GMDQ's Forces of Nature

Game Master DeathQuaker

Can the world's most powerful heroes save the Free Coast from catastrophe?
Game References
Battle Map


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Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

As matters in the town start to be resolved Mira turns her attention to the location of their new home. Used to acting independently she flies off to the falls to examine the area. At least she leaves a note telling people where she is off to and inviting them to join her if they wish.

I think we agreed we would build at the falls?

Arriving at the falls she sets up a camp on the top of the cliff. It is of course a bluff, she will be resting in a Magnificent mansion, she has long since given up on the idea of having to sleep on the ground. She spends several days scouting out the area, making sure no dangerous monsters or animals lurk about that might cause trouble for the builders.

She is however, generous, and will generally move them along rather than killing them. Those who can be communicated with will be offered the chance to settle the area and live in peace with the group. If they refuse they get one warning before she will drive them off.

Mindless monsters and animals will generally be relocated deeper into the mountains via polymorph or, where needed, by turning them to stone and leaving them for Trer to lug off.

Perception to spot stuff, heroism: 1d20 + 35 + 2 ⇒ (1) + 35 + 2 = 38
Diplomacy to negotiate, heroism: 1d20 + 30 + 2 ⇒ (17) + 30 + 2 = 49

Examining the cliff she helps to clear the ground for the builders by disintegrating anything in the way to smooth off the land.

Engineering, heroism, bestow insight, investigative mind, inspiration: 2d20 ⇒ (2, 1) = 3 taking the best + 1d6 ⇒ 5 +12 +2 +6 for 27

She happily chatters to herself as she works. Well, this looks like a nice place for a walled manor house. The cliff provides a natural defensive point and we can build a curtain wall across the rise to control access. The views across the region will be stunning. We need a large audience hall with full lengths windows showing off the view. Well need plenty of rooms, each with their own bath of course and fire place. A library is essential and a conference chamber. The whole place should be protected from scrying, I wonder if we can include thin sheets of lead within the stonework? We should blanket it with a permanent Private Sanctum and maybe get Ariston to erect a Forbiddance.

After several days she disappears from the site with no warning. Those who can follow her will find her hidden at the base of the falls. Of course, a wizards domain also needs a dungeon. Time to get to work on that. A nice little hidey hole just in case of trouble would be useful.

Hidden behind the falls Mira begins to tunnel into the cliff side, hiding her excavation with a permanent illusion. She digs out a small safe house with disintegrate, buttressing the walls with stone shape to create a small, hidden, escape hole

Engineering, heroism, bestow insight, investigative mind, inspiration: 2d20 ⇒ (1, 9) = 10 taking the best + 1d6 ⇒ 6 +12 +2 +6 for 35

She stocks her hidey hole with various provisions in case of emergency.

Emergency Supply Kit:

2 weeks of rations
5 full waterskins
1 set of Explorers Clothing
1 set of Winter Clothing
Thieves Tools
Disguise Kit
1 Antiplague
1 Antitoxin
1 Wand of Cure Light Wounds
Scrolls (Mage Armour, Invisibility, Nondetection)
500gp


Forces of Nature Battlemap

The town recovers remarkably quickly, both with unnaturally excellent weather and the efforts to see to everyone's needs, though the biggest struggle is moving all the water back into the river where it belongs. The river itself has lowered, again almost unnaturally, swiftly to normal levels, fortunately. At one point a hideous mutated monstrosity of an otyugh rises from the flooded sewers and attacks, giving Trer a mild workout.

The unexpected plenty lowers certain tensions between different classes, though the leaders of the gangs begin pressing--more reasonably--for better repairs to the river docks. Lazur's engineering skills are consulted for rebuilding both river and sea docks with a suggestion to connect them better.

In addition to helping with further healing and the like, Krowys can catalog some local Janqi dialects of this remote island region.

The townsfolk begin debating whether the field hospital built over the ruined barracks in the middle of town should be turned into a permanent hospital. This debate is fairly friendly and goes toward mostly considering tactics and needs of the town.

In the meantime talks go over to who should control the Mechanosanctum. Originally the Sanctum Council consisted of servants of Atanna (representing the law and order of the many Axiomatic artifacts in its collection, including the machine), Merinn (representing machines and craftsmanship, to maintain the sanctum and the artifacts), and Aurit (representing learning and magic). No one was ever allowed outside of the public collection in the front who was not in service of one of the three churches.

The suggestion there should be wider representation of the town and of the gods has gained traction among many, high and low, in the town, but also a good deal of opposition. The Atannites fervently object to the influence of any chaotic god (such as Varan or Sefana), and many don't understand why servants of say, travel, should be interested in a static building protecting strange machines. The counterpoint is simple: if a failure of the Machine could lead to a second Cataclysm, that concerns all Council Gods, and Tria Herself.

At the same time, the guildmasters particularly press for representation in the Sanctum, which had been denied them by Khyber Mercane's stipulations. Much of how the place was run was indeed dictated by Mercane, who helped build the city, and tradition has always dictated people follow his decrees--but why they still should, given Mercane's disappearance, is an excellent question.

Mira explores the Ram's Tears, which is largely free of monsters, thanks to the recent catastrophes, and it too is regrowing and recovering swiftly post disaster. There are some monsters here and there--the occasional wyvern or roc flying overhead, dire wolves hunting, but nothing the sorceress can't either evade or kill.

Presumably you all meet to discuss future plans, both with the land you have as well as your hopes to recover the Ravener's hoard below the volcano.

You will want to consider hiring some personnel to oversee the construction while you are treasure hunting. What kind of people, if any, do you wish to hire? (Or magically summon, perhaps?) (The oreads are one option.) You may also want to gather intel about the volcano. Zax, recently returned from the dead and who owes you his second lease on life, is known to have explored the area thoroughly. Of course, with your capabilities, perhaps advance information is superfluous.

In a few weeks' time, Orteza is like to return with more information about other ways forward post disaster, including the results of his explorations into preventing the arrival of the Vault Keepers which Ariston warned about. But you'll likely have finished your treasure hunt ando other plans by then so--where you meet and what you discuss and when you leave for the mountain is up to you.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Once the groups meets at the Ram's Tears Lazur begins to explore and make sure they pick sound ground for the building. Once everyone has had a chance to look around he gathers everyone together. "Why don't we set out looking for that beasts hoard. That may give a few useful trinkets as well as funds to help us build here. What do you say?"


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

Mira makes her way into the Inn, shaking the rain from her cloak as she walks in. She orders a drink and a hearty meal before slipping into a chair at the table Lazur has taken. Good news, it looks like the site should be pretty ready to start building ourselves a castle, manor, tower, whatever it actually ends up being. Personally I favour a walled manor, lots of space for everyone to have their own rooms and specialist areas for their own interests.

We will need a workforce though. I suspect the oreads are probably a good choice. It will give them a chance to do something in a land which is strange to them and keep them away from superstitious locals. We dont want the locals blaming them for any of what has happened recently. As for who will manage things...

She taps her fingers on her chin.

KN Local for builders, heroism, BI, IM, Ins: 2d20 ⇒ (7, 5) = 12 +1d6 ⇒ 4 +12 +2 +6 for 31

I think I may know a decent group of dwarves on the mainland who can do the job. I'll teleport over and contact them if everyone is agreed before we... she lowers her voice...go after the dragons hoard.

She stops talking as her food arrives and gives the girl a smile and a silver coin as a tip.

Best not to take any chances, there's few things more likely to spark a panic than rumours of a mountain full of gold. I imagine word of the dragons death has already spread pretty far and this region is likely to get swamped by treasure hunters in the next few months. Better we get their first. I might be able to short circuit the hunt a bit if the hoard was known to contain any particularly well known items.

KN about the dragons hoard, heroism, BI, IM, Ins: 2d20 ⇒ (14, 15) = 29 +1d6 ⇒ 2 +2 +6 fpr 25 +skill mod
I am not sure what skill would be relevant for knowing about specific items, if any. I am looking at using Locate Object once we get anywhere near which requires a well-known or clearly visualized object. Relevant skills might be Arcana (+39), History (+28), Local (+12), Nobility (+12) or Religion (+28) depending on what might be there. Mira would also have asked the Duke is he knew of any items contained in the hoard. Once we get near the spell does have a 1120' radius.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

In preparation for the expedition to locate the dragons hoard Mira will also employ the Vision spell.

She will pose the question, Where exactly is the lair of the now deceased ravener dragon we recently killed? Did we know its name? Can Orteza provide it?

The spell requires a caster level check with a DC of 25 or 30, depending on notoriety, and I wont get complete information.

CL check: 1d20 + 18 ⇒ (2) + 18 = 20

Hmmff, stupid divination spells, they are never reliable!


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur looks to Mira and says "I once heard a tale from a mage that there is a spell that will make you a map if you have a piece of the creature. Any chance that tale is real and you could find it in a scroll?"


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

Mira grins, That is very true but you must harvest a piece of the creature quickly after it was destroyed! Wait a moment.

With that Mira promptly vanishes, reappearing where the corpse of the dragon was left. Assuming she isnt immediately attacked she quickly hacks off a piece of rotting flesh with an attached scale, stores it, and teleports back to the inn.

Reappearing on the seat she briefly disappeared from she glances around to see if anyone noticed her very brief absence. I can give it a go tomorrow.

Two greater teleports to collect material for a Create Treasure Map.


Forces of Nature Battlemap

Regarding searching for the treasure, Mira recalls the day they fought the Ravener, Orteza identified the dragon in life was known as Thrakterifax. You also know that three of his cousins went hunting for Thrakterifax and in theory died fighting him--though they may have also killed him, which is why he is now a Ravener.

Orteza has returned to his duties on the mainland and as he is looking into some of the other issues raised by the party, he at the moment is not easy to find or reach for additional questions.

This said, given dragons are highly covetous over their hoards, knowledge of what is in a given hoard is hard to come by by typical means. Moreover as the dragon was ancient and therefore likely born well before the Cataclysm some of the items he possesses may predate common knowledge by far. The only thing Mira can come up with is having read of a famous dragon hunter who disappeared in this region, who carried a finely made hunting bow called Slayscale. But when you try to detect its location, within the limitations of the spell, your mind swims into a dizzying sea of darkness, and you guess it may be inside some kind of extradimensional space--or it is so far underground to be in the Hrifgard, where magical energies are sometimes blocked or become chaotically unpredictable.

As for the location of Thrakterifax's lair, the only answer you get is "under the volcano of the island of Tegany," which you already knew.

Mira cannot collect body parts off the Ravener because, as like many undead, it crumbled to dust when it died. Moreover, it did so in mid air, so those dusty remains were blown all over creation. When she teleports to where they fought, the remains of the half-dragon cherufes are also gone--claimed by scavengers and/or one of the giants or devoured by volcanic oozes.

This leaves seeking passage beneath the mountain. You could probably ask the fire giants where the cherufes laired or cast other divinations to find them. Or just going to the volcano and tracking the cherufes back to their lair (which Trer may be able to do the old fashioned way).

==

Regarding builders, Mira definitely recalls the helpful dwarves who received them after they fixed up Winter's Gate, in addition to the Oreads. Zweidorans are notorious for being homebodies, so they will likely need convincement (diplomacy and/or bribes) to recruit.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

Mira slumps back int her chair looking at little despondent. No go on the treasure map idea, nothing left to use sadly. My divinations only get me somewhere under the bloody volcano which we already knew. Looks like we might have to do this the old fashioned way with leg work. Gods I hate leg work. Trer might enjoy it, I can set us up a base in the mountains and keep in touch telepathically, at least for a bit...

The next morning finds Mira heading out of town. She is dressed in simple, plain, grey and black trousers and heavy wool jumper with a simple dark green cloak. She makes sure to braid her hair in the fashion to mark her as a sage and scholar. She whispers a few words and whisks herself off to just outside the dwarven home city of her preferred builders.

She approaches openly, seeking entry and explaining that she is there to contract with the city's renowned builders in order to build a tower and mansion. Assuming she is granted entry she calls at the finest bakery in town to pick up some gifts and heads to the dwarven enclave.

Arriving with breakfast she gets down to business, laying out what she is looking for, the size of the job and talking cost. She reminds the dwarves of the great work they did together on the Winter Gate. She offers to provide free, magical, transportation for anyone working on the project as well as travel home on breaks during the project so they can maintain contact with their families.

Diplomacy, Heroism: 1d20 + 30 + 2 ⇒ (10) + 30 + 2 = 42

Before returning she takes a quick diversion to Vargild, hoping to secure a scroll of Teleportation Circle. Knowing just how bureaucratic they can be she steels herself for a difficult few days.

Local to find a seller: 2d20 ⇒ (15, 6) = 21 +1d6 ⇒ 2 +12+2+6
37, includes Investigative Mind, Heroism, Bestow Insight and Inspiration

Assuming she can find a seller she haggles to arrange the purchase.

Diplomacy, Heroism: 1d20 + 30 + 2 ⇒ (5) + 30 + 2 = 37

Before returning to the island to prepare for the exepdition.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur nods and smiles "Guess it's good old fashioned ground work then. Trer and I should be able to work together and figure this out. Right Trer?" He slaps his large friend on the back. "Enough of this easy living and back on the road with things to beat senseless!" and then he laughs.


Forces of Nature Battlemap

Mira's Visit to the Dwarves:

A "young" (for a dwarf) but, by her guild badges and braids, accomplished stonemason is particularly intrigued by Mira's offer. She--her name is Golda Tradgransen--says, "Not many want to leave the mainland, but I have oft wanted to go to that island and explore what I could do with the unique volcanic stones the place they must have there. If you would fund and allow for the building there of a stone workshop where I could pursue my own projects once yours was finished, I would not only find the builders for your project, but if you would let me stay, covering room and board only, I would provide repairs for no charge--and of course craft any stoneworked items you like for material costs only." She adds, "I know an excellent architect as well and I'm sure he would be intrigued by the opportunity to build in such an interesting place."

The mechanical benefit of this would be that she counts as a Team of craftspeople who would always be available at your location, and can produce goods or influence at no cost to you beyond any normal upkeep costs.

Mira's Visit to Vargild:

Mira spends a couple days entering and filling out an application form for the purchase of scroll and haggling, which for some reason at some point involves playing an entire game of chess for several hours. The ultimate result is for the actual market price of the scroll, she has also covered her own fee for teleporting into Vargild and various paper processing fees, and has been automatically entered in this fall's chess tournament six months from now.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

Mira returns to the group at the Inn as they are making preparations. For some reason she is holding a small ivory chess piece, it appears to be a pawn. She has a puzzled look on her face. Shaking her head she drops it into a pouch, takes out a small notebook and makes date notation. Wouldnt want to miss that she mutters.

Good news, I've found us a skilled dwarven builder named Golda. If we provide her a workshop and food and board she will manage things for us. Seems like a good deal. I've also sourced a teleportation circle scroll which I can make permanent which might be handy in the future. Its a bit pricey if anyone wants to chip in.... she says with a grin.

The scroll costs 4825gp which is a chink but being able to set up a permanent portal between two places is a potentially useful thing.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

"If you trust this Golda, that's good enough for me." The cleric finds Mira's rueful tone about the treasure map somewhat amusing. "We rarely learn as much exploring the known versus the unknown. A little trial and error tunnel exploration should be fun."

Happy to chip in on the scroll if we have cash left over from selling all the goods and starting construction. I don't have that kind of cash on me at the moment.

I'm going to designate our build site as the return location for Word of Recall.


Aphorite Pact Witch of Axis Witch 17 | hp 118/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 | Active Buffs: Resist Fire 30 (12h) Overland Flight (17h) [Liber HP: 60/60]

Earlier

Krowys, for a long time, says absolutely nothing, as he is heavily conflicted on the idea of a permanent residence. It feels as if it would be abandoning whatever shred of his humanity he hasn't forked over to Axis, so he speaks with uncharacteristic emotion and inflection in his voice as he sighs while everyone discusses the plan for the building.

"I... don't think I'll be needing a permanent room. It'd feel like I'm giving up too much of myself to do so. What everyone else has suggested seems fine, but... I would like to add a library just in case I run out of space within the bag of holding to put tomes, dictionaries, and the like but," and then he cuts himself off.

"After this is all over, Mira, do you think you could spare a casting of Veil for a particular idea I'd have in mind? Axis does not grant me the spell, and I would like it for a particular purpose, but I... I'd want to make sure that it's not depleting the amount of spells you can cast." As he says this, he looks at Liber for a few seconds, saying to her in Speak with Master,

Speak With Master (Mix of Infernal, Celestial, and Fox Noises):
"I know how much you miss your old body, Liber. Hopefully someone can spare a Veil casting to help remedy the situation temporarily."

Now

Krowys, returning to his usual monotone and lack of inflection, adds whatever information he can. "I am in agreement with Ariston. If you can trust this person, that should be enough for now. As long as we are not scammed out of an inordinate amount of money, it should be fine. There would presumably be consequences if they were to try to do so, as well."

When responding to the exploration, Krowys adds in words as well, perhaps because of his silence earlier, "I am indeed curious of the kinds of treasures that would be present there."


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

When the group is ready Lazur leads them back to the place where the cherufes were last known to be and begins to track them back to their lair. He looks to the others and says "We will see how far we can track them. Keep an eye out for anything out of place or hazards."

Perception: 1d20 + 33 ⇒ (14) + 33 = 47 + Inspiration (better of 2d8): 2d8 ⇒ (8, 3) = 11 55


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

Mira grins at everyone. I think we can trust her and I have pretty good instincts. As for a library, yes of course we will have one, perhaps more! The sky is the limit really. In time we might even add our own Extradimensional work spaces. As for Veil, of course you can. I use one every day and I can include you in it easily enough.

Before we head out Mira visits the Oreads to make sure they are on board with working for us and visits the work site. She employs Walls of Stone to protect the worksite from local predators like wolves and bears as well s to create domed huts to store equipment or provide shelter and sleeping quarters. She leaves a gap in the wall wide enough for a wagon to pass through and Fabricates a solid wooden gate from any nearby trees.

Returning to town she sets up her Magnificent Mansion and before we leave for our exploration grants everyone a couple of buffs.

Extended Life Bubble (lasts 72 hours) to help deal with the unpleasant atmosphere in the deep dark

Extended Darkvision (lasts 36 hours) for anyone who cannot see in the dark

She also sets up all of her long term buffs and her medium term ones when we actually arrive at the location to start exploring.

Holding off on buying the scroll for now.


Forces of Nature Battlemap

You spend a little time scoping out the building site, including bringing the oreads along, who are extraordinarily grateful to be anywhere but on the plane where their choice was be killed by vault keepers or work as slaves for the shaitan. Between your resources, theirs, and your magical capacity to provide basic needs they are able to get started and you leave the bulk of the planning to the architect, an oddly flamboyant (for a dwarf) Earth Clanner--given many of you by your nature are itinerant, he works to design something that suits as a base of operations for when you need one, providing the spaces you might need.

You head north into the mountains--presumably flying or teleporting as far as you can go and then flying--choosing not to consult any locals on the region, and see if you can find what divination cannot. The volcano is easy enough to find as the caldera is still smoking--not indication of any further activity, but of things still cooling.

Recent lava flows have cooled into new paths, and the region is, unlike what most maps would suggest, almost vegetation free as the heat destroyed almost all non-supernatural life in the area. Some creatures fly or slither through, mainly hunting one another. At one point you catch a glimpse of a female human-like figure with a fox's tail planting saplings in the mountainside, though she dashes in the shadow of nearby rocks when she spots you flying overhead.

Even though the effects of the Machine are speeding recovery, the whole area is a devastated wasteland of rock and ash, and reinforces to you the horrendous fate you protected the southern part of the island from.

It is easy to retrace your steps, figuratively speaking, to where you encountered the ravener and its cherufe worshippers fought, and from there try to trace the passes through which the various monsters stampeded to flee them. This leads you to what at first, seems like an easy point of access: a massive cave mouth, opening into darkness in an area west of the volcano. It is likely some magic and/or burrowing creatures shaped the mouth for its shape is almost too wide and smooth to have occurred naturally, bearing in mind the weirdnesses of what cooling magma can do.

While your life bubble protects you from the pressures of these things, you nonetheless notice the air is thinner and warmer, from the high altitudes and warm volcanic material. It will no doubt be hotter and harder to breathe once underground, so you had best hope your magical protections hold.

As you go within, the singular tunnel splits into multiple smaller passages. Some of them seem to move well away from the volcano, others toward it. Trer's analysis of the marks in the debris and stone leads her to point out the likely place from where the cherufes and ravener emerged. The passage you are in is quite wide--it after all had to accommodate a massive dragon--and leads downward into the dark. This tunnel too, splits later, into three passages. The widest one, Trer is certain, is where the ravener came from, and she points out signs that another likely leads to the Fire Giant Queen's realm. The third she remarks, "I'd like to check this one out, to be sure nothing down this way might follow behind us. But I can take it on my own! Why don't you go ahead and I'll catch up?"

Pausing here for further conversation, RP, and/or questions. If you are ready to keep going, please say so


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

As they approach the cavern Mira examines the strangely round entrance. I wonder what might of caused this? Some sort of massive burrowing monstrosity maybe? Purple worms, something worse?

Knowledge, heroism: 1d20 + 2 ⇒ (5) + 2 = 7 +Inspiration: 1d6 ⇒ 5
Knowledge (arcana) +39, Knowledge (dungeoneering) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +37, Knowledge (religion) +28

As they find the area where the path splits she gives Trer an uncharacteristic hug. Take care of yourself lass. Remember, the life bubble will only last 3 days. I wouldnt spend long down in the deep dark past that. Darkvision is only a day and a half so make sure you have some light with you.

Mira looks a little sad as Trer heads off on her own. Good luck my friend she whispers.

Shaking herself she turns to regard the two other passages. Well, we could do the sensible thing and head to visit the Giants and see what they know about this region...or...we could do the reckless thing and plunge into the unknown confident that with our abilities there isnt anything we cannot deal with! I vote for reckless, what about the rest of you?


Forces of Nature Battlemap

It's not that Mira can't guess what formed the cave opening but that it could be--and from certain telltale signs of odd markings in the walls one place and total smoothness elsewhere--probably was multiple entities different places and times. Purple worm is definitely an option. She also recalls long ago the Empire tamed delvers* to create a great underground highway in the area now known as Haven--famously later commandeered by the Haven revolutionaries to launch guerilla attacks from below. Possibly some dwell up north as well, and might be used by the giants here in a similar fashion. Certainly some of the shapings could be explained by their presence.

Some of the changes appear more recent than others, and probably occurred when monsters that dwelled below fled caverns that filled with lava. Consulting with Lazur, who can view the scene from an engineering perspective, might have more to say.

The good news is that you're not necessarily likely to immediately run into something that made the tunnels... but that doesn't mean you won't run into something.

* Delvers are not in a hardcover resource, but they've been in my setting since 3.x so they got grandfathered in.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur waves his big friend off with a "Have fun storming the tunnel!" and a smile.

He then turns to Mira and says "I was thinking reckless myself. The Queen made it clear she didn't want us in her tunnels and I don't think we would be welcome guests either but who knows. I'll take the lead here if that is ok with you. These tunnels are easy enough to fly down. I'll take a look at their construction too make sure they are still safe."

Kn: Engineering: 1d20 + 14 ⇒ (8) + 14 = 22 + Inspiration (better of 2d8): 2d8 ⇒ (8, 6) = 14 30


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

Thanks for that. These tunnels are old, made and remade over time. On the plus side that makes the place a lot easier to navigate. On the downside it makes them a good place for someone, or something, to call them home. With the dragon and the cherufes gone anything might have decided to make the place home. Also, the dragon could have left traps or guardians behind so lets be on guard.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

"Since we are already here, let's explore a bit." The priest seems quite happy to test his luck.


Forces of Nature Battlemap

Obligatory GM reminder to note marching order (especially as Trer is not here to take point), anything I should be aware of that you are doing while you are moving forward/exploring, and update your statblocks with any current buffs. Also if you can let me know what you are doing to see in the dark (I think at least a few of you have darkvision and Lazur has an echolocation spell) and/or otherwise detect/noticing things that would be helpful. Thank you.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

My buffs remain as on the top of my character sheet, long and medium duration will be active. I have given everyone darkvision, it lasts 36 hours. I will renew it at the end of every day. Mira as ever remains invisible and flying at all times. She will be actively checking for traps, hazards, lurking monsters etc. I will update my header.

False Life: 1d10 + 10 ⇒ (3) + 10 = 13

Mira will generally try and stay in the middle of the group but flying above them at about 10' high.


Forces of Nature Battlemap

Krowys said they were going to post soon, but I am going to assume either they tried and the board ate it or something else happened, so moving on. Krowys feel free to backtag as needed.

You head down the widest passage, after saying your hopefully temporary farewells to Trer.

There is some ash, dust, and scrape marks in the stone from the likely passing of the cherufes, the undead dragon (on its way out), and probably some creatures burned to death along the way. The passage is dark, save for the occasional faint glow of cooling magma showing through a crack in the wall or floor.

You can tell as you proceed that you are heading downward, the passage snaking this way or that. At times the tunnel splits, but exploration soon shows that most of the passages all link back up to one another--or dead end and force you to return to the main, wide passage heading steadily downward. The good news is that Trer can easily figure out the direction you're headed once she seeks you out.

You encounter nothing.

Nothing.

Which strikes you all as strange. Even if the eruption disrupted ordinary life, the nature of the volcano, the island, the dragon, the cherufes, something should be noticing your approach or stirring, or there should be some kind of ooze or slime or flesh-eating dust.

But there is nothing.

The other weird part is the air grows colder. You are still reasonably certain that you are moving toward a part of the earth's crust that has a lot of magma in it, so "colder" isn't what the air should feel like. And, particularly given your environmental protections, you shouldn't be feeling cold. But you do. From your bones radiating outward.

It's more like... negative energy is pervading the area itself, in direct defiance of the laws of nature.

Ahead, the worming passages cease, and the main tunnel you travel through widens. You can tell the passage opens into a much larger chamber, though your darkvision can only penetrate so much. From where you stand, it seems to be a wide open empty room. The floor dips downward. The ceiling goes higher. There's a faint glow from the center of the room.

Do you proceed? And/or what do you do?


Aphorite Pact Witch of Axis Witch 17 | hp 118/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 | Active Buffs: Resist Fire 30 (12h) Overland Flight (17h) [Liber HP: 60/60]

Before
Liber pipes up to stem any confusion, "It is mostly for my benefit. I was not always an Arbiter, as a Pact Witch's familiar is transformed once the spellcaster reaches a certain level of power and service to the plane in question. I... ocassionally miss my old form, that of a fox, and Veil might alleviate the distraction to our work for a while." She's still a fox at heart.

Now
"Hm. Nothing. The amount of negative energy in the area is extremely odd," Krowys says. He goes about ritually casting Detect Magic to make sure nothing in the area, and Liber checks to see if there are any auras of Chaos, beyond the forces present in the party, at least.

Perception: 1d20 + 11 ⇒ (13) + 11 = 24

Blegh. Fell asleep and have had low motivation due to not receiving funding.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

Mira keeps a careful watch out. I should have anticipated this. A Raveners lair is likely suffused with negative energy. We should be very careful, all kinds of unpleasantness could be down here. Watch out for spectral undead in particular, they could be hiding in the walls. Let's check out that glow, I just hope to hell its not some sort of rift to the plane of negative energy, that could be very difficult.

Making sure she is still invisible Mira will slowly fly forward into the room but not before she taps herself with her wands of heightened awareness and shield.

Perception: 1d20 + 37 ⇒ (19) + 37 = 56


Forces of Nature Battlemap

Does anyone have the ability to see invisible or are you all just sort of trying to remember where Mira might be standing? Also, before Trer arrives, Ariston or Lazur, anything you are doing before I respond to Mira's perception check?


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur is leading the way and has echolocation. He can't see her but should have a good idea where she is. Did Mira cast death ward on us all. If not I'm going to advise it with the negative energy abounding.

Realizing they don't have protection from negative energy Lazur says, Mira with all this negative energy could you cast death ward on us all?"


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

See invis or true seeing will not detect Mira as she has Mind Blank. Echolocation will tell Lazur exactly where I am and allow him to tatget me with stuff if needed. On that point, Mira will add an extended See Invisibility just in case.

A voice echoes from above, Fraid not, Death Wards a clerical spell, not in my wheel house. I created one for myself when we met the Ravener but that was with a limited wish. Thats a pricey option.


Forces of Nature Battlemap

Mira just floats a few feet into the room. It is huge, beyond the edges of your darkvision but you'd guess around 100 by 100 feet.

The center of the room appears have a metallic--or perhaps some kind of shiny volcanic stone?-- grate over the floor. A faint, eerie purple glow emits through the cracks, rippling and casting odd patterns around the room. The skeletal and obsidian remains of cherufes litter the floor. Sometimes a bone skitters across the room as though of its own accord.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Ariston watches the bone move... A lot doesn't add up here. He weaves a spell.


STAND: Cast True Seeing

Sorry for the delayed response. Ariston has darkvision naturally. He’s also got Life Bubble, Shield of Faith, and his Ring of Force Shield.

Status:

HP: 105 / 105 | AC:34 / T:18 / FF:30 | CMD:27/23

Channel Energy (11):
Quick Bit of Luck (3):
Bit of Luck (8):
Dimensional Hop (170’):
Daylight (1):
Agile Feet (11):
Good Fortune (2):
Brilliant Spell Prep (1):

Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):

9th Spells
> Implosion:
> Miracle:

8th Spells
> Holy Aura:
> Fire Storm:
> Moment of Prescience:
> Stormbolts:

7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>:

6th Spells
>Antilife Shell:
> Word of Recall:
> Heal (2):
> Symbol of Persuasion:
> Find the Path

5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport:
> True Seeing: x

4th Spells
> Control Water:
> Freedom of Movement:
> Holy Smite:
> Neutralize Poison:
> Communal Protection from Energy (1):
> Restoration:
> Sending:

3rd Spells
> Aura Sight:
> Create Food & Water (2):
> Dispel Magic (2):
> Fly:
> Prayer:

2nd Spells
> Blinding Ray (2):
> Calm Emotions:
> Ghostbane Dirge:
> Locate Object:
> Spear of Purity:
> Spiritual Weapon:

1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): x
> True Strike:

Effects:
Ring of Force Shield = Indefinite
Shield of Faith
Life Bubble
True Seeing = 17 mins


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

A banging and clanging from up behind, and the sound of jubilant and raunchy victory songs carry down the tunnel. Apparently Trer had been successful in what she was hunting.

"And then with his sword, he went to the board, an-Oh!" Trer says, coming into view, munching on some meat. "There you folks are. I stabbed a few purple worms in these tunnels, and grabbed the tasty bits. Thinking of making some worm jerky later, but it's not bad raw, 'n I thought you might like some. Any of you want any?"


Forces of Nature Battlemap

I've posted a map on the battle map link. You may wish to confirm your current position. I'm assuming Mira is just on the very edge of the room. Feel free to chat IC further or otherwise act.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Position updated. Ariston is being cautious because the lack of any obvious enemy is disturbing.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

Mira edges a little closer to see if she can work out what the strange glow in the room is.


Aphorite Pact Witch of Axis Witch 17 | hp 118/121 | Init +7; Perc +17 | AC31* (T20 FF26*) | CMD 27 CMB +7 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5 | Active Buffs: Resist Fire 30 (12h) Overland Flight (17h) [Liber HP: 60/60]

Krowys casts Detect Magic in as well, to see what is going on.


Forces of Nature Battlemap

Krowys can quickly see the entire room is nearly blinding with necromantic energy.

Mira moves just a little closer... which is close enough for things able to sense movement and living energy begin to wake up and move. Bones and stone on the floor begin to gather themselves together into corporeal forms serpentine in shape. The rippling purple light in the floor suddenly flashes and coalesces, and begins pushing itself through the grate on top of it--obviously some kind of ooze. Or perhaps multiple oozes amassed together. Lashing pseudopods seek out more information about the sounds it is sensing.

Knowledge Dungeoneering DC 37:
The eerie purple glow and obvious ooze traits suggests it is one or more Immortal Ichors, a legendary intelligent magical mass of blood from an evil immortal creatures. They are highly resistant to most damage, ignore electricity and resist cold, and channel the force of personality of the entities that created it, often able to charm people to its side.

Knowledge Religion DC 31:
The undead slowly shaping are hollow serpents, highly mobile undead able to drain the water and life from all around it. The desecrated nature of the chamber no doubt gives them more power.

The party can get a surprise round since they are slow to activate. Then I will roll initiative. The immortal ichors have a +4 cover bonus to AC this surprise round because they are still mostly under the grate. The statblock below does not include this bonus

Giant Immortal Ichor 1 | HP 310; DR 15/-, Reg 10 (good spells, good weapons) | AC 34 T 35 FF 30 | CMB 23 (+25 grapple) CMD 36 (can't be tripped) | Fort +18 Ref +8 Will +11 | amorphous, immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; resist cold 30
Giant Immortal Ichor 2 | HP 310; DR 15/-, Reg 10 (good spells, good weapons) | AC 34 T 35 FF 30 | CMB 23 (+25 grapple) CMD 36 (can't be tripped) | Fort +18 Ref +8 Will +11 | amorphous, immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; resist cold 30
Hollow Serpent 1 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits
Hollow Serpent 2 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits
Hollow Serpent 3 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits
Hollow Serpent 4 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
9/9/7/8/7/8/7/5

Dungeoneering, Heroism: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17

Religion, Heroism: 1d20 + 28 + 2 ⇒ (11) + 28 + 2 = 41

Be careful, those snake like things are Hollow Serpents, they can drain the water and life from all around them. I will try and hamper the weird globular things.

With that she quickly weaves sorcery around the two strange ichors.

Casting persistent slow on the two oozes, DC26.

Ichor 1, will: 2d20 ⇒ (11, 12) = 23, take the lowest +11, fail
Ichor 1, will: 2d20 ⇒ (10, 19) = 29, take the lowest +11, fail

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