've active as well. Killing this buzz is going to be tragic... Chugs potion of Lesser Restoration and is stone cold sober "OK, I'm ready. Stealth and woodland skill. Things I don't have but I'm here for you...Something is out there, at night especially"

You've been in the area for about two hours but you've been active.

Look around, roll stealth and survival. Or other tactics.


Lyra Anna Fitzroy Investigator Bio-Android

Lyra strips down to her odd skin, which is now covered head to toe as camouflage, placing her belongings all in her small tech backpack.
Which also then changed to be covered in the same camouflage.

Then she walked up to a tree and punched it, the bark split where she hit it. What happened next was a flurry of blows that almost toppled the tree, Her camouflage did not shift. Pleased she came back.

Mask From Divination


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 18/18 | Inspiration 3/4 | Guile 3/4 | Current Effects:

Well, that certainly matches with the signs of battle Lyra pointed out, Terexaltherin comments. I could stake out the area at night, see what I can see. I'm pretty sure there's some wildcats here, I can blend in well even if something sees me.

He pauses. I feel like we got too reliant on <Shimmer>. How are we supposed to identify planar effects now? They made it so easy...

Once the discussion is done, the little dragon takes wildcat form and starts making his way around the... thing, eyes and ears searching for signs of strangeness.

Stealth: 1d20 + 37 ⇒ (18) + 37 = 55
Perception: 1d20 + 18 + 1d6 ⇒ (2) + 18 + (2) = 22


Terex can easily scan the area outside the perimeter and find some clues, a couple small, non-magic bones with some runes carved in the them - but following their point of origin would require tracking skill...


Lyra Anna Fitzroy Investigator Bio-Android

As Terexaltherin heads off so does Lyra, leaping with ease and running at speed, she also has land flight, and soon she is gone out of sight. Going around the edge of the area in the opposite direction to Terex.

Stealth 1d20 + 1d8 + 22 ⇒ (11) + (7) + 22 = 40
Perception 1d20 + 1d8 + 22 ⇒ (2) + (5) + 22 = 29
All Kn Skills take ten for 10+18+5=33


Male Dwarf|HP: 133/133|DR 3/-|AC: 27 (12 Tch, 26 Fl)||CMB: +16, CMD: 28|F: +15, R: +11, W: +12|Init: +2|Smite evil +4, +14 to damage, +4 deflection bonus to AC, 4x/day|Retribution (Su) 7x/day Paladin (Tortured Crusader)/10th/Godling (mighty)/4th|Speed 20ft (20ft)|Lay on Hands 8/8x/day, 5d6

Arlo follows Terexaltherin, hoping his extra set of paladin eyes will help.
Survival: 1d20 + 11 ⇒ (15) + 11 = 26


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim prepares by casting a minor spell to focus his mind. Then he whispers a powerful spell which echoes weirdly as he suddenly he transforms into the semblance of a local bird. He casts another spell and with a flap of wings he's up and flying!

Casting Heightened awareness first, then Veil to gain the appearance of a bird and Overland Flight.

Azzim heads off after Terex, he mostly focusses on watching for dangers (the rangers etc) but he finds the dizzying view distracting and his mind wanders as he considers the planar implications of this peculiar environment.
Perception: 1d20 + 25 + 2 ⇒ (4) + 25 + 2 = 31
Kn: Planes: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 18/18 | Inspiration 3/4 | Guile 3/4 | Current Effects:

Terexaltherin silently passes along what he's found to Arlo, then scouts around him as he follows the trail.


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 18/18 | Inspiration 3/4 | Guile 3/4 | Current Effects:

Earlier, at the Spire:
Two near-identical little dragons look at each other in one of the many rooms of the Organization’s ‘headquarters’. Besides their equipment, the only difference between Terexaltherin and Terecho was that Terexaltherin’s horns were longer and shimmered with rainbow hues as he moved his head.

Well, it’s just about time for you to head out. You like your new team? the original asks his duplicate.

Okay, now you really are starting to sound like a mother, Terecho jokes in return.

Wouldn’t I be more like your father?

I don’t know, I think you’re more like the mad wizard who’s toying with powers beyond his understanding.

Given you’re a copy of me, what does that make you?

Just as crazy!

The two dragons share mirrored telepathic laughter for a few seconds. After a bit it dies down and Terecho says, We really don’t have to say anything. We can each literally guess what the other is thinking, since we’re duplicates. Or we were duplicates.

They pause. You’re not jealous of my horns, are you? Terexaltherin jokes.

No, you know I’m not. I just…

...you just worry that you’re stuck, that you can’t progress, because we know how simulacrums work and that’s the closest analogy we have to what you are. And because you’re basically me, the idea that you can’t learn is terrifying.

See why we don’t need to talk? Terecho tries to sound like he’s joking, but it’s unconvincing.

They fall silent for a long moment. I guess… this will really be a test of it. Maybe if you can’t right now we can figure out something later, Terexaltherin says at last.

His duplicate nods, and they are quiet for a while longer. Finally Terecho rouses himself. Well… I’d better get going. My team’s waiting for me.

Terexaltherin hesitates a moment, then ‘says’, It feels weird nuzzling a copy of myself, but we should do *something*...

What, you’re afraid to admit you’re fond of yourself? Terecho teases in response. So they touch snouts with each other, as close friends among their species do, and original and duplicate part ways.


So, the party's very sharp eyes and minds, Terex, Jocinth and etc, scan the area around the "Garden" in great detail but stumble over interpreting the disturbances and indentations in the area. Finally, Arlo ambles over and brusquely evaluates the area, "Here, this is a humanoid wearing deer-track shoes, this area has been raked for footprints, this entity might actually have cloven hooves... yes, lots of disturbance but impressive given there were a dozen or more creatures patrolling here just last night. The trail leads into that thicket, let me show you the signs..."

With pointers from the trusty dwarf, the party, hidden by stealth and magic, cautiously traces the tracks deep into a densely overgrown gully in a hill about two miles from the park entrance.

And bingo, you find a carefully hidden, medium-sized camp - about twenty tents, built within and of the undergrowth. It's guarded by a clever combination of magic and lookouts - but not clever enough for your point-dragon to be detected. But you fall back and circle - various magic circles, alarms, silence and related things protect the area but you able to hear voices from one tent place just a bit outside the protections. From this tent you hear a strange language.

linguistics 20:

The unique language of Myanorian mercenaries! Recruited from Sigil, The Abyss and a variety of other more obscure planes, this group is known for accepting nearly any assignment for their quite high price... And often following their own agenda if things get difficult. They used very occasionally by the Dark Traders, apparently when the Traders themselves are desperate.

You know there's a camp of twenty or more powerful entities, some of them at least high level intradimensional mercenaries. It's setup in dense, woody, spiny bushes and heavily guarded. Getting into the camp would not be easy but could be done with sufficient and disable device. Other can be done, of course.


Lyra Anna Fitzroy Investigator Bio-Android

linguistics 1d20 + 18 ⇒ (6) + 18 = 24

"Myanorian mercenaries, they work for the Dark Traders"


Male Dwarf|HP: 133/133|DR 3/-|AC: 27 (12 Tch, 26 Fl)||CMB: +16, CMD: 28|F: +15, R: +11, W: +12|Init: +2|Smite evil +4, +14 to damage, +4 deflection bonus to AC, 4x/day|Retribution (Su) 7x/day Paladin (Tortured Crusader)/10th/Godling (mighty)/4th|Speed 20ft (20ft)|Lay on Hands 8/8x/day, 5d6

Linguistics: 1d20 + 4 ⇒ (13) + 4 = 17
Arlo trusts Lyra's intel. So we should try to take some alive for questioning, Arlo posits.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

When they gathered to discuss strategy, Azzim asked, "So are you thinking more of a snatch mission, or is it time to smite?"


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 18/18 | Inspiration 3/4 | Guile 3/4 | Current Effects:

Terexaltherin considers the information. I could go first and disable a lot of the traps and alarms. If I was lucky I could even set up a few traps of my own, but I wouldn't want to push my luck. Then we could try a night assault. Or I could try to sneak all the way into the camp and see if I can find some written orders or something that would give us more information about their activities.


You have found the camp in late afternoon. You would guess the camp is active at night and less active during the day. Myanorian mercenaries are known to be quite powerful - each usually a fairly high level character or equivalent and this camp is fairly large and on high-alert. You'd likely need some distraction or other tactic to attack the entire camp. But oppositely, picking off individuals as they go on patrol or whatever they're doing around the Giant's Garden might be much easier. And the Republic Guard are no slouches either - elite modern warriors armed with heavy weapons native to this plane, so doing more damage than ordinary "gunslingers" by a lot. And having some amount of magic resistance/magic dispelling abilities. And they to some extent your allies - your aim to protect this place as far as you know. Your advantage isn't necessary power but understanding remember.


Lyra Anna Fitzroy Investigator Bio-Android

The investigator's mind tracked over the possibilies

"I calculate there are really only two probable ways we can go here, They hid this camp from the local army. We could blow their cover, make one hell of a nouse now in the day, pull the army here, and while the army and the Merks go at it, we go on and snatch someone to interrogate. The other option is to wait for night and ambush a scouting group away from the camp."


Male Dwarf|HP: 133/133|DR 3/-|AC: 27 (12 Tch, 26 Fl)||CMB: +16, CMD: 28|F: +15, R: +11, W: +12|Init: +2|Smite evil +4, +14 to damage, +4 deflection bonus to AC, 4x/day|Retribution (Su) 7x/day Paladin (Tortured Crusader)/10th/Godling (mighty)/4th|Speed 20ft (20ft)|Lay on Hands 8/8x/day, 5d6

"I like the Night option", Arlo states.


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 18/18 | Inspiration 3/4 | Guile 3/4 | Current Effects:

I could still sneak in and see if I can do some quiet sabotage before nightfall, Terexaltherin suggests again. Or even not-quiet sabotage, if they have an ammo dump... they might not be as on-guard against magical threats here. But don't worry, I'd be careful. The first sign of trouble I'd get out.


Detecting a variety of magical traps, Terex stops almost immediately. The camp is definitely aware of the kind of infiltration the party might - if anything, this group is more magical than technological - nothing like ammo dump is in evidence - just tents with some mystical fog hiding things further insider.

With this, the party crafts an ambush for the evening, carefully tracing the trails that seem to be used by smaller groups and the areas that could provide an advantage.

With Terex flitting around the likely approach area and the others forming a ring at a choke-point, you wait... feel free to be creative concerning trap form, if you wish

Four hours later, about 11 pm at night... Terex senses behind a carefully hidden group and quaffing a potion of see invisible, he's able to barely pick up four roughly humanoid figures, blending nearly perfectly with the night and whispering softly in Aklo, (soft, hissing, bestial) "Probably no threat but this stealth is better to keep up discipline... (human) "When will we learn what pleasures this plane offers, surely we can find wine, herbs and concubines of distinction somewhere... (slight monotone) "I have heard it is dull, imbued with all their 'rationality'"... At least one of the figures has a double-jointed gait very different from humans proper...

Describe your trap, decide whether to spring it or keep listening or let them pass. Springing the trap will definitely mean, these of the sort who are unlikely to be taken in a round except with strong measure. Keeping listening can dangerous too - roll stealth. You can keep waiting, see if a smaller group passes...You can guestimate you'll be facing 10th+ level types including fighters, magic users and demons/half-demons


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 18/18 | Inspiration 3/4 | Guile 3/4 | Current Effects:

While Terexaltherin doesn't try to get closer to the camp, he does peruse the magical traps to see if any would be good to use his trap-stealing rod on. Surprising the enemy with one of their own traps sounds good just now...

Stealth: 1d20 + 37 ⇒ (3) + 37 = 40 +4 more if this is a forest

Terexaltherin keeps the patrol at the edge of his blindsense range, following along in his true form for the time being.

I think I can follow them for a while if we want to listen in before attacking, he informs the others, taking advantage of the longer range of his telepathy.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Do we have a replacement for the hive mind currently? I assume no.

Azzim's plan was to follow Terexaltherin in bird form at a distance. When contact was initiated, he intended to cast Jatembe's Ire followed by Chains of Light. The idea being to incapacitate rather than kill.


Male Dwarf|HP: 133/133|DR 3/-|AC: 27 (12 Tch, 26 Fl)||CMB: +16, CMD: 28|F: +15, R: +11, W: +12|Init: +2|Smite evil +4, +14 to damage, +4 deflection bonus to AC, 4x/day|Retribution (Su) 7x/day Paladin (Tortured Crusader)/10th/Godling (mighty)/4th|Speed 20ft (20ft)|Lay on Hands 8/8x/day, 5d6

Stealth: 1d20 + 9 ⇒ (7) + 9 = 16
Arlo0 stays still, but ready to pounce at a moment's notice.


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 18/18 | Inspiration 3/4 | Guile 3/4 | Current Effects:

We don't have a good replacement for the hive mind. Terex can communicate at a range of 170' but he has to initiate contact.


The traps in the camp were symbols, alarm spells as well as some more exotic magical traps...

So, saved by his natural blending into the forest, Terex continues to track the shadowy group as they get closer to the improvised trap of the party You can still describe...

Voices: (human)"So what are we patrolLing for?" (another human) "looking for an entrance not guarded by these mud-eaters so the necros can go down and the planar extraction process and we can pick up some more black diamonds... The damn mud-eaters have done well, far too well, so far. Our 'friends' are going to have to increase the daily payoff soon. ". (soft, hissing, bestial) "Wait, stop, danger sense pinging" (slight monotone) "Huh, I see nothing, sense nothing, Either one of those damn box snakes or interloper..." (first human)"Give me hand and claw, we short-jump probably dimension doorat the first sign of attack. And we halt for a bit..."

The group halts, feet from the trap.

Various act are possible, naturally...I'll assume you can choose not to spring the trap also. While the group might still detect it from things in the environment.


Jocinth has likely cast message to make up for the limits of Terex' telepathy


Lyra Anna Fitzroy Investigator Bio-Android

Lyra had bluffed herself before and now she shifted her form to that of a local peasant woman,

Disguise 1d20 + 20 + 1d8 ⇒ (20) + 20 + (6) = 46

Coming out from the undergrowth she stopped looking startled then looked ran from the men in fear.

Bluff 1d20 + 1d8 + 20 + 4 ⇒ (4) + (3) + 20 + 4 = 31


Male Dwarf|HP: 133/133|DR 3/-|AC: 27 (12 Tch, 26 Fl)||CMB: +16, CMD: 28|F: +15, R: +11, W: +12|Init: +2|Smite evil +4, +14 to damage, +4 deflection bonus to AC, 4x/day|Retribution (Su) 7x/day Paladin (Tortured Crusader)/10th/Godling (mighty)/4th|Speed 20ft (20ft)|Lay on Hands 8/8x/day, 5d6

Arlo sees Lyras's deception from his hiding spot, and couldn't help but smile. She's still got it. Well, 'that' at least. The dwarf frowns inwardly.


Terex hears the (other human) voice say: "This is really weird, cover me from a few hundred feet" and apparently the rest of the group d-doors away while suddenly a park ranger emerges from the shadows with a flash light calling "Mam, mam, did I startle you? Are you lost?..." and going in the direct that Lyra's woman went...

perception 30, sound:
By the small "pop" alone you can roughly locate the other three mercenaries ... 200 feet away, next to or within a 15 bramble bush...

FYI, The Universal Republic doesn't have peasants anymore, it's more like a weird alternate 1950s US. But a local camper or housewife or someone could have wandered into the area...


Lyra Anna Fitzroy Investigator Bio-Android

Lyra moves off, and pulls the park ranger after her and away of the others. Then she slows and then stops breather hard.

"Thank the stars, Sir, you're a ranger. I am lost my camp should be that way but there are just armed brigands that way, I fear for my family's safety, Sir. Can you help me"

She points back them to where they came looking worried.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Perception: 1d20 + 25 + 2 ⇒ (7) + 25 + 2 = 34

Flying above Azzim likely didn't hear the tiny pops, but he did notice Lyra's sudden entrance and he flew lower to be in range if something where to happen. Still quite high since the first spell he's thinking of casting has medium range.


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 18/18 | Inspiration 3/4 | Guile 3/4 | Current Effects:

Perception: 1d20 + 18 + 1d6 ⇒ (18) + 18 + (6) = 42

Oh, I think I know roughly where those other three went! Terexaltherin 'says', sending a telepathic image of the rough area he heard them in.

Okay, I think we're going to have to fight soon, and they may try to get away. Can anyone do [i]dimensional anchor? We should quickly focus on the three. Lyra, can you handle that guy for a bit when he realizes you're just distracting him?[/i]

Even as he 'speaks' the little dragon stealthily flies towards the three who had teleported, sorting through his wands for one to open with.

Stealth if I need it again: 1d20 + 37 + 4 ⇒ (13) + 37 + 4 = 54


The "Park Ranger" who know is a disguised/shape-shifted mercenary looks puzzled. "Mam, this park is off-limits to civilians at night or when you aren't on official tour. The entire area is dangerous and you should head home now. Do you know the way? I don't have time to escort you back because I'm on patrol but I can radio for someone to come if wait here." and he then prepares to go.

preception 28:

The rest of the mercenaries move about 70' from their original location, keep the "Park ranger" in veiw.


Lyra Anna Fitzroy Investigator Bio-Android

She rushes over and falls into his arms 'Waifu' style.

"O sir, I have been walking for hours, when it became dark I lost all hope. You can't leave me alone sir, you must have a cabin close by, I cam stay in till Dawn?"


Male Dwarf|HP: 133/133|DR 3/-|AC: 27 (12 Tch, 26 Fl)||CMB: +16, CMD: 28|F: +15, R: +11, W: +12|Init: +2|Smite evil +4, +14 to damage, +4 deflection bonus to AC, 4x/day|Retribution (Su) 7x/day Paladin (Tortured Crusader)/10th/Godling (mighty)/4th|Speed 20ft (20ft)|Lay on Hands 8/8x/day, 5d6
Lady Lyra Anna Fitzroy wrote:
She rushes over and falls into his arms 'Waifu' style.

A very disgruntled look shadows Arlo's face.


M Pseudodragon Unchained Rogue (Counterfeit Mage) 10 Hedgewitch 3 | HP 108/108 | AC: 30 T: 23 Fl: 22 | CMB: +16 CMD: 30 | F +12 R +23 W +14 | Init +7 | Perc: +19, Blindsense 60' | SR 25 | Spell Points: 18/18 | Inspiration 3/4 | Guile 3/4 | Current Effects:

Terexaltherin decides on his trusty scorching ray wand as he gets in close to the three mercenaries.

Arlo, Azzim, Jocinth, hurry over here! Let's hit these three before that guy over there figures out Lyra isn't who she's pretending to be! If we can take one of them down and then Lyra can ambush him when he tries to come help them we'll have a good shot at this!


Male Dwarf|HP: 133/133|DR 3/-|AC: 27 (12 Tch, 26 Fl)||CMB: +16, CMD: 28|F: +15, R: +11, W: +12|Init: +2|Smite evil +4, +14 to damage, +4 deflection bonus to AC, 4x/day|Retribution (Su) 7x/day Paladin (Tortured Crusader)/10th/Godling (mighty)/4th|Speed 20ft (20ft)|Lay on Hands 8/8x/day, 5d6

Arlo watches the ground as he advances, trying to avoid any traps.


The "Ranger" says nothing but "Mam this is hardly appropriate, let us be reasonable"

Battle Map X's are three other shadowy mercenaries. R is ranger, LYR is Lyra, AR is Arlo, AZ is Azzim, Terex is Terex. Each square 20 feet


Lyra Anna Fitzroy Investigator Bio-Android

As he holds her she places her hand on his face then become liquid metal. Flowing into his mouth and forcing it open. Into his ears, and coving his body.

Suprise attack CMD STR roll 1d20 + 15 + 5 + 4 ⇒ (11) + 15 + 5 + 4 = 35 her AC +8NA DR3/-- DR10 Slashing

fluid-form

After that for rounds INITI 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8


Male Dwarf|HP: 133/133|DR 3/-|AC: 27 (12 Tch, 26 Fl)||CMB: +16, CMD: 28|F: +15, R: +11, W: +12|Init: +2|Smite evil +4, +14 to damage, +4 deflection bonus to AC, 4x/day|Retribution (Su) 7x/day Paladin (Tortured Crusader)/10th/Godling (mighty)/4th|Speed 20ft (20ft)|Lay on Hands 8/8x/day, 5d6

Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Arlo doublemoves 40 ft. closer to the mercenaries.

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