Third Eye

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280 posts. Alias of shrodingerscat.


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Blue: could I get the coordinates you'd like to move to?


Reminder, this is difficult terrain


Bart: Casting it in the air at H3 will only hit two of the normal vultures. Because it's a spread it has to move around objects, so the additional 5 ft it has to go past the ship will prevent it from hitting the large one. Same with the vulture at E2


Here's another pic for flavor, it's not exactly set up they way the PCs are experiencing it, but I think you can see the terrain and the ship.

Flavor Pic


Here's a little visual for you guys to gauge your actions by, including Gii's obscuring mist: Mid Round 1 map


Less than a second after Blue Heron offers up her warning, as if by providence, the Vultures all begin cawing in a great cacophony. Beating their wings and shifting in place, they face the party, their odd large eyes fixating on various members of the group. Then, at once, the four giant birds perched on the crashed ship take flight...and as they rise into the air, their talons scrape along the surface squealing like chalk on slate, almost as if they don't want to leave their positions. They fly at the party with menace in their avian faces, enraged or hungry, perhaps both, and the smaller birds follow suit...

ROUND 1!

The PC's have won Initiative so you are all first...what will you do?


Ok, got coordinates from

-Ayreth (N11),
-Gii (M10),
and Linndell (O11),

just need them for Alar, Bart and Blue Heron.
For reference, the BEW is at G10


The site is in a small valley between two hills, and the land is relatively flat, but because of ship wreckage and bones scattered, there is a good chance of tripping up on the debris. In other words, yes, difficult terrain. You're certainly welcome to try going directly into the ship, but it would probably be risky.


Here is a map of the current area,Crash Site.

Please list the coordinates you would like to be on.


@Ayreth: from where you are, getting closer, the bones are definitely humanoid, though there are other smaller ones mixed in them. You can see deep lacerations in them, and marks that could easily be beak and talon marks.


As the group steadily moves forward, the vultures become more animate. The largest of them caws loudly and the smaller ones ruffle their feathers and shift in their positions slightly.


The bat-elf woman continued to walk towards the site, looking up into the sky at the circling vultures and flaring her large nostrils. Her pace slowed some as Bart and Alar caught up to her, but she did not stray. She seemed to be walking pointedly towards the fissure in the object.

Without looking at the curious boy, she replied,

in Aklo:
"Vessel takes her up. Comes down. She finds others. Eye is coming soon."

The Bat-elf-woman continues to move towards the wreck, and is now 200 feet from it.


@Bart: a small nitpick...it's Aklo not Alko.


Linndell, how close would you like to get? As previously stated, you're currently 300ft from the crash site.


Linndell Rallos wrote:


Linndell listens intently, trying to hear if anything/one is in the immediate vicinity.

Other than the dozens of vultures, most of which are normal sized, you see very little in the way of other life forms. You do notice, however that a few of the scavenger birds are rather large indeed, nearly double normal size.

Note: You are (all) currently overlooking the scene from a hill about 300 feet from the crash site. The bat-elf-woman is making her way there, about near the bottom of the hill and 240 feet from it.


Ok, moving forward to the morning after your rest

The morning comes quickly, with the Bat-elf-woman prodding each of you to rise, an eager and slightly nervous look on her bestial face.

Your things packed, and the site undisturbed, you set out again, the morning mist slowly being burned away by the summer heat. There are more clouds today, obviously brought on the evening winds the night previous. You walk for some time, though not so long before you begin to see signs of what you seek.

Just over the rise, about a half mile away, you periodically see strange vapors come into view, shimmering and multicolored, but hazy, very much like a mirage. You continue at a good pace, and soon after you stand at the top of a hill and come to a wondrous sight indeed.

A great furrow has been carved through the hills here, creating a brand-new valley amid the peaks. The ground is blasted and scorched, and the trees surrounding the area are charred and burnt leafless. The furrow only somewhat resembles a crater— for the huge object embedded at its center obviously struck the ground at an angle. This object resembles nothing so much as a streamlined arrowhead of stone and strange crystal. From your position on the hill you can see that it is approximately 200 feet long by 75 feet wide.

A huge crack along the object’s southern side allows brief glimpses into the dark interior, revealing the thing to be hollow. Now and then, crystals along the object’s length sparkle and sizzle, sending up a faint plume of strange green smoke. Dozens of large vultures perch atop the object or lurk in the burnt branches of the surrounding trees— the birds are strangely silent and watchful, as if they know death is imminent in the area.

The bat-elf-woman gets a far off look in her eyes and pauses for a moment, looking at the party gathered about her. She nods and points

In Aklo:
"Lirgen's Glory."

and then begins moving closer to the wreck.


Cool, I'm getting ready to set up the next scene, so we'll be moving forward tonight.


Doctor Gii wrote:

Gii rubs his chin, trying to decide how to continue. He points to his eye again, then slaps a fist into an open palm, before gesturing to the rest of the party. "The Eye will hurt us?" he asks, a soft frown on his face. Then he points at the woman and pantomimes walking with his fingers, points off into the distance, then points at his eye again. "Are you taking us to it?" He tries to revert to his normal calm visage, hoping she doesn't take it as him not trusting her.

[dice=Diplomacy]1d20+5

The elf-bat-woman looks timidly from Gii to Bart and back again to the priest.

in Aklo:
"The Eye wants what is Its. We are vermin. The Eye wants what is Its." and shakes her head, nodding to add emphasis. She sniffs at Bart for a moment, and then rifles through her bag, jerking around inside and fishing violently with her hand. After pulling out a handful of meaty bugs she stuffs them in her mouth. After gulping them down she responds again. Pausing for a moment, she grabs a few that escaped her and offers them to Gii and Bart. "She takes you to vessel." and pantomimes the crash again.

If you'd like to see if you've heard any more about the ominous "Eye" you can roll Know:Planes and/or Know:Religion (and feel free to work together)


Blue Heron wrote:
I've been thinking about my level for the last day or so, would it be possible to rebuild Blue Heron as a Sacred Fist now that the ACG is out?

The Hands will discuss it and get back to you some time tonight most likely.


Doctor Gii wrote:

Gii nods to Bart as he sits besides him. Looking to the elf-bat woman, he points at his eye and shrugs. "What is the Eye?" he states, before repeating the motion. Then he points at the woman, before pointing at his eye again, and then grasping his hands like a handshake. "Are you comrades with the Eye?" he continues, repeating the gesture once more.

[dice=Diplomacy]1d20+5

The elf-bat-woman stared intently as Gii attempted to make his meaning known. At first she cocked her head to the side as a thinking animal does, then she seem to come to a realization of sorts, and responded with a frown, but not one of anger. Her eyes dipped at the sides and shimmered with what could only be confusion and fear.

In Aklo:
"Not one. Not Ever. Eye is like Sky, like Night. Watching." She pointed up, a quiver on her bestial lip, then banged on her head, and pulled her hair in frustration. "The Eye comes. Fear. Power. Soon."


Yes, HP same as at creation.

As a reminder, the formula is 1/2die + 1/2 max on die + CON bonus.


@Gii:
This what we've come up with: You may begin your path of devotion and join the ranks of the Evangelists, but before you progress to the second level, you will need to conform one person into the Nethys fold (taking rites as an official cleric) or inspire/train a layman into starting to learn the mysteries of magic (becoming a Wizard).


Ok, so it seems that you're all in agreement that you want to follow the Bat-elf-woman, so we'll move forward on that assumption.
As a reminder, I believe some of you are still wounded, so you may want to take care of that as you follow or perhaps before you leave the mines.

After a moment of looking back at the party and the shaft above her, the bat-elf notices the rope that Linndell had secured when the group first arrived. Shouldering her bow, she grasps the rope and pulls it taught, and begins to slowly pull herself up.
The rest of the group then follows, aided by a rope that Paul had carefully tied knots into in order to ease the climbing process.

No need to roll

Once back on the surface, Paul begins walking towards his mount, looking back at the group.
"I reckon I'm going to head back to town, keep an eye on things there. Our friend Linndell can handle the trapfindin'. He seems pretty handy at that."
Nodding at Blue Heron, he then fixes a signature gaze upon Bart, raising an eyebrow and glancing over at his companion, the starry lion.
"You keep out of trouble, kid. This is serious business, and these folks need you to take it that way."
Then he tips his hat at Ayreth, winking at her as he pulls himself up onto his horse.
"You take care now, ma'am."
as he rides off his last words are heard;
"I'm countin' on you keepin' them alive, Doc"

The time is barely afternoon, and the sun is nearly directly above you. It beats down with little cloud cover,and the heat of the day is apparent in moments. The bat woman squints her bestial eyes, clearly not accustomed to the brightness of it all, but finds at least a small amount of solace when she discovers she can use her mutated wing arm as a shade, keeping a good amount of sun out of her face.

She begins walking to the nearest higher ground, looking around silently at first, then speaking again in broken Aklo. After a minute or two she seems to have settled on a direction and points with her good hand to the south. The rough terrain stretches for miles and miles, rollings hill scattered with scrubs and rocks with very little acting as anything close to a landmark.

She returns to the party, looking them over ans twitching her nose, taking in their scent, pausing for a moment at Alar, but only for a moment. She then points to the south and grunts, nodding, an almost satisfied look on her chiropteran maw.

at this point, it is almost a certainty that the elf woman wants to lead you somewhere, though she doesn't seem in a great hurry. She will wait for a while if you'd like to rest a bit and talk about your options.

If you do decide to rest and reflect...:
Level up!


The bat-elf continues to move pointedly back the way you all came, pausing every so often and beckoning with her good arm. She stops after moving a short distance, waiting for the group to follow, only seeming to become slightly agitated if they do not.

She pulls the orb from out of her pouch, and after looking at it again, holds it above her head and begins to turn in place, pointing up at it. Nodding to herself, satisfied that she has communicated her point, she puts offers it back to Gii.

Finally, standing at the site of the crashed/sabotaged lift, she looks up to the cave and scratches her head, looking back at the party again.


The bat-elf takes the globe from Gii's hand, gingerly, a somewhat strange sight, given her bestial appearance. She takes the object in her hands, and with a glazed look in her eyes, her fanged mouth almost seems to curl into a smile. She looks back at the group with different eyes. Not physically, but now there is almost a look of hope within, and a glimmer of what can only be the distant vestiges of what she once was. She nods and puts the orb into her pouch.

Again she speaks in Aklo, but seeing the lack of recognition in the faces around her, begins to try to pantomime crudely.

First she looks up, seemingly at nothing, in the distance, collecting herself. She points at herself, then points up, jabbing at the air with her finger several times. She makes a waving motion with her good hand, then points up again. For a moment again, she thinks, then with her hand above her head, flat and palm down, she slowly points it down, wavering a bit as it falls, the slams it hard into the open palm of her other hand and makes a "KKKKTTTTSHHJ" sound.

She shoulders carefully by the group, moving into the open area, then turns and looks at them, a gleam of renewed energy in her eyes. She then makes a motion at the group, undeniably one of beckoning.

Gii:
With your detect magic and spellcraft, you can recognize strong similarities between the aura of the Bat-elf woman and Leeara. The pulse that surrounds and twists this woman seems more deeply imbedded in her aura, however, and you suspect it would take very powerful magic indeed to reverse the effects.


The bat-elf cocks her head to the side as if she is puzzling out the words coming out of Linndell's mouth, but there doesn't seem to be any recognition in her animalistic eyes. She clearly can speak, so you deduce that she has the capacity, but either she doesn't understand the dwarven language or has no idea how to respond. From her stance and expression it is difficult to say. She is still breathing excitedly and in a defensive posture, so it could just be that she is wary of the growing number of bodies closing in on her.


Paul brashly calls out to Bart,

"What in the hells is going on over there, boy? Has your little friend finished off our foe?"

and pushes himself off the ceiling, floating further to the left (to C3). Still in the air, he switches to his rife, aiming it at the passageway lest an enemy try to sneak by.


Linndell:
You feel a calming sensation wash over you, and the desire to attack the Bat-woman drifts away. You are in complete control of your faculties, but as soon as you make a decision to attack her the thought fades, and you just can't.


Alar:
Sorry, tried to answer you during my break at work, but Paizo wasn't having it. Yes, indeed, Alar did fail his save. He loses the attack action he attempted. Additionally, whenever he attempts to attack the Bat-woman/elf in the future, the intent just kind of fizzles away. It's like he formulates the desire to do so, but the drive evaporates before he can act on it.

Linndell:
Give me a Will save, please...


Stupid site keeping me off all morning... and work, that too. Stupid work.


Map Mid-Round 6


ROUND 6

The remaining globe retreats from Paul's attack (to D3) and sends an electrical blast at him...striking him as the energy courses over him.

Defender Globe Attack:
1d20 + 8 ⇒ (16) + 8 = 24

Damage:
2d6 ⇒ (3, 1) = 4

And the Bat woman retreats further into the tunnel, waving her hands defensively and chanting as a shimmering peaceful aura comes over her.

Alar:
If you'd like Alar to continue to attack, I need a Will save. Please do that first, and then any other actions in a seperate post.

Current Map

Your turn heroes!
Note:Blue,you are once again sickened.


Botting Bart and Alar to keep things going

Bart moves further into the opening (to I4) and again conjures a small orb of acid in his hand and throws it towards the Globe in melee with Paul, but due to his inexperience or frustration, he misses the otherworldly Globe.

Acid Splash:
1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5(-4 into melee)

Alar continues his assault on the Bat-Woman, trying to keep her managed and not a threat to his friend and the rest of the party, and hits with a powerful claw.

Alar attacks:
Claw Claw Bite: 1d20 + 8 ⇒ (14) + 8 = 221d20 + 8 ⇒ (11) + 8 = 191d20 + 8 ⇒ (6) + 8 = 14(-2 Power Attack, +1 Power of Faith)

Alar damage:
1d4 + 10 ⇒ (4) + 10 = 14


Hi folks. The rate of posting during this mine encounter is not working. If we continue this way (at this one round (at best) per day) we aren't ever going to get out of the mine. Combat is obviously one of the things that bogs down games, whether IRL or PbP...with that in mind, we need to step up our game. If we all do that, It'll make the game more fun for everyone.

Once again: if people know they will be busy or are going to be away from the board please put up a note in discussion so we're aware and can Bot your character.

Thanks.


@Paul:
In the future, please put posts like that in discussion. Thanks.


in the interest of keeping things moving, I'm going to bot Blue, I think she generally posts in the mornings.

Feeling a bit woozy, the ascetic takes a defensive stance and puts her fist into her palm, focusing on calming herself.

Blue uses a full round action to go Full Defence, and her sickened condition ends.


Ok, I think we're just waiting on an action from Blue and we're all set for round 4.


Bart:
No worries, it happens to all of us. However...from where Bart is right now, he does not have line of sight to the bat-woman. You would actually have to be in B4 or C4 to see her.


Bart/Alar:
Whatever effect the Bat-woman was trying to achieve doesn't seem to have worked, as Alar brushes it off. Not sure why you took Alar's attacks down, you can go ahead and put that back up, then Bart's action.


"A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1."

It works as I stated in the gameplay post. It does not say "the first attack in a round."


@Paul:
As she did not use an action to bring you down you are still levitated. The spell has a pretty decent duration.


ROUND 4

The Globe that Paul is attacking moves away defensively,(moving to F1) and fires a bolt of electricity at the adventurer...but is deflected thanks to Gii's divine assistance.

Globe 1 Attack:
1d20 + 8 ⇒ (11) + 8 = 19

The Second one moves over Alar's head further into the open area (to E3)but spins around like a dynamo and sends a blast of lightning at him...but misses and strikes the wall of the cavern.

Globe 2 Attack:
1d20 + 8 ⇒ (4) + 8 = 12

Then from around the corner, appears a rather strange looking amalgam of Elf and bat. Her ears have grown hairy and pointed and her nose transformed into a large snout. One of her arms has almost completely transformed into a wing, leaving only her hand mostly unchanged. Alar can immediately scent her oddness, and she has a wild look in eyes. She screams something in an alien language, pointing at the Lion with her good hand, and he can feel his very spirit assaulted with her words...

Alar:
Please make a will save, then put any other actions on your turn in a separate post.

Current Map

Your turn Heroes!

Note:Blue: you now have the sickened condition. Linndell: you are no longer nauseous. Paul: when/if you attack again while levitated you will be at -2


@Bart: that one is 14 ft up.


Gii:
RE: Spellcraft-If it is a spell, it's none you've ever seen before. Your staff doesn't seem to take in any energy from the actions of the Defender Orb.


@Paul:
Yes, you may push off the wall as a move action and move to H3 and attack with the weapon in hand. Just remember as long as you are levitated you have a cumulative -1 to hit with each attack (to a maximum of -5).


ROUND 2

The ugly creature that Bart had identified as a dretch burbles and wobbles as it slashes ferociously at Alar with claws and teeth, while the defender globe spins again and shoots out a bolt of electricity and then moves along the ceiling towards the party (G2)...but a combination of poor visibility and Alar's nimbleness keeps him unscathed.

Attacks:
Dretch:claw,claw,bite: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (16) + 4 = 20Globe zap!: 1d20 + 8 ⇒ (12) + 8 = 20miss chances: 1d100 ⇒ 51d100 ⇒ 541d100 ⇒ 661d100 ⇒ 31

Current Map

Your turn heroes!

Note: The defender globe is 16 ft up in the air, and I'll need another Fort save DC 13 from Blue and Alar
Linndell, you have 2 additional rounds of nausea


@Paul/everyone: In the future if you just have questions and comments, please put them here or in a spoiler. Thanks.


Cool, thanks for the update.
Hope you feel better.


@Blue: as a reminder, the dotted red area is a trap that has not been disarmed (yet), do you have enough movement to get around it? Assuming you still want to move foward.

Anyone who moves into green clouded area I'll need a Fortitude save (DC 13).

Linndell-you are currently nauseated as long as you are in the area of the cloud, and the condition persists for 1d4 + 1 ⇒ (2) + 1 = 3 rounds after.


Surprise round

Suddenly, from around the corner,two creatures rush out and appear in the passageway right in front of Linndell. One is a squat humanoid, if one could call it that with a pinched and swollen body in a tumorous fatty shape with spindly arms but long clawed fingers and toes. The other is a crackling orb of energy, giving off white and yellow sparks, floating in the air above the first creature only a foot or so below the dirt and rock ceiling.
(both are small sized and right on the square w/ 4 on it, the ceiling ranges in the mines from 14-18 generally)
Knowledge Planes to Identify DC 12 for the first, 13 for the second

ROUND 1

The crackling orb spins several times, and a strong smell of ozone fills the air, then a thin bolt of lightning comes shooting out of its center at Linndell, but it arcs past him and strikes the wall to the north.
The small disgusting fatty creature raises its arms up and waves them in a monkeylike gesture, and makes a Haghhking sound then spits a fist sized glob at the wall behind Linndell (point at D3/4). As it strikes the wall it explodes into a cloud of noxious green gas filling the immediate area (20ft radius) Fort DC 13
Linndell and Alar please roll Fort DC 13, EDIT: the area in green provides concealment like a fog cloud

Orb's attack:
1d20 + 8 ⇒ (3) + 8 = 11

Map
Your turn heroes!

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