A Tiny Part Of The Dimension Wars (Interdimensional Spy Follies

Game Master GM Hansj

Back in Sigil, decompressing


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Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Knowledge (planes): 1d20 + 14 ⇒ (7) + 14 = 21
Sense Motive: 1d20 + 18 ⇒ (1) + 18 = 19
Omdor Hammershield continues to watch over the party, the android especially.


Male Elf Panoply Savant (Occultist) 14

Knowledge (planes) DC 25: 1d20 + 23 ⇒ (17) + 23 = 40

Sense Motive DC 22: 1d20 + 18 ⇒ (7) + 18 = 25

Not knowing exactly what this contingent was up to but knowing his planar substrates better than most, the Curator recognizes problems when he sees them. If only he had a way to convey his concerns to the other members of the Organization here swiftly, he would encourage them to try to take the terrible deal and follow this problem to the source. But of course, that depended on what their actual goal was.

"Ah, kolphane," he says. "Wonderful, nasty stuff. I tried it once, probably two hundred years ago. I'm quite glad I never got addicted, but ah, you have my sympathies."


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 nodded, "Well that is unfortunate for you. There are cures for that kind of thing, but they always come with strings attached..."

Then a thought crossed his mind and he asked a rather delicate question. "Is your recovery operation something you're doing alone? Understandable if so, but with help you could surely obtain more and higher quality materials..."
Diplomacy: 1d20 + 22 ⇒ (19) + 22 = 41
Sense motive for reply: 1d20 + 28 ⇒ (13) + 28 = 41

Azzim hoped he could figure out if this guy had any accomplices, or alternatively if they could sweet talk him into showing them where the temporal substrate came from - all the better to know where to repair the damage. The Hartwig would have to be dealt with one way or another, but in his heart Azzim always preferred to avoid violence if possible.


Male Dhampir Arcanist (White Mage) 14 Init: +3; Hp. 112/112 AC 19 Fort +12, Ref +12, Will +14 Senses: LLV, Darkvision 60' Perception +13

Rollo thinks for a moment.

Secret Messages:
You can use Bluff to pass hidden messages along to another character without others understanding your true meaning by using innuendo to cloak your actual message. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are communicating in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that receive the message can decipher it by succeeding at an opposed Sense Motive check against your Bluff result.

Bluff(Cha) DC 20: 1d20 + 25 ⇒ (6) + 25 = 31

Rollo begin voicing the questions that Azzim seems to also be having...
So, Azzim. That hotdog we had easier seems to become spoiled.


Outside, in the small gambling room: Eyeing the green lizard croupier, Terex feels certain he's an imposer - all other the reptile croupiers are "sun lizards", natives of various planes of law, clearly employed for their unerring sense of duty. This is some other lizard species cleverly and deeply disguised as a typical sun lizard (painted or tattooed scales, internal inset to simulate special ridges, poison sacks taped-up etc). The green lizard croupier does, however, surrender his winnings box with the attendant as he leaves the small room but then moves stealthily towards front door.

knowledge Arcana 30:
Likely because on the box is too powerful to allow it's theft.

Inside the private room: I am assuming the group traded signs of The Organization... Everyone hears, whispered in their ears, "Greetings brothers, we are coming from the plane of Regrewn where our mission is. This character has been apparently looting the base planar material of that world from some inner complex within it. We traced it here, through a direct gateway (which shouldn't be), and are trying to discover its method of operation. It doesn't seem directly part of The Traders but clearly is serving their interests. I am Jocinth, mostly a communication specialists for this very experienced party. I can relay messages to others if need-be. Our contact is Ari" (Standing in background, Jocinth has the aspect of nobly and fancily dressed Aasimar).

Meanwhile, Azzim in the guise of a Guzharthi wheedles and threaten the Hartwig in the masterful manner. Without realizing it has revealed anything, Hartwig reveals virtually everything.

revelations:
How it won the location of Regrewn from a mysterious necromancer at this gambling hall two years ago and how it has been salvaging material ever since - how it's particular tribe has a unique ability to salvage such material but it still depends on the fact that there are several gates from the Pillars to Regrewn open (and roughly describes the coordinates of the gates). And how it thinks several other Hartwigs might be at work on the world - it's hoping to salvage the maximum before the world implodes.


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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: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

Know (Arcana): 1d20 + 22 + 1d6 ⇒ (2) + 22 + (6) = 30

Terexaltherin isn't quite sure what this not-sun lizard is up to. Were they simply gathering information? Or are they somehow smuggling some of the temporal substrate out with them?

As stealthily as he can, the disguised dragon scans the imposter for magic, then cautiously reaches out with his mind to read its surface thoughts.

Detect magic, then using the Divine Mind ability from his Divination sphere to replicate Detect Thoughts, DC 18 Will to resist.

Spellcraft to identify: 1d20 + 22 + 1d6 ⇒ (12) + 22 + (3) = 37


Terex is able to read the green lizard's surface for a short time before the creature turns and (apparently) enters the large, main room (from which it's possible to exit the building...).

The creatures thoughts are focused on how much planar material it has caused to be stored placed in the vaults of this gambling hall and trying to come up with schemes for transporting it out (which seems to imply some or all of the material is mostly here, in this hall, stored as winnings of the house).


Male Elf Panoply Savant (Occultist) 14

Well hot damn.

The Curator isn't sure whether this is coming telepathically, but he broadcasts back a focused greeting to Jocinth just in case.

So it seemed like this particular mission was larger in scope than the one he had been sent on. Not necessarily more important--nothing like that--but just bigger. (Interplanar fugitives were, after all, dangerous in their own way.) But this seemed like fun and had leads that the Curator had been unable to find for his own mission. For now, his target could be put to the side and hunted again later.

"And all you need to get us better stock is an advance, yes?" the Curator says. He pulls out a datapad to consider what personal funds he still had available to contribute. A full bust probably wasn't feasible yet, but learning more about the operation would be critical.


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

Assuming Terex shares that thought with him.

Azzim thought back, "We may need to raid this place to recover the materials, probably a good idea to try and find if they have a vault."


Male Dhampir Arcanist (White Mage) 14 Init: +3; Hp. 112/112 AC 19 Fort +12, Ref +12, Will +14 Senses: LLV, Darkvision 60' Perception +13

Mysterious necromancer at this gambling hall two years ago seems a bit important. Can you expound upon that particular subject a bit more?


The Curator considers finances - he and Rollo's party has the vast financial resources of The Organization behind it and items with them worth 50K of universal gold. But The Pillars of Time operate on more rarefied finances of planar power and you have twelve time tokens - ten you were given by Arjunara and two you won.

The mission to find Fentor Fizzlebrow had a good likelihood of failure but it's payoff would have been huge. The gnome had provided The Dark Traders and others with considerable resources.

The mission of the other party began as a more conventional for The Organization - save a particular world (). It has spilled over to the semi-mythical realm of The Pillars Of Time and who knows how much complicated it could get if a raid on a gambling house is attempted.

And a raid on this gambling house would require carefully staking it and could get you and the organization powerful new enemies.

Rollo is able to further interrogate the Hartwig sufficiently to determine that the "necromancer" carefully hid clues to it's identity during all it's contacts.


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: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

A raid doesn't seem like a good idea unless we have no other choice. If we could win the resources back, that would be best. But first we should close off the portals--see how much you can get out of this thing about the portals, particularly where all of them are, and if anyone is opening more, Terexaltherin 'says' as he slips into the room with the others and reports. We can send a request in for some more resources to put up as stakes to try to win the temporal infrastructure back while we're working on closing the portals.


"Yes, closing these portals seems like the first priority, then somehow retrieving the lost materials. But what to do with our friend here? (The Hartwig) It seems we should take him with us to point out the mischief but how? Can Azzim stay in disguise indefinitely? Also the loss of the planar materials seems likely responsible for time paradoxes we saw back in Regrewn. How shall we deal with them? Just play it by ear?" sends Jocinth.


Male Dhampir Arcanist (White Mage) 14 Init: +3; Hp. 112/112 AC 19 Fort +12, Ref +12, Will +14 Senses: LLV, Darkvision 60' Perception +13

As much as I enjoy a good ol' fashion raid, this would not be advisable. Perhaps, we simply follow this fine gentleman to his source.


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage
Rollo Qantas wrote:
As much as I enjoy a good ol' fashion raid, this would not be advisable. Perhaps, we simply follow this fine gentleman to his source.

Omdor Hammershield frowns slightly at Rollo's suggestion. Perhaps the dwarf was looking for a little action. Oh well.


Male Dhampir Arcanist (White Mage) 14 Init: +3; Hp. 112/112 AC 19 Fort +12, Ref +12, Will +14 Senses: LLV, Darkvision 60' Perception +13

Almost bursting with laughter, the Sage holds it in while shaking his head at the obviously distraught dwarf!
I will bet that your time will fast approaching, my friend.


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 gave the mental equivalent of a shrug, 'Well lets see if we can prevail upon the Hartwig. As for the disguise, it'll last most of the day but not indefinitely.'

Azzim suggested to the Hartwig, "So how about this for a trade, you show us these portals and in return, we cure your kolphane addiction. It might be a good idea to close some of the portals, so we have exclusive access to all the best stuff? What do you say?"

Diplomacy: 1d20 + 22 ⇒ (3) + 22 = 25
Bluff: 1d20 + 19 ⇒ (9) + 19 = 28


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: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

If we *can* help him with his addiction, we should. Can we? Terexaltherin privately asks the party after Azzim's offer.


The Hartwig looks up at Azzim (Guzharthis are about a foot taller than Hartwigs, on average), "My personal name is Jajuloon. I am disgraced with my tribe and my sector-group. None has attempted aid me and I am in the deepest pools of uleenor something akin to depression but different in ways. I hardly expected aid from Guzharthi of all entities. Perhaps I imagine could be controlled some other way better? In any case, can you show some proof you are capable of lifting this curse?


Male Dhampir Arcanist (White Mage) 14 Init: +3; Hp. 112/112 AC 19 Fort +12, Ref +12, Will +14 Senses: LLV, Darkvision 60' Perception +13

Rollo reaches into his robes, produces a Wand and smiles at Jajuloon.
Proof? Ok.

The Sage then taps him, voicing a few arcane words.
Wand of Delay Poison (2nd)


So, with a bit of magic and reassurance, the party convinces Jajuloon to accompany them back to the gate to Regrewn that tracked him from. Exiting the Reptilian Hall as low-key a fashion as possible, they emerge into the eerie landscape of the Pillars Of Time with it's luminous, multi-hued moss, it's crystaline blocks, it's pillars reaching to the sky, etc.

After an hour's walk or so, retracing your step, you approach the valley where the Tharex was keeping watch as you came. It's easy to imagine this interplanar busybody might be even more interested if they observe returning with the Hartwig. What's your plan, you could avoid it but that would add an hour to travel and might bring other ...


Lyra Anna Fitzroy Android [Move 40'][DR3/-][AC22 TAC13 FF19] CMD 32 CMB+21|F+12R+16W+16|HP111/111|Init+3|DV 60'|Per+27+1d8|SM+20+1d8|INsp_13{+1d8} [HIDDEN MIND]

Lyra kept to out of it, while the others worked.

When they get to the Vally and the Tharex she says.

"My vote is, Lets skip that annoying barstool and go around, last thing we want is others knowing we are here"


Male Dhampir Arcanist (White Mage) 14 Init: +3; Hp. 112/112 AC 19 Fort +12, Ref +12, Will +14 Senses: LLV, Darkvision 60' Perception +13

Rollo agrees with the Lady. He smiles at her.
So. What's new?

The dhampir winks.


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: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

I agree, we should avoid it, but let me scout ahead and make sure we don't run into someone else instead, Terexaltherin suggests.

Rollo, we'll have to catch up later! the disguised dragon 'says' as he darts off to scout.


Terex goes forward and finds... The various valleys around the area of the Tharex are rough and broken terrain riddled with large, hidden predators - bat creatures the size of rhinos, large snow snakes, white spiders the size of school buses and so-forth. Terex is able to find a path through the mess that seems doable but there are points that require either stealth, agility (acrobatics) or strength (climbing). It involves following the path of an acidic river that winds around crystalline blocks and that most creatures seem to avoid.

Jajuloon looks around nervously as the party stops...

Roll some skill checks. Flying still requires stealth...


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Stealth: 1d20 + 9 ⇒ (5) + 9 = 14
Omdor tries to move quietly to avoid the larger predators, hand on the Arlosword hilt.


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

Hmm looks like my last two attempts at posting got eaten by the forum :(

Azzim had assumed a simple cure disease spell might suffice to end the kolphane addiction, but it was always possible there was more to it than that...

Note the rules for drugs here.

[spoiler=Heal]1d20+15[/dice]
[spoiler=Kn: Arcarna?]1d20+18[/dice]
[spoiler=Kn: Planes?]1d20+21[/dice]

When Terex reported the pathway, Azzim suggested "Perhaps a wind walk spell might be helpful..."


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

Lets have those dice rolls for real.
Heal: 1d20 + 15 ⇒ (10) + 15 = 25
Kn: Arcarna?: 1d20 + 18 ⇒ (9) + 18 = 27
Kn: Planes?: 1d20 + 21 ⇒ (12) + 21 = 33


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: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

Terexaltherin flies from cover to cover ahead of the rest of the group, staying just inside his telepathy range (170') to warn them of anything he sees ahead.

Stealth: 1d20 + 37 ⇒ (6) + 37 = 43
Perception: 1d20 + 18 + 1d6 ⇒ (20) + 18 + (2) = 40


The addiction rules are worth reading. Note, Jajuloon's addiction is clearly both a physical and "spiritual" condition. The purely physical addictiveness of the substance by itself isn't great - A bit of bluff and magic can distract them for hours or a couple of days. But they will then feel a strong need returning - a full cure would require cure disease and restoration (with caster level checks) and some willingness to take a different spiritual/emotional direction in their life...

Azzim casts windwalk and the party moves through the network of valleys. However, at a point, you encounter an area of very high wind where you must to assume physical form to cross.

In the midst of this process, as the group walks through a (relatively) sheltering canyon, Arlo steps on a large crystal block that turns out to be precariously balanced and goes spinning downward, making crash at the bottom that can heard above even the wind, at which point Terex sees three enormous, white, hairy snake heads pop up about 130' above and 200' to the west of, the party in the canyon (presumably attached to snake bodies...). You estimate the wind dies down about 1500' feet ahead...


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: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

We have incoming, Terexaltherin informs the party, projecting an image of the snake heads. We could try keeping moving, but it's probably about 1500' until the winds die down, and I'm guessing this thing is fast. We'd better be ready for a fight if we can't avoid this creature or talk our way out.


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

"Sh|t." Omdor grumbled. The dwarf inquisitor now completely unsheaths The Arlosword and his shield, ready for battle.


Lyra Anna Fitzroy Android [Move 40'][DR3/-][AC22 TAC13 FF19] CMD 32 CMB+21|F+12R+16W+16|HP111/111|Init+3|DV 60'|Per+27+1d8|SM+20+1d8|INsp_13{+1d8} [HIDDEN MIND]

Lyra goes and stands just behind her husband, she takes out a small bag of projectiles. putting one in her hand she points at the snake, out from her hand a framework of force comes into being, like an ethereal gun. force lines show targeting systems and a line of projection. It locks onto the snake.

"Give the word my love"


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage
Lady Lyra Anna Fitzroy wrote:
"Give the word my love"

Omdor (Arlo), hearing a tiny remnant of the woman he loved in the android's cold voice, forced a small smile on the dwarf's bearded lips.

"Should be enough snake skin to make you a lovely new leather outfit, my dear. Allow your husband to provide", the dwarf paladin said with grim determination.
Whichever is the fastest route to fight the gigantic snakes, the dwarf takes.
Here we go..


The three snakes slither down the hill, now looking about 50' in length each - the snake in the lead growls in accented common - "What brings you to this desolate waste? What toll, what item and food stuffs, have you brought to purchase your lives? Can you suggest the proper way to cook your kind if negotiations fail?..." They have each stopped 25' up and 40' away from the party and are 25' distance from each, spread out in half circle around you.... The canyon slopes steeply upward around you...


Male Dhampir Arcanist (White Mage) 14 Init: +3; Hp. 112/112 AC 19 Fort +12, Ref +12, Will +14 Senses: LLV, Darkvision 60' Perception +13

Rollo smiles warmly at the approaching snakes. The Sage floating casually above the ground about 20'.
Greetings Friends! We merely have the notion to cross this vast area in the hopes of not encountering any obstacles, deterrents and destruction of said plane.

The dhampir then points to each of the Snakes.
Perhaps, you and your may offer us your taxi services for our journey and we won't let our dwarf swallow any of you whole.

Rollo points to the shiny paladin.
He hasn't eaten as yet today I am lead to believe.

Bluff(Cha): 1d20 + 25 ⇒ (4) + 25 = 29

Knowledge?: 1d20 + 2 ⇒ (17) + 2 = 19
Knowledge (arcana) (Int)+26(14), Knowledge Dungeoneering (Int)+19(7), Knowledge Engineering (Int)+13(1), Knowledge Geography (Int)+13(1), Knowledge History (Int)+13(1), Knowledge Local (Int)+19(7), Knowledge Nature (Int)+19(7), Knowledge Nobility (Int)+13(1), Knowledge Planes (Int)+26(14), Knowledge Religion (Int)+26(14)


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Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage
Rollo Qantas wrote:

Rollo points to the shiny paladin.

He hasn't eaten as yet today I am led to believe.

Omdor seethes through clenched teeth. "Oh. My. FUKING MORADIN!!!"

"Are you telling me we're gonna talk our way out of another fight!!"
"I haven't had any action in MONTHS!!"
Intimidate: 1d20 + 24 ⇒ (7) + 24 = 31

Sense Motive 20 or greater:
When Omdor (Arlo) is referring to 'action', the dwarf doesn't mean just a fight, but has not ..had relations since the temporal anomaly. He's a bit ..bent up at the moment. And is looking for a 'release' to his current frustration.


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
Worms wrote:
"What toll, what item and food stuffs, have you brought to purchase your lives"

Azzim winked at Arlo as he chortled before shouting, "They seem to think, we need to bargain for our lives. Ha! That's a good one! Did nobody tell them that they're on the menu?!"

Bluff: 1d20 + 19 ⇒ (11) + 19 = 30


Lyra Anna Fitzroy Android [Move 40'][DR3/-][AC22 TAC13 FF19] CMD 32 CMB+21|F+12R+16W+16|HP111/111|Init+3|DV 60'|Per+27+1d8|SM+20+1d8|INsp_13{+1d8} [HIDDEN MIND]

LYRA says nothing, but standing next to her husband, the power starts to build up around her. Whenever she fired it's going to be one hell of a blast.

Perseption Targeting for a precise strike, 1d20 + 1d8 + 22 ⇒ (6) + (6) + 22 = 34

"I like the idea of a new snakeskin bask, my love, and I think there may be enough snakeskin for a nice set of luggage as well.

Intimidate(Cha) 1d20 + 1d8 + 20 ⇒ (19) + (3) + 20 = 42


The snakes edge back for second and stop, the lead creature says, "Hey, you had me for a second but we can call this the start of negotiations - perhaps we should give a demonstration... also, we do sometimes negotiate transport but that would increase the price... " and it swallows a 3'x3' boulder and spits out it over the heads of the party (the tactic doesn't long effective for command since the arc is too high but that thing is strong and definitely has the swallow hole ability).

The canyon is naturally difficult terrain. The snakes are still 40' away and 25' up-slope. You have wind-walk up but the wind is high so that could be blow you away if you activate it...


Lyra Anna Fitzroy Android [Move 40'][DR3/-][AC22 TAC13 FF19] CMD 32 CMB+21|F+12R+16W+16|HP111/111|Init+3|DV 60'|Per+27+1d8|SM+20+1d8|INsp_13{+1d8} [HIDDEN MIND]

As it spits out the rock, Lyra activates a device and expands, becoming a Huge monstrous humanoid. Her adamantine body shields over. 32' tall now she just chops the rock as it comes down to brake it in two.

Hit:

STR +8
Force Unarmed attack +2 TH+15/+10 DMG[1d6+2+5+3][+2d6 force] x2 (L/NL) (B) [As Adamantine] [Counts as Magic]

Studded Strike (Ex) [DMG +6d6 ] [14 Rounds]
Studied Combat (Ex) [+7TH][+7DMG][14 Rounds]

TH20 + 35 = 55
DMG1d6 + 8 + 5 + 3 ⇒ (5) + 8 + 5 + 3 = 21 Unarmed attack ignores hardness 20
DMG 2d6 ⇒ (2, 6) = 8 force]
DMG 6d6 ⇒ (2, 2, 5, 5, 5, 6) = 25 Studded Strike

"Any other tricks?"


Male Dhampir Arcanist (White Mage) 14 Init: +3; Hp. 112/112 AC 19 Fort +12, Ref +12, Will +14 Senses: LLV, Darkvision 60' Perception +13

Rollo just grins. The Arcanist then places a hand of Arlo's shoulder.
Have fun, my friend!

Cast Dimensional Door to place us (and whomever else) next to one of Arlo's choosing?


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Arlo chooses the talkative serpent. As the dwarf and the dhampir appear right next to the ringleader, The paladin rests The Arlosword's edge against the snake's pristine scales.
"The thing about being swallowed whole, is it's so much easier to attack while inside the dragon, or in this case, snake."
Intimidate: 1d20 + 24 ⇒ (5) + 24 = 29


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

Readied action in case Arlo is *actually* going for it:
Azzim clapped Arlo on the shoulder, saying "Good hunting!"

A golden protective aura surrounded the dwarf, giving him a menacing otherworldly look.

Azzim used Shell of Succor on Arlo.
Temp HP: 7d6 + 7 ⇒ (4, 1, 3, 1, 4, 2, 2) + 7 = 24

Just then Laurana popped out from Azzim's backpack and uttered a word of power! A tremendous jolt of energy washed over the party, spurring them onwards with great speed! Familiar Blessing of Fervor.


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage
Azzim bin Farouq wrote:
Readied action in case Arlo is *actually* going for it:

You doubt my resolve, sir?!! This affront must be addressed!!

Taking gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves for this round.
Round 1! FIGHT!
Arlosword (fervor): 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26
Dmg. (fervor): 1d8 + 4 + 4d6 + 2 ⇒ (5) + 4 + (3, 4, 3, 2) + 2 = 23 (11 Dmg. if not evil)


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: 16/18 | Inspiration 4/4 | Guile 2/4 | Current Effects: Dispersion

Terexaltherin had done his best to remain hidden as the situation heated up, cautiously getting himself into an ambush position. Now, he silently draws a wand, getting ready to fight...

Knowledge (Planes): 1d20 + 22 + 1d6 ⇒ (6) + 22 + (2) = 30 Any knowledge of these things' powers and defenses?


Rollo and Arlo appear suddenly in front of the snakes and swings at the leader, leaving a small cut on it's face. The leader lunges at Arlo in turn but missed. A second snake grabs the Arlo and spits him out, the dwarf hurdling down the canyon. 30 points damage and reflex save 20 or land prone. Arlo get an attack of opportunity as he's spat. All three of the snakes retreat 40' with the lead snake commenting [b]"You can say negotiations have broken down for now. And you're right, dwarves would give us indigestion...[/ooc]

To Terex, these look like snow snakes infused with both fey and aberrant energy - probably vulnerable to cold, unlikely to have magic resistance. They might know a variety of riddles or be otherwise fascinated with some odd things.


Male
Special:
Lay on Hands 5d6 10/10xday|
Dwarf
Skills:
Percep +21|SM +20|Diplo +16|Acro +11|Craft (weapons) +19|Intim +27|Kn. planes +17|Kn. relig +17
Vitals:
HP 240/240, Fast Healing 5|AC 29 (12 T, 28 FF)|F: +19, R: +12, W: +12|Resist Negative Energy, Cold, Electricity 10|ImmuneMagic Aging, Disease, Positive Energy Damage

Reflex DC 20: 1d20 + 10 ⇒ (1) + 10 = 11 0_0
Omdor lands hand on the canyon floor, in the middle of a dwarf-sized hole. "..Ow."
The dwarf definitely made an impression on the canyon floor.


Lyra Anna Fitzroy Android [Move 40'][DR3/-][AC22 TAC13 FF19] CMD 32 CMB+21|F+12R+16W+16|HP111/111|Init+3|DV 60'|Per+27+1d8|SM+20+1d8|INsp_13{+1d8} [HIDDEN MIND]

Engraged lyra goes for the head that attacked her husband.


Right hand Force Unarmed attack +2
TH 1d20 + 19 ⇒ (10) + 19 = 29 DMG1d6 + 6 + 5 + 3 + 2d6 ⇒ (6) + 6 + 5 + 3 + (2, 6) = 28 [Force As Adamantine]
TH 1d20 + 14 ⇒ (13) + 14 = 27 DMG1d6 + 6 + 5 + 3 + 2d6 ⇒ (4) + 6 + 5 + 3 + (6, 4) = 28 [Force As Adamantine]
Left-hand Force Unarmed attack +2
TH 1d20 + 19 ⇒ (14) + 19 = 33 DMG1d6 + 6 + 5 + 3 + 2d6 ⇒ (5) + 6 + 5 + 3 + (4, 6) = 29 [Force As Adamantine]
TH 1d20 + 14 ⇒ (2) + 14 = 16 DMG1d6 + 6 + 5 + 3 + 2d6 ⇒ (1) + 6 + 5 + 3 + (5, 5) = 25 [Force As Adamantine]


Don't forget Blessing of Fervor. Haste!

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