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Bharak sees that The serpentine door periodically shudders and
Axton easily identifies the magic school. Spellcraft DC35:
With a successful DC35 Spellcraft check made while studying this aura, a PC can correctly identify the door as a portal that's malfunctioning, likely because of the destruction of the portal at the far end, and suggests that opening the door is extremely dangerous unless the magic is disarmed. Bharak just manages to disable the magic! The door is now stable. Opening the door without disarming it blasts the room with a 60' radius explosion for 10d6 sonic & 5d6 force damage :). What's on the other side?:
When the trap is successfully disabled, it actually resets the portal and transforms it into a one-way link to a crumbling cliff side in the Fogscar Mountains where a single 20-foot-tall menhir perches above a 200-foot-tall cliff. This is all that remains of the ring of standing stones, and characters who open the door can look through the door as if standing on the edge of the cliff looking out over the Varisian Gulf. There is no ground to stand on, for the portal is about 10 feet from the edge of the cliff-characters who cannot fly and who step through fall to
Where to now?
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Rhialla & Cassiopeia both miss with their spells. Esmeralda comes close to disarming him. Percy hits The Eel in the chest with a Hydraulic push. knocking off the mast as he's distracted by readying a bomb. He thumps to foredeck again and he is promptly... longsword: 1d20 + 15 ⇒ (14) + 15 = 29 hit by Avimar Sorrinash, who is as pleased by someone trying to blow up his ship as you would expect. Damage: 1d8 + 6 ⇒ (3) + 6 = 9 No falling damage thanks to fluid form. Sorrinash moved to reach him so only the one attack. Hissing with bitter rage The Eel pulls out another bomb and smashes it into Sorrinash bomb: 1d20 + 18 ⇒ (16) + 18 = 34 AOO Sorrinash: 1d20 + 15 ⇒ (3) + 15 = 18 Miss. damage Bomb: 7d6 + 4 ⇒ (4, 3, 3, 5, 2, 2, 4) + 4 = 27 Sorrinash howls in rage and pain as flames wash over him. ref save: 1d20 + 12 ⇒ (11) + 12 = 23 Sorrinash does not catch fire :(. The party can now act, except for Ashlei, who is already going down in flames :). His sheet says the Eel fights to the bitter end. That Hydrophobia spell really f~#@ed him! He'd be gone by now without it.
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The party moves to the west, reaching... D1. WOODLAND ROOM
What are you doing now?
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perception Red: 1d20 + 9 ⇒ (17) + 9 = 26
Despite your attempts to be stealthy you are detected by the guards lounging around in C2. They scramble clumsily to their feet and start shouting. What are you doing now?
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OK. New map up top. Claiming land. I've said a while ago that you weren't claiming hexes anymore but complete regions. So I stole a map from the Kingmaker computer game. Not the greatest but it will do until I can track down a better one. Currently you kingdom has the Shrike hilla. the Outskirts, Kamelands, North & South Narlmarches & the Varnhold. You'll need to claim the Dire Narlmarches to reach Fort Drelev. For some unknown reason the computer game didn't have the Hooktongue slough or Lake hooktongue? It is in the Glenebon area. So the search continues for a clearer map. How is your shopping going? Everyone ready to start doing some kingdom building after you clear the last areas?
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will save vs Curse: 1d20 + 6 ⇒ (18) + 6 = 24 The Eel ignores Rhialla's spell. He leaps onto the foremast. acrobatics: 1d20 + 29 ⇒ (12) + 29 = 41 No AOO for Esmeralda. And then he scuttles up the mast rapidly, obviously using Spiderclimb. It's so obvious so I'm not making you roll for it. He's now 20' up the mast and readying a bomb. The party can now act.
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The door is not trapped, it is locked but the lock isn't difficult enough to make you roll for it. D11.
No peeking:
random: 1d100 ⇒ 67 There seems to be no one here. What are you doing?
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Yes you can. Since we haven't done any for sometime I would make a list of what you think was needed, including claiming hexes. Claiming hexes will be cheap so you can expend to the west easily. There isn't anyone who would protest your expansion towards Fort Drelev. =================================================================== As for Niadroub starting an academy, that idea is very popular! An actual place where people can learn is attractive not just in your kingdom, but the surrounding areas as well. Arcanists, Wizards & Sorcerers are all delighted to have somewhere they can study and learn. Many churches also are interested and offer to sponsor seminaries. So you can build your academy for half price and there are many people presenting themselves for employment. The plan would be the main academy with a large library and wings for the various schools and traditions of magic. The buildings for the various church seminaries. Currently the churches of Adabar, Erastil, Shelyn & Sarenrae are happy to supply gold and building materials. Plus for students you'll need dorms and taverns. :)
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An Efreeti would have been summoned or called by a spell to be here. As she spoke of leaving it is most likely she was brought here to forge the weapon and armor. Once completed she can leave. Which she seems eager to do. Bharak would say she looked bored more than anything. The secret door at D8 requires a DC40 perception check. We'll say you spotted it eventually. Of more concern are the two Gongorian Qlippoth posing as boulders in the corners. You've fought them before so know about them. What now? You are next to D11 as well remember?
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Bharak enters the room to the sweltering heat of a forge in full operation. A nasty looking Halberd has been completed and sits to one side while the Efreeti is working on a suit of full plate. She turns to look at Bharak giving a tired sigh and she waves you off. saying in Common, "I've only got one more day here. Leave without a fuss and I won't be forced to burn you alive." Not attacking. Working on a suit of armor. What are you doing now?
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Pilt's palace map updated. C1 Palace Entrance
The only way up is the rickety staircase. Party order please?
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With a role like that you can learn a lot. Wracking his brain Axton realizes that the jars with the glowing blue mist sound like the soul jars used by the Night hags What now?
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The party moves cautiously to D10 without encountering any trouble. To the north there is the door to D11 which Silviana reported as empty. I missed this room when Silvania did her dream walking so here it is. D11.
To your east is the door to the forge. D12. SACRED FIRE
Silviana reported there was an Efreeti and 3 Salamanders working here. You can faintly hear the sounds of hammer on metal through the door. The door is not trapped or locked. What are you doing now? Use the Abbey forge map up top for this.
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Elena Neidhardt wrote:
Thanks for the update. As I said in my PM I hope things improve for you.
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The Emperor of Old Korvosa’s palace is located at 11 Silk Street in Old Dock, a collection of tenements and abandoned stores that barely escaped destruction during a recent fire that consumed much of the city block to the west. The palace consists of six buildings, the lower floors
Only the upper floors of the northern buildings remain intact; to the south, the roofs alone remain, leaving hollow shells of buildings below.
C1 is the only ground level entrance but climbing to the rooftop is easy. C7 has occupants but there are plenty of other spots you could reach.
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Soft reboot. The entrance is 25' above and a DC20 climb. Vedika realizes the the scrap of ledge she's balanced on isn't that stable and that entering the room means fighting the Chokers. She climbs back down and joins the party again. What now? Fight your way in main entrance, or find another way inside.
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What balcony or ledge? Look at the map. You climbed up to where the building had collapsed away. Read the room description at the top of the campaign page. To get to a stable section of floor you would have had to cross the unstable floor. There is nowhere on the outside to hook a rope safely. If you're saying you're in the room then make a Ref save and we'll have you fighting the Chokers by yourself as they attack you before you can lower a rope.
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The Eel bolts for the foredeck stairway. Trying to get uncover and hide below deck. AOO for Percy and anyone else there with a melee weapon out. Everyone can now act Spellcraft DC21: This is the real problem at the moment. Get rid of that and he'll be much easier to kill.
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Yeah, Kingdom building has been forgotten about for a long time. :( I've made found a hex map that shows the full range you can spread to. This is the republic of the Kamelands map up top. You have Varnhold to the east and Fort Drelev to the west. While you control them you don't have the hexes between you and them claimed yet. Added a few of your settlements and other areas of interest.
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When Vedika casts her spell the Chokers stir and one of them scuttles forward. It reaches out and starts testing where the rope is hooked on. Size small but they have 10' reach. It's freaky!. What are you doing now? The rope isn't being pushed off just yet, but they seem to be thinking about it.
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Thanks to teleportation magic clearing up the Bog mummies and the refugees will take you less than a week. Then you can take a couple of turns to set up your own lands while the kingdom turns take place. I would like to know what happened to the map that showed the claimed hexes? Shapechangyfightyman has not participated in any online campaigns. |