Kwava

Elrin Weh's page

17 posts. Alias of caster4life.


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Elrin nods and bows with a look if gracious sorrow on his face. "Of course, Colonel. You are merely discharging your duty. May I speak privately with you before I am escorted away?"

Smythe nods eagerly and replies "Of course, of course."

DC 20 SM:

Elrin seems a little too interested in speaking with Smythe.


Thanks, Perrin. That's exactly the kind of useful magical analysis/recap I expected from you.

Smythe stares slack-jawed at the lot of you, clearly terrified by what you've had to say. Then the finely-dressed elf looks up at the Colonel with a imploring eyes that would melt a glacier. "Your honor, may I speak" The confused officer nods and Elrin continues "These strange folk, with no authority to enforce the law, have taken me from a mission on behalf of the council. I cannot divulge its nature but I assure you, Elven lands would never act aggressively or subversively toward our valued ally of the Bishopric of Helm. Concerned for my safety, a backup squadron sought to extracte by any means necessary."

K Hist DC 20 w +2 circumstance bonus for Mel:

It is true that Elven lands have never been the official aggressor in any armed conflict but they've manipulated others into beginning conflicts on their behalf, most recently in the last war with Iustia 134 years ago when the Bishopric was maneuvered into declaring war and "dragging" their elven allies into it.

Elrin bows his head in contrition. "I apologise deeply for the deaths of the brave guardsmen. But my countrymen were seeking to save me, a man depndent on them who had been imprisonedeated without a trial." He pulls on various parts of his robe to show some of his nasty wounds. "My countrymen grossly miscarried their duty but the majority of them paid for that mistake with their lives. And I assure you that the Council will apologize most profoundly for this tragedy. I beg you to exercise the wisdom I have heard that you posses. Limit the damage done and return myself, my countryman, and the bodies of the fallen elves to the Elven embassy here in Helm."


[ooc]Haha. Oh man that is great, Perrin. And a STINGING rebuke from Mel./ooc]

Elrin sniffs at Mel's response. "I suppose there's no trying to pass the time with an anti-social vigilante who leads to conclusions."

DC 28 sense motive:

Though he hides it well, Mel's words got under Elrin's skin, who quickly distracts himself to think of other things.


You can certainly take 10, since your steadily watching him. And yes, open wagon.

Mel stares at Elrin very awkwardly and consistently across the wagon. Kelian squirms a little in his seat, unsure how to deal with this enemy who is so polite and smooth all the time.

Mel's minute attention to detail notices the tiniest protrusion of an ink tattoo on the lower part of Elrin's neck. The rest of the tattoo is covered by his robe. She also notices that he seems to be noting the landmarks as you pass them and looks a little please. His fine Elven leather boots look very clean this morning. She suspects he cleaned them using magical means. His grey eyes have very small flecks of gold in them when he stares back at her.

"I would appreciate it if you would find a less obnoxious way to pass the time on this journey than staring so rudely at me."

Perrin, how are you spending your time?


Elrin bows gracefully as he gets up from the table. "Ah yes. I look forward to seeing Lake Halden. I have heard much of its humble charms."


First week of April sounds good.

Elrin nods sympathetically. "Truly a blessing for which we can thank the gods. From what you've told me about the events there, a flood would cause additional losses of property and, gods forbid, of life in a community that has suffered too much already."

He solemnly pushes his food around on his plate.


Elrin shrugs and holds up his hands as Hannady unties him. "How am I the defend myself against the passionate, unproven assertions of this person known to indulge in deception and trickery?"


Elrin bows graciously. "It is unfortunate, Captain Hannady, that doubt must be cast on the goodwill between our two states but I must submit to your judgment."

He eyes Mel spitefully for a moment, weighing his options. "Might I point out that this female who accuses me of a dastardly elven plot is hiding her own identity as an elf. She is certainly not authorized to be acting here in any manner and I cannot guess what game she is playing."


Perrin, can you list certain stats (Hp, saves, init, perception, etc) in your tagline so I can find them should the need arise? Thanks.

Elrin works his jaw a couple of times after the gag is removed then licks his lips and clears his throat. He bows to Captain Hannady "Thank you, sir. I have found my captivity with these... vigilantes... quite unpleasant. I understand that they have been through a tragedy and are looking for somewhere to place the blame. But they have no evidence linking me to this horrible assault of marauding orcs. The orc communiques are confusing when translated poorly, that is all. I was on an unrelated mission for the Elven council. I implore you to release me and place an information request with the embassy in order to maintain good relations between our two nations."

GM Screen:

Bluff: 1d20 + 10 ⇒ (18) + 10 = 28
SM: 1d20 + 8 ⇒ (12) + 8 = 20

Hannady looks hard at Elrin and then with some doubt at the two of you. He rubs his forehead and sighs

"It does seem rather circumstantial... But this map is very troubling..."


The bound elf mutters something under his breath.

DC 15 perception + understand elvish:

"Surely a few of these are not so great a loss in any case."


Whether or not you pass the sense motive, your characters are starting to pick up on the fact that something about Mel is not entirely as she would have you believe.

The haughty elf sneers at Mel's suggestions. "Kill me in cold blood, would you? How does that make you any better than the barbarians of the south, petturi?"


Nice pawn promotion line. Hero point for Perrin (awesome line) and Mel (good RP throughout this difficult scene).

Elrin's confident demeanor visibly cracks when Perrin mentions taking the map to Iustia. Very defensively, he exclaims "If you care nothing for the fate of the entire continent, then do just that! Take that map to Iustia and start a war that devastates us for generations! Or, allow the council to prevent that very war. Your small nation would fare better under Elven hegemony anyhow."

You guys have discovered the main pieces of information now. If you want something more from Elrin, ask him more specifically.


Elrin sneers disdainfully. "I cannot stop you from striking me or taking my possessions. Have them." He passes you the bag and turns out his pockets.

"As for this 'Liriandel', I can't say that I know him but I'm sure he would encourage you to cooperate with the plans of the council."

Inside the bag, you find some more writing instruments, 4 scrolls, two wands, and a map.

I was making a map for this but I don't think you actually need one and this works better described.

The map isn't entirely clear to you.

DC 12 profession soldier, K history, or just a straight int check:

The map seems to detail the movement of various orc forces into the Bishopric of Helm then countered by a large movement of Elvish troops come to defend their neighbors. The Elvish troops then garrison various parts of the Bishopric to defend against further attacks. Several of these garrisoned positions seem strategic should war break out between the Elven Council and the Monarchy of Iustia. Tensions between the two nations have been rising lately as Iustia's monarchy has adopted an expansionist philosophy on the continent.


The elf looks in surprise as the man he assumed to be an ignorant bumpkin speaks in the fair tongue. He replies

Elvish:

"Know that the council majority has approved my mission. That is enough."


The elf glances at Mel disdainfully. No. I had nothing to do with what you are describing. My mission is highly sensitive and I merely attempted to escape. I made no attacks against any of you.

DC 12 Sense Motive:

Bluff: 1d20 + 10 ⇒ (2) + 10 = 12

He intentionally misunderstood Mel's original question in order to dodge the question. He is definitely lying.


Hey hey, Mel's intimidating.

The elf puts his hands up and steps back, given the frightening display. Calm yourselves, now! I was merely here on a mission for the Elven council. I have committed none of the violent acts of which you speak!

GM Screen:

Bluff: 1d20 + 10 ⇒ (7) + 10 = 17

DC 17 SM:

Though he seems to be telling the truth about not personally committing any violent acts, he can't quite conceal from you the fact that he's familiar with what you are describing.


The orc curses again under his breath then speaks a word you don't understand. The appearance of an orc fades rapidly away leaving a handsome man with pointed ears wearing a flowing robe. He bows calmly and states in an incredibly smooth voice I am Elrin. My business here is not something I can share but I assure you, if you escort me back to my homeland, you will be compensated most generously. He gestures politely toward Mel. She can verify this, of course.

Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

I'm just rolling for him as a representation of how persuasive he is for you to react to. A high roll doesn't mean you have to do what he says, of course. You may have NPC classes but you're not NPCs!



Hello all!

We are starting the Lords of Oblivion and I have a PC [LE Hexblade level 13] that now wants to claim to be a long lost relative of Surabar. He has the leadership feat and has a cohort along with several followers and a small band of mercenaries. He does not have the Scion of Surabar feat. He has stated from early on in the AP that he wants to take over Cauldron and rule it.

My question is how to have this new rumor circulate with the population along with what else he may need to do to gain some level of popular support. Should I use Diplomacy rolls or is there a better way to do this? Has anyone else gone through this?

Any suggestions or thoughts would be appreciated. Thanks.

Gregory Ellen


Greetings all! After reading many of the threads here and cribbing many of them, I thought I'd try to pay back a little.

I was reading an old ENWorld thread on variant beholders http://www.enworld.org/showthread.php?t=178750 and thought it would be interesting to update Vhalantru. I plan on using the variants, mostly to startle my players who have encountered beholders in other adventures.

======
Vhalantru CR 14
Advanced Beholder

Init +7 Senses Listen +21, Spot +25 Darkvision 60’
Languages Common, Elven, Infernal, Undercommon

AC 32 Touch 14 Flatfooted 29
HP 15d8+90 [157 hp]
SR 20
Fort +13 Ref +8 Will +12

Spd 5’; fly 20’ [good]
Melee bite +5 [2d4]

Ranged eye rays +13 ranged touch [various effects]

Base Atk +11 Grp +15

Abilities Str 10, Dex 16, Con 22, Int 20, Wis 12, Cha 19

Eye Rays
Blindness/Deafness: Fort Save DC 23
Charm monster: Will Save DC 23
Disintegrate: 26d6 damage, Fort Save DC 23 for 5d6
Feeblemind: Will Save DC 23 or Int and Cha drops to 1 each, arcane casters DC 27
Flesh to stone: Fort Save DC 23 or be petrified
Polar ray: 13d6 cold damage
Ray of Enfeeblement: Strength penalty 1d6+5
Slow: Will Save DC 23, partial actions, -1 penalty to AC, Reflex saves, attack rolls, half movement
Telekinesis: see spell

Antimagic Ray: A beholder can target one creature each round with an antimagic ray from its large central eye. There is no save to avoid this effect, but the beholder must still make a successful ranged touch attack. If the ray hits, it renders the target completely nonmagical, as if it were placed in an antimagic field. This effect lasts for one round. Summoned and incorporeal creatures hit by the antimagic ray wink out for one round, then reappear where they were.

Feats Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Persuasive, Skill Focus [Bluff]

Skills Bluff +18, Diplomacy +15, Hide +17, Intimidate +8, Knowledge Arcana +23, Search +27

Possessions Bracers of armor +3, ring of protection +2, ring of mind shielding, scarab of protection [can absorb up to 6 more energy drain, death, or negative energy attacks], simulacrum suit

=======
Vhalantru CR 17
Shator Tarterian Advanced Beholder

Init +7 Senses Listen +21, Spot +25 Darkvision 120’, Scent, See Invisible
Languages Common, Elven, Infernal, Undercommon

AC 32 Touch 14 Flatfooted 29
HP 15d8+90 [157 hp]
SR 20
Immune Acid, mind-affecting attacks, poison
Resistances Cold 20, Fire 20
Fort +13 Ref +8 Will +12

Spd 5’; fly 20’ [good]
Melee bite +8 [2d4+4 plus paralysis]

Ranged eye rays +13 ranged touch [various effects]

Base Atk +11 Grp +18

Abilities Str 16, Dex 16, Con 22, Int 20, Wis 12, Cha 25

Eye Rays
Blindness/Deafness: Fort Save DC 23
Charm monster: Will Save DC 23
Disintegrate: 26d6 damage, Fort Save DC 23 for 5d6
Feeblemind: Will Save DC 23 or Int and Cha drops to 1 each, arcane casters DC 27
Flesh to stone: Fort Save DC 23 or be petrified
Polar ray: 13d6 cold damage
Ray of Enfeeblement: Strength penalty 1d6+5
Slow: Will Save DC 23, partial actions, -1 penalty to AC, Reflex saves, attack rolls, half movement
Telekinesis: see spell

Antimagic Ray: A beholder can target one creature each round with an antimagic ray from its large central eye. There is no save to avoid this effect, but the beholder must still make a successful ranged touch attack. If the ray hits, it renders the target completely nonmagical, as if it were placed in an antimagic field. This effect lasts for one round. Summoned and incorporeal creatures hit by the antimagic ray wink out for one round, then reappear where they were.

Feats Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Persuasive, Skill Focus [Bluff]

Skills Bluff +18, Diplomacy +15, Hide +17, Intimidate +8, Knowledge Arcana +23, Search +27

Paralyzing Slime (Ex): Creatures struck in melee by his bite attack must succeed on a Fort save DC 23 or be paralyzed for 3d6 rounds. Vhalantru can also choose to spit a globule of slime as a ranged touch with a range of 30’.

Spell-like Abilities [Caster Level 15]: At will--detect magic, clairaudience/clairvoyance, fear (DC 21), invisibility, spider climb, tongues; 3/day--cloud kill (DC 22), fog cloud, ray of enfeeblement, stinking cloud (DC 20); 2/day--dispel magic; 1/day--mass charm monster (DC 25)

Possessions Bracers of armor +3, ring of protection +2, ring of mind shielding, scarab of protection [can absorb up to 6 more energy drain, death, or negative energy attacks], simulacrum suit

=====
Vhalantru CR 21
Smoking Eye Fiendish Advanced Beholder

Init +6 Senses Listen +38, Spot +40 Darkvision 60’, Scent, See Invisible
Languages Common, Elven, Infernal, Undercommon

AC 18 Touch 10 Flatfooted 28
HP 33d8+198 [346 hp]
SR 25
DR 10/magic
Resistances Cold 10, Fire 10
Fort +19 Ref +15 Will +23

Spd 5’; fly 20’ [good]
Melee bite +27 [2d6+6]

Ranged eye rays +26 ranged touch [various effects]

Base Atk +24 Grp +39

Abilities Str 18, Dex 14, Con 23, Int 17, Wis 15, Cha 18

Eye Rays
Blindness/Deafness: Fort Save DC 34
Charm monster: Will Save DC 34
Disintegrate: 28d6 damage, Fort Save DC 34 for 5d6
Fear: Panicked, Will Save DC 34 to be shaken for 1 round
Feeblemind: Will Save DC 34 or Int and Cha drops to 1 each, arcane casters DC 38
Flesh to stone: Fort Save DC 34 or be petrified
Polar ray: 14d6 cold damage
Ray of Enfeeblement: Strength penalty 1d6+5
Slow: Will Save DC 34, partial actions, -1 penalty to AC, Reflex saves, attack rolls, half movement
Telekinesis: see spell

Antimagic Ray: A beholder can target one creature each round with an antimagic ray from its large central eye. There is no save to avoid this effect, but the beholder must still make a successful ranged touch attack. If the ray hits, it renders the target completely nonmagical, as if it were placed in an antimagic field. This effect lasts for one round. Summoned and incorporeal creatures hit by the antimagic ray wink out for one round, then reappear where they were.

Feats Ability Focus [Eye Ray], Alertness, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Focus [ray]
Skills Hide +30, Knowledge Arcana +39, Search +41

Possessions None
====

Like I said, use them, ignore them, have fun with them.

Greg


Hello all. We'll be starting Zenith Trajectory soon and I was looking through the first couple of encounters--the umber hulk and Jared's hut/dragon.

I was thinking that both encounters may be too easy for my group. For the umber hulk, I was thinking about just making it a regular umber hulk but adding a second one. For the dragon [can't remember his name right now] I was looking to pump him up an age category.

Any thoughts or comments on either encounter would be great.

Also, party composition is human Hexblade 6, human warmage 6, human cleric of Cuthbert 6, and a human marshall 3/rogue 3 [NPC].

Thanks again.

Gregory Ellen


My group of 4 intrepid heroes has just finished the Kopru Ruins and I will be devoting my next session to running the Demonskar Ball. Thanks to delvesdeep and others on that thread, I have a good sense of what to run.

However, one of the players has upped the ante with everyones favorite foil--the Stormblades. Specifically, he has sent an invitation to Annah [along with posting about 100 copies of the letter] inviting her as his guest, since she couldn't possibly get invited on her own. He then proceeds to talk about her reputation as both an adventurer and as a woman of means. Basically, this is about the most insulting letter she will have ever read--along with all the citizens of Cauldren.

What I need some help with is some sort of reprisals--for surely this will not go unnoticed or unpunished. If anyone could think of some suitable actions by Annah, I would appreciate it.

BTW--the character is a hexblade and his actual date will probably be Jil, although he doesn't know what she actually does.

Greg


Our group just started SCAP last night and had a great time with the adventure. I'm the DM and I was calculating the exp. for the session, which will run about 1800. Anyways, I was totalling the exp for the entire Life's Bazaar, and if my calcuations are correct, my group will be 5th level!

Has anyone else noticed this? I'm going to level up the characters for the next session and level them up again just before they encounter Kazmojen.

Any thoughts will be appreciated. Thanks.