Thunderbird

GM MattMorris's page

4,982 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


RSS

1 to 50 of 4,982 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Age of Ashes Myth-Speaker Prey for Death

"We are absorbing this rift tree. When we absorb 999 of them, we will show are mastery over the boundries of the Maelstrom, and we will surely ascend to divinity," the creature answers Dianora.

"We have been focusing on it for years, but we can finally feel it softening. We will absorb it soon, now."

"The other stepped through a door a while back and hasn’t
come back. Why don’t you do the same?"
the would-be god suggests.


Age of Ashes Myth-Speaker Prey for Death

Up to you whether you invite her to stay. Bugbears are going to be a playable ancestry soon, so maybe she'll become more friendly!


Age of Ashes Myth-Speaker Prey for Death

You slip through the merfolk camp and catch up to the salmon outside the temple. Now, to get Hyp out of their slippery clutches!

Chumwi, Dorrance, and Lem can try to Free Hyp.


Age of Ashes Myth-Speaker Prey for Death

You follow the swarm of fish toward an ancient temple. If you don't reach them this round, they'll probably pull Hyp inside! You'll need to get through the

I moved Lem's success over to the Sleeping Sea Serpent.

MERFOLK ENCAMPMENT
Chase Points 0/3; Overcome DC 25 Diplomacy, Intimidation, Society
The chase leads directly through a merfolk encampment, who attempt to
question the PCs, delaying their progress.

NAÓS TOU NEROÚ: Hyp
Chase Points 0/3; Overcome DC 21 Acrobatics, Perception, Survival
The school of fish weaves in and out of ancient ruins. The PCs must
anticipate their movements to cut them off before they reach the entrance
to the temple.

If you catch up to the tuna by arriving on the same obstacle, each player may use their turn to attempt a DC 21 Athletics or Nature check to free Hyp from the swarm. On a success, the PCs scatter the tuna, allowing Hyp to swim freely, ending the chase. So, if people get the 3 chase points before you go, you can use your turn to try to free Hyp.


Age of Ashes Myth-Speaker Prey for Death

The creature(s) answer you in a voice that is an odd duo of clashing harmonies.

"What? Can't you see we are busy?"

Their voice rings in your ears.

"Why do you mortals keep bothering us?! The other one just left."

The creature seems impatient, but it's willing to talk to you for up to a minute before it gets annoyed (requiring a skill check to keep it talking).


Age of Ashes Myth-Speaker Prey for Death

Sounds good to me. It's going to take 8 days to clean everything. I'll double check the thread to see if you find anything unexpected. After the cleaning is done, you can Administer the Citadel and start the first upgrade before you do any other adventuring.


Age of Ashes Myth-Speaker Prey for Death

End of Round 2
Influence Skills: Hero God Lore, Medicine
Influence: 5

"It is good you are here, then," the pegasus offers. "This island is ancient, and there is much power and much mystery here. If you wish to know more, there are a group of naiads to the west who will talk to you if approached peacefully."

The naiads are in E8. You can still work on him for 1 more round.


Age of Ashes Myth-Speaker Prey for Death

Trini Sprizzlegig gives a giddy little laugh and claps her hands at Netkin's request: "Oh, I love Mrs. Bigpot!" the gnome squeals. "Don't you worry, I'll make sure people watch out for her."

Trini digs into a huge patchwork bag that just...appears...from somewhere and pulls out a pad of paper and a well-chewed pencil. "All we need is a schedule. Let's see, I'll do every Moonday, that's when she makes the mushroom cream soup, and...Brynne can do Toilday, when the tavern is closed."

There is continued muttering and scratching at the paper, but it's evident that Netkin's grandmother will be looked after.


Age of Ashes Myth-Speaker Prey for Death

You travel the hundred miles in the direction of your destination without incident, still guided by the mysterious glowing line on the ground of Elysium. The variable length of the day is disorienting, but by now you are used to it. You have always taken little account of such trivial details when on a mission.

The final day of your journey, you notice some odd environmental phenomena: The ground features blotches of strange colors, a stream you cross flows uphill, and floating islands begin to appear just off the coast. Though small at first, the chaotic terrain intrusions grow as you travel, sure signs that you are approaching the dangerous area where Elysium borders the Maelstrom.

The rocky cliffs, the sandy shore, and the endless ocean all begin to break apart in this liminal space between the planes. A ten-foot-high ledge juts out from the cliffside to the north, atop which grows a single tree with glowing silver and gold runes shimmering on its trunk. Further east, the landscape breaks apart into ribbons of ocean and floating islands of sand and rock and grass, beyond which the churning chaos of the Maelstrom rules.

DC 34 Elysium Lore or DC 36 Nature or Religion:
The rune-marked tree is a “rift tree”—one of the many ways that the plane of Elysium works to counteract the constant erosion of its structure by the Maelstrom.

Around the rune-carved tree, a strange creature has wrapped themselves. The two-headed, serpentine creature superficially resembles a pair of keketar proteans, but they are fused together for a good bit of their length. They seem very focused on the tree and ignore your approach.

DC 44 Religion or DC 40 Protean Lore:
The creature is the result of two keketars fusing together. As unusal as that is, there seem to be other things going on as well, likely caused by whatever they are doing to the tree. In addition to typical protean abilities, the creature gets a turn for each of its heads, and can interfere with spellcasting around themself.


Age of Ashes Myth-Speaker Prey for Death

Warble is pleased with your offer, and relieved that the Bumblebrashers will have a safe place to stay. "And of course we'll help you clean the place up. Let me send a message to the tribe!"

The Bumblebrashers will serve as free organized labor for any upgrade projects. (Although "organized" is probably a slight overstatement :P)

The rest of the council thinks things over, and Great answers, "We don't really have an organized force to protect the fortress, as you call it. Yet, the gates underneath it are clearly dangerous."

"Are you willing to serve as adventurers once more? We could reward you for exploring and researching the elfgates."

The town will pay you for every gate that you investigate and make "safe." They will either give you a level-appropriate reward or arrange a specialist to help you at no charge.


Age of Ashes Myth-Speaker Prey for Death

Iannos and Acantheus start to warm up the pegasus, and Rohirron senses that the creature's old wounds might be soothed by Medicine.

End of Round 1
Influence Skills: Hero God Lore, Medicine
Influence: 2


Age of Ashes Myth-Speaker Prey for Death

You trail after the swarming school of fish, but you still manage to keep Hyp barely in sight!

Obstacle 2:
JELLYFISH SMACK
Chase Points 1/3; Overcome DC 24 Acrobatics, Medicine, Nature
Thousands of toxic jellyfish surround the PCs.

Obstacle 3:
SLEEPING SEA SERPENT
Chase Points 3; Overcome DC 23 Nature, Stealth, Survival
A gargantuan sea serpent lies sleeping in the path.

Obstacle 4: HYP
MERFOLK ENCAMPMENT
Chase Points 3; Overcome DC 25 Diplomacy, Intimidation, Society
The chase leads directly through a merfolk encampment, who attempt to
question the PCs, delaying their progress.


Age of Ashes Myth-Speaker Prey for Death

You make your way back to Breachill without incident, though it is a long walk through the tunnels and back from Guardian's Way.

The town is the same as usual, though maybe it seems strange to you that things are so quiet, with the big secrets you discovered right on their doorstep!

Greta Gardania and the town council are easily found in the town hall, and all are curious about your discoveries.

Feel free to report your discoveries. I'm combing the post history, but I don't think anyone had promised you a reward for this portion.

"So, what have you been up to, adventurers?" Greta asks, once the city council is seated.


Age of Ashes Myth-Speaker Prey for Death

I find the rune transfer rules slow things down quite a bit. As long as someone in the group is trained in crafting, you can transfer runes during your daily preparation.


Age of Ashes Myth-Speaker Prey for Death

Siara intuits that the pegasus might be easily influenced by tales of the heroes of old. It certainly is no ordinary pegasus.
Hero God Lore lowest DC influence skill.
Influence subsystem rule


Age of Ashes Myth-Speaker Prey for Death

The teams head out, with you traveling north.

A forest of short, scrubby trees tapers to reveal steep, rocky bluffs overlooking the coast, with a sheer hundred-foot drop down to the churning waves below. Atop one of the bluffs is a stone pillar, weathered with age, with a sheltered nest of cloth and straw upon it. At this height, the ocean breeze carries a sharp chill.

As you explore, you find yourselves near the pillar, a winged horse, his back crisscrossed with long-healed scars, alights on a nearby bluff, briefly silhouetted against the sun. He regards the interlopers for a moment, then speaks.

“Many come and go from Eupherae, but I have not seen you before. Whatever your business, I suggest you move on quickly and trouble this place no further. The island has seen enough disquiet lately.” He stomps a hoof on the ground for emphasis, shaking his mane toward the cliffs.

Influencing the Pegasus:

The Pegasus is willing to talk to you, as long as you aren't rude to him. 3 Influence Rounds
Discovery: Hero-God Lore, Legendary Beast Lore, Nature, Perception
Influence: ???


Age of Ashes Myth-Speaker Prey for Death

The stone within the portal shimmers and wavers for a moment, but then flashes with fiery radiance before it returns to solid stone.

Identify Magic (Arcana, Nature, Occultism, or Religion) DC 20:
The portal is malfunctioning—but that it could be repaired.
REPAIR HUNTERGATE
EXPLORATION MANIPULATE
Prerequisites trained in Crafting or Thievery
Requirement You have the Huntergate portal key (hunter’s arrowhead).
You use the hunter’s arrowhead to guide the misaligned magic of Huntergate back into the proper pathways through the stone’s intricate carvings and decorations. You must attempt either a Crafting check to Repair (in which case the hunter’s arrowhead serves as the repair kit needed for this activity) or a Thievery check to Pick a Lock (in which case the hunter’s arrowhead serves as the thieves’ tools needed for this activity). Regardless of the skill used, the activity takes an hour to perform, and the DC of the check is 24.

After struggle and suspense, you have plumbed the ruined depths of Citadel Altaerein, claimed the deed for yourselves, and discovered the mystery of Alseta's Ring.

Level up! Everyone gains a hero point.


Age of Ashes Myth-Speaker Prey for Death

As the new owners of Citadel Altaerein, you certainly have the right to improve the keep. It might even make a cozy and secure base of operations with a little sprucing up! And, you'll certainly want to protect the aiudara while you investigate them, as it is already clear that dark forces are interested in using them.

The rules for administering and running the citadel are here. I also linked them to the top of the campaign, as we'll be referring back to them for a while. One thing of note is that you generally need to take the Administer downtime activity once a week, or things start to go fall apart. (If you critically succeed, you are good for a month!) Check out the rules and feel free to ask questions in Discussion. It's a bit complicated.


Age of Ashes Myth-Speaker Prey for Death

At the presentation of the medallion, the heavy door grinds open.

The plain rectangular room beyond contains several empty chests, old wooden tables, and mostly barren shelves. It may have once been used as a vault or records room, but today, only a few scraps of paper remain.

Search the Room?:
Most of the documents are worthless scraps of paper, but a box on the table holds a single ornate document in excellent condition: The deed to Citadel Altaerein!

Society DC 15

Spoiler:
You know that possession of this deed grants legal rights and ownership of the citadel to the deed’s possessor, by local, national, and Hellknight law. Technically, the Order of the Nail could contest this ownership, but you know that the order has little interest in Citadel Altaerein or Isger today, and that it is unlikely to contest the any claim to the ruined castle.


Age of Ashes Myth-Speaker Prey for Death

The group does an amazing job at rallying the crew and avoiding the sea serpent. They continue to Weather the Storm!

Round 2
Iannos (Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14
Siara (Sailing Lore): 1d20 + 8 ⇒ (13) + 8 = 21
Rohirron (Athletics): 1d20 + 8 ⇒ (18) + 8 = 26
Acantheus (Perception): 1d20 + 8 ⇒ (18) + 8 = 26

Round 3
Iannos (Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19
Siara (Sailing Lore): 1d20 + 8 ⇒ (8) + 8 = 16
Rohirron (Athletics): 1d20 + 8 ⇒ (10) + 8 = 18
Acantheus (Perception): 1d20 + 8 ⇒ (8) + 8 = 16
We have enough critical successes that I'm going to say we make it through undamaged!

The Tide Hunter makes its way into the harbor at Eupherae undamaged, and you can see that you have made a good impression on all of the crew members.

You have arrived with 12 full days of supplies, plus the respect of the crew, which might come in handy later.

As the cry of “land!” echoes from the crew, Eupherae comes into view through the mist, a lush green landscape. Rocky bluffs rise along the eastern side of the island, stretching to encircle its northern tip, and toward its center, the rolling, forested hills turn to mountains. A creek, swollen with runoff, flows out to the shallows of the ocean, curving from the trees of the interior.

“We’ll make our landing there,” Yasmenei calls from the helm. She points toward a beach at the southern end of the island, sheltered by cliffs. Past the beach sprawls a scrubby forest of kapalan trees and juniper shrubs. The air carries the fresh tang of salt as the Tide Hunter maneuvers toward the beach, and seabirds circle overhead.

Once the PCs arrive, they can begin exploring the island while Yasmenei and her crew set up camp on the beach. Their search of Eupherae uses the hexploration rules (GM Core 206). The island is much smaller than the typical hexploration site, with each hex being only roughly 1.5 miles across, and the PCs don’t need to use the Travel activity to progress through hexes. They’re assumed to be able to reach any point on the island with enough time to explore it and return to their beach camp. Reconnoitering a hex requires one hexploration activity as normal.

The PCs can enlist assistance from the three other expedition teams by asking them to Reconnoiter or Map a Hex; the teams report back instead of engaging with anything they find and have a +6 bonus to discover hidden features. One team always remains at the beach camp, giving it the benefit of the Fortify Camp activity.

Map
You are starting in E1.
E1. The Beach Camp
The Tide Hunter anchors just offshore along the coast ofthis hex, and the expedition sets up camp on the beach with multiple tents and shelters. This is assumed to be the PCs’ home base on Eupherae unless they choose to camp elsewhere during their explorations.

You need to choose where you are going and what you are going to do. Are you going to send out teams, and if so, where?


Age of Ashes Myth-Speaker Prey for Death

Potentially helpful reminder. (Since this happened almost 9 months ago!)


Age of Ashes Myth-Speaker Prey for Death

Fortitude (harm): 1d20 + 34 ⇒ (16) + 34 = 50
Reflex (lightning bolt): 1d20 + 29 - 1 ⇒ (3) + 29 - 1 = 31

Kimmich's last hit slips through the dragon's defenses and pierces deep, spraying steaming blood all over the assassin! The god's herald slumps ingloriously to the ground of the Crashing Shore.

This version of Ordulf carries +2 greater resilient greater cold-resistant full plate and a +3 greater striking greater shock vorpal greatsword

You are about 100 miles from your target destination now. You have an idea of the direction that you go.


Age of Ashes Myth-Speaker Prey for Death

"Sure thing, boss," Cranky yips as he scampers over to the door.

He sniffs for just a moment, then jumps back as the door shifts a bit in its frame, and a voice booms out:

"अल्सेटा की अंगूठी का रखवाला उस पार रहता है। सिर्फ़ वही लोग गुज़र सकते हैं जो उसका पवित्र निशान लेकर चलते हैं।"

Elven:
"The custodian of Alseta’s Ring dwells beyond. Only those who carry her blessed sign may pass."

Arcana or Crafting (DC 22):
The actual "door" is a construct, a doorwarden. It can change shape to protect the door that lies beyond. The door itself turns into the construct's shield.


Age of Ashes Myth-Speaker Prey for Death

Ardoinel:
You vision swiftly drops to darkness, then you are pulled rapidly into a bright light, shining with the gleam of reflected crystals all around you. Your vision is a blur of multicolored lights, and you hear an eerie moaning all around. This quickly fades to darkness as well, but before your vision clears you see a momentary glace of a dark fist-sized gem with a star glowing within.


Age of Ashes Myth-Speaker Prey for Death

You are stymied by the hydrothermal vents! Hurry through to catch Hyp!

Obstacle 1
HYDROTHERMAL VENTS
Chase Points 1/3; Overcome DC 24 Athletics, Nature, Survival
Hydrothermal vents spew dangerous magma and superheated steam.

Obstacle 2
JELLYFISH SMACK
Chase Points 3; Overcome DC 24 Acrobatics, Medicine, Nature
Thousands of toxic jellyfish surround the PCs.

Obstacle 3: HYP
SLEEPING SEA SERPENT
Chase Points 3; Overcome DC 23 Nature, Stealth, Survival
A gargantuan sea serpent lies sleeping in the path.


Age of Ashes Myth-Speaker Prey for Death

@Ellaeaanda: That's right. With enough time and resources, the stairway could be cleared.


Age of Ashes Myth-Speaker Prey for Death

Netkin's observation about the gates is correct. The aiudaras will not function without the proper keys.

Netkin's recollections also hint that each key will be associated with the god associated with the gate's adornments.


Age of Ashes Myth-Speaker Prey for Death

Yasmenei remains at the helm during the storm, ensuring the Tide Hunter stays on course and doesn’t capsize. All hands are needed on deck to weather the storm’s ferocity, and the PCs are a key part of the effort. To protect the Tide Hunter and its supplies, they must assist with sailing, navigating, and dodging the angry sea serpent (Monster Core 299)!

This event uses the Diminishing Victory Points variant of the Victory Points subsystem. The PCs’ objective is to help bring the Tide Hunter safely to Eupherae before it runs out of Ship Points, representing both the structural integrity of the ship and its supplies. The Tide Hunter begins with 10 Ship Points.

This encounter is broken into three phases, after which the ship reaches safety. Once per phase, each PC must perform the Weather the Storm activity below to protect the Tide Hunter. Several skills are recommended, but feel free to propose additional solutions using skills or spells.

WEATHER THE STORM
CONCENTRATE EXPLORATION MANIPULATE
You take swift action to crew the Tide Hunter and protect its supplies. Choose one of the objectives below and attempt a DC 16 skill check from the skills listed, or a DC 14 Sailing Lore check. The results of these checks determine whether you lose Ship Points.

Batten Down: You secure the supplies on deck and shield them from damage with an Athletics or Crafting check. If you critically succeed, you retrieve some supplies that were thought lost and regain 1 Ship Point (maximum 10).

Calm the Serpent: You distract or placate the sea serpent with a Deception or Nature check.

Command Crew: You aid Yasmenei in relaying her orders and issuing your own when she’s occupied at the helm with a Diplomacy or Intimidation check. If you critically succeed, you inspire your companions, and all PCs get a +2 circumstance bonus to checks to Weather the Storm during the next phase.

Maneuver Ship: You help maneuver the Tide Hunter by rowing (with an Athletics check) or tending the sails (with an Acrobatics check).

Navigate: You keep an eye on the waters and scan for potential hazards with a Perception or Survival check.

Results:
Success Your actions prevent the Tide Hunter from losing any Ship Points.
Failure The Tide Hunter loses 1 Ship Point.
Critical Failure The Tide Hunter loses 2 Ship Points.

Round 1 Begins!


Age of Ashes Myth-Speaker Prey for Death

Your former competitors, and the sailors on the ship, greet you warmly, and make ready to cast off.

Captain Yasmenei:
Yasmenei is a knowledgeable resource about the waters around the region, though she’s only recently returned after a long journey and doesn’t have current information on the denizens of Pol-Bailax’s surrounding islands.

Navigator Ekuno Kworale:
Kworale is a male human that hails from distant Holomog and met Yasmenei when their journeys crossed along the southern coast of Casmaron. The two became fast friends, and he’s been part of the Tide Hunter’s crew ever since. He often cautions Yasmenei to be less reckless in the courses she charts.

Quartermaster “Wandering” Syrenike:
This undine halfling earned their appellation from their strict schedule of only staying with a single ship for five years, give or take any time needed to reach the next port, before moving on. They’ve never explained this to anyone, nor spoken of their past. As the five-year mark is approaching, Yasmenei’s been attempting to convince them to stay.

Carpenter Vakloia:
With her impressive knowledge of crafting and maintenance, Vakloia, a female stheno, keeps the Tide Hunter in good repair. She’s a relatively new addition to its crew, having joined a year ago when it visited her home of Dhuraxilis. She’s always coming up
with new innovations for the ship and enjoys swapping notes with any like-minded artisans.

The Tide Hunter’s Hold
The Tide Hunter serves as a makeshift “shop” during this adventure, watched over by the steely eye of Wandering Syrenike. The PCs can sell items to the Tide Hunter for half price, as normal, though Syrenike also accepts barter for items of equivalent value. In addition to the supplies the expedition needs for the journey, the hold contains crates of equipment that Syrenike sells to the PCs for the normal price.

The PCs can procure any common, non-magical gear of level 1 or lower, in addition to the uncommon weapons from War of Immortals (147–148). The ship also has a small selection of magic items, including a battle medic’s baton, everlight crystal, mage’s hat, and tracker’s goggles, as well as three lesser healing potions, six minor healing potions, a sleep arrow, and an oil of potency.

Eupherae is half a day’s sail from Pol-Bailax. Normally, the route to the island is straightforward and the surrounding waters are relatively calm. However, as the Tide Hunter gets midway to Eupherae an unseasonable storm kicks up.

Forks of lightning flash across the sky as sheets of rain cascade over the Tide Hunter’s deck. At the helm, Yasmenei shouts orders to the crew, who struggle to control the oars and take in the sails through the wind and rain.

“All hands!” she calls, pitching her voice to carry over the storm. “Take up your positions! We’ve got some exciting weather afoot!”

Suddenly, the Tide Hunter lurches, something jolting it from below, and a massive, serpentine beast breaches the waves next to the ship. Its fanged maw snaps at the Tide Hunter’s masts, splinters flying as the ship veers to avoid the serpent’s teeth.

“We can’t fight that!” Yasmenei shouts. “Everyone hang onto something; it’s about to get choppy!”


Age of Ashes Myth-Speaker Prey for Death

With your permission, the hag slips out of the tower, leaving you to closely inspect the place.

The bottles on the shelf contain rare spell components, including a large bottle full of severed eyes. The components are worth 60 gp to the right collector. The shark jaw rack also holds a greater ring of sigils.

Hyp seems ready to take off, and heads out the door of the tower:
“It’s been fun, fílos, but it’s time for me to return home. This is as close as I get to that fish enchanter. The life of a scavenger is becoming too dangerous. Maybe we’ll meet again.”

Hyp goes to shake hands when a piercing telepathic voice interrupts the goodbye. “It’s not enough for the thieves to steal our water. They kill our allies. They destroy our homes. They will not stop until none of us remain. A young, misguided undine guides them. I have a use for him. Bring him to me.”

The message this time is "louder", causing sharp headaches. There’s a sudden shift in the behavior of the surrounding sea life. Fish of all sizes swim aggressively toward you, interposing themselves in between
Hyp and the your group, pushing him back.

A massive school of bluefin tuna, made of hundreds of fish, engulfs Hyp, pushing and prodding him as they quickly swim away. Hyp tumbles in circles inside the swarm, his prized collection of scavenged treasure falling from his bag. "HELP!"

In seconds, the fish disappear into the dark sea. Following the trail of scavenged loot left in the swarm’s wake is your only hope of saving Hyp.

We're in a chase! The salmon start at the second obstacle and automatically advance to the next article at the start of the round. If the group has enough points for the first obstacle, feel free to attempt the 2nd.

Obstacle 1
HYDROTHERMAL VENTS
Chase Points 3; Overcome DC 24 Athletics, Nature, Survival
Hydrothermal vents spew dangerous magma and superheated steam.

Obstacle 2
JELLYFISH SMACK
Chase Points 3; Overcome DC 24 Acrobatics, Medicine, Nature
Thousands of toxic jellyfish surround the PCs.


Age of Ashes Myth-Speaker Prey for Death

Fortitude: 1d20 + 33 ⇒ (4) + 33 = 37

Dianora's spell knocks Saint Fang to the ground, but the dragon deflects her saber attack with a raised wing.

Yuki's spell just catches the dragon, and he fails to resist the void damage.

One of Crystal's attacks hits the dragon, but Kimmich's strike fall just short.

Every time a strike fails to hit the dragon, his spiked scales attempt to poke the attacker. For every missed strike, take:
piercing: 6d6 ⇒ (3, 3, 2, 4, 6, 4) = 22
Basic DC 40 Reflex

For his part, the dragon stands and opens his mouth, breathing a smoldering cone of forge smoke over Kimmich, Dianora, and Yuki.
This is a 40 ft. cone. Why?! Also, the smoke lingers. Creatures in the in the area are concealed to those outside it, and vice versa.
fire: 6d6 ⇒ (4, 6, 5, 4, 4, 5) = 28 and
poison: 12d6 ⇒ (2, 2, 5, 5, 5, 1, 5, 5, 4, 3, 3, 5) = 45
Basic DC 40 Reflex
Recharge: 1d4 ⇒ 2

Before Your Turn: Kimmich, Dianora, and Yuki: DC 40 Reflex vs. 28 fire & 45 poison; Failed Stike hits: Dianora (x1), Crystal (x3), Kimmich (x2) DC 40 vs 22 piercing
~+~Combat Round 6~+~
Crystal Clarity (-121, doomed 2)
Yuki (-73 enfeebled 1)
Saint Fang
Sister Dianora (-85, 17 THP)
Kimmich (-144 enfeebled 2, doomed 1)

~+~Combat Round 7~+~
Crystal Clarity (-121, doomed 2)
Yuki (-73 enfeebled 1)
Saint Fang -175 (-30, -110, -35, clumsy 1, enfeebled 1)
Sister Dianora (-85, 17 THP)
Kimmich (-144 enfeebled 2, doomed 1)

Map


Age of Ashes Myth-Speaker Prey for Death

DC 18 Elf Lore would be fine, instead of Society.

Examining the room more closely, you can see the details of the gates.

Starting clockwise from noon.

A pair of closed double-doors sit at the north side of the circular room.

Lotusgate: This aiudara is destroyed, but what remains is still decorated with designs of lotuses and icons sacred to Alseta. (This is where you are entering the room.)

Jewelgate: This aiudara is decorated with images of crystals, and its upper arch bears designs like those of stalactites. Icons sacred to Yuelral adorn the aiudara.

Duskgate: Decorated with images of sunsets and beautiful architecture in what appears to be a desert or savannah, this aiudara is devoted to Findeladlara.

Huntergate: Images of hawks and moons, interspersed with jungle vegetation and trees, decorate this aiudara, along with icons sacred to Ketephys.

Vengegate: This aiudara is adorned with images of wasps, whips, and the waves of the open sea, along with icons sacred to Calistria.

Dreamgate: Butterflies, stars, and images sacred to Desna adorn this final aiudara.


Age of Ashes Myth-Speaker Prey for Death

Resa looks around the area, even peeking into the next room.

The walls and domed ceiling of this large circular chamber are elegantly carved in spiraling designs. To the north, a double door stands in the side of a squared-off column protruding from the wall, while to the south an open archway leads to a stairwell leading up that’s been blocked by rubble. In the center of the room stand six statues of elves, all facing outward and arrayed around a dry fountain. Empty benches sit in four alcoves to the east and west, nestled between six stone archways built into the wall. Each of these archways bears a different type of decor, but with the exception of the northeastern archway she enters the room from, (which is partially collapsed and opens into a ruined chamber beyond), each archway leads nowhere—they are filled with plain, featureless walls of polished stone.

Society DC 20:
The walls and decorations are in an ancient elven style.

Critical Success?

Spoiler:
This style of carving dates back to the Age of Legend, a time before Earthfall.

Examine the Statues?:
The six statues depict various dieties: Alseta (goddess of doors and transitions), Yuelral (goddess of crystals and magic), Findeladlara (goddess of architecture and art), Ketephys (god of hunting and the moon), Calistria, and Desna.

Examine the Arches: (Arcana/Nature/Occultism/Religion DC 22):
The six archways these statues face are incredibly ancient aiudara. sometimes known as "elf gates."

Critical success?

Spoiler:
These aiudara seem even more ancient than those used today by elves elsewhere in the world.

To activate an aiudara, one need only touch that portal’s key to the stone within its arch—doing so will cause the archway to turn to swirling mist and allow passage to the far side of the magical gateway.

Each gate can also be examined individually for more details.


Age of Ashes Myth-Speaker Prey for Death

"Well, if you want to stop a Timonithaea, the rest of the information you need is there:" She points to the slate table in the hideout, which is covered in scrawling scratches.

Check the table?:
A crude map of the Hoimpeia coastline and surrounding ocean onto the table using her claws. At first glance, the map seems like an unordered mess, but upon closer inspection, the information it contains is quite detailed. Cross marks pinpoint the locations of the naiad attacks on trade ships. One corner of the table contains a note written in Thalassic reading, “Ask Timonithaea to kill the undine boy. He saves too many sailors. I need their eyes for the necklaces if she expects to expand her attacks to the new shipping lanes.”

"I'll just go then, shall I?"


Age of Ashes Myth-Speaker Prey for Death

Haha, good job team!

With a flurry of blades and spells and arrows, you take down the cultist. With his last breath, he gasps:

"Me interficere potes, sed reliqui Cinerum Ungues venient, et carnem tuam ad Exitium Infinitum pascent!"

Draconic:
Kill me you might, but the rest of the Cinderclaws shall come, and they shall feed your flesh to the Endless Destruction!

In addition to a magical chain shirt (+1 chainshirt)and a religious symbol of Dahak (which several of you recognize), the charau-ki leader wields an elaborate gauntlet that appears to have been crafted from dragon scales, with claws built from iron. Among his possessions, you also find a golden arrow-shaped charm carved with symbols of the elven god Ketephys.

ID Magic DC 20 (Gunatlet):

ID Magic DC 19 (Arrowhead Charm):


Age of Ashes Myth-Speaker Prey for Death

"Oh, I am merely an old woman, I'm not in charge of anything," the hag contends. "I do keep an eye or two on things for Timonithaea."

She continues in a frail, gurgling voice, "Timonithaea is the one with the grand plans. You land folk have been squeezing her and squeezing her with by the growth of Hoimpeia, ruining her mountain spring. Your citites are so hungry for fresh water, tut tut!

"Why you built settlements near her spring not long ago, and she had to do something. She gathered up some allies and started raiding!"

The hag tries to look modest, "Of course, I did my part too: She asked if I could work some...changes on a magical crown she found. So, I used my modest enchantments, made it a bit stronger. You can hear the crown quite clearly now, if you are anywhere within miles!"


Age of Ashes Myth-Speaker Prey for Death

Fortitude: 1d20 + 33 ⇒ (9) + 33 = 42

The dragon tumbles out of the sky!


Age of Ashes Myth-Speaker Prey for Death

Netkin Hero Point: 1d20 + 8 ⇒ (17) + 8 = 25

Netkin hits Vitus with some healing.

Taunted by the guardian, the charau-ki leader attacks Vitus.

gauntlet: 1d20 + 13 ⇒ (7) + 13 = 20 for piercing: 2d4 + 5 ⇒ (1, 1) + 5 = 7
gauntlet: 1d20 + 13 - 4 ⇒ (17) + 13 - 4 = 26 for piercing: 2d4 + 5 ⇒ (3, 1) + 5 = 9
gauntlet: 1d20 + 13 - 8 ⇒ (9) + 13 - 8 = 14 for piercing: 2d4 + 5 ⇒ (1, 1) + 5 = 7

The creature shrieks in frustration at the guardian's resilience!
Boy, guardians are tough! Assuming a shield block, Vitus I think your shield is now Broken.

~+~Combat Round 3~+~
Ellaeaanda (-1)
Markus (-9)
Resa Dermade (-9)
Netkin Bigpot (-9)
Ardoinel Oreflame (-1)
Vrosi Burnis (-9)
Baboon Red (-52)
Vitus (-59 [-61,+3,-9,-1)

~+~Combat Round 4~+~
Ellaeaanda (-1)
Markus (-9)
Resa Dermade (-9)
Netkin Bigpot (-9)
Ardoinel Oreflame (-1)
Vrosi Burnis (-9)
Baboon Red (-52)
Vitus (-59)

Bold may act.

Map


Age of Ashes Myth-Speaker Prey for Death

You take advantage of the respite to recover some health.
Perception: 1d20 + 31 ⇒ (12) + 31 = 43

The banished dragon finally emerges, "You'll pay for that!" Saint Fang roars.

~+~Combat Round 5~+~
Crystal Clarity (-121 [-159,+38] doomed 2)
Yuki (-73 enfeebled 1)
Saint Fang
Sister Dianora (-85, 17 THP)
Kimmich (-144 [-189,+45] enfeebled 2, doomed 1)

~+~Combat Round 6~+~
Crystal Clarity (-121, doomed 2)
Yuki (-73 enfeebled 1)
Saint Fang
Sister Dianora (-85, 17 THP)
Kimmich (-144 enfeebled 2, doomed 1)

Map


Age of Ashes Myth-Speaker Prey for Death

"Now, now: A lady needs her secrets," the hag answers.

A skill check with a social skill would likely ensure some more cooperation.


Age of Ashes Myth-Speaker Prey for Death

I think you are right. It would be hard to reach him without going all the way around the baddie.


Age of Ashes Myth-Speaker Prey for Death

"Yes, yes," the hag answers. "I'm too old to crunch the bones now, alas. Nothing like a nice crackling bone between your teeth, but it's touch on the gums."


Age of Ashes Myth-Speaker Prey for Death

GM Screen:
1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33

Miladistra hears someone rustling around in the corner of the tower. There is a rush in the water, and a clawed hand almost brushes her cheek.

A curtain of magic dissolves away, and you see an elderly sea hag with
long white hair and a gaunt face.

"Oh, you wouldn't hurt an old woman, would you? You barge into my home with your big dogs and don't even knock!"


Age of Ashes Myth-Speaker Prey for Death

Dianora's strike takes out the remaining elemental. Quiet washes over the battlefield for a moment.

~+~Combat Round 5~+~
Crystal Clarity (-159, doomed 2)
Yuki (-73 enfeebled 1)
Saint Fang
Sister Dianora (-85, 17 THP)
Kimmich (-189, enfeebled 2, doomed 1)

Map


Age of Ashes Myth-Speaker Prey for Death

GM Screen:
1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 151d20 + 15 ⇒ (4) + 15 = 191d20 + 15 ⇒ (1) + 15 = 16

The first tower holds several crates bearing the marks of trade companies throughout the region lay in a haphazard jumble. Each contains fashionable clothes favored by Iblydos’ upper class.

Moving on to the second tower, you see a grizzly pile of bones, picked clean by fish. In the bone you see many personal belongings of the dead: rings, bracelets, lockets, and finely made tools. Markings on the items indicate they belong to mariners killed during Timonithaea’s recent attacks.

If you return the personal belongings, you'll likely earn a reward.

In the third tower, a large slate stone table with jagged lines, cross marks, and writing scratched across its entire surface sits in the center of the structure. A sleeping mat made of woven seagrass lay on the ground, littered with bones left over from several meals. Next to the bed, emerald necklaces hang from a rack made from a great white shark’s jawbone. Glass bottles of various colors and sizes line a shelf on the wall, each stoppered with cork or wax.

Miladistra:
Deroff smells something in the room.


Age of Ashes Myth-Speaker Prey for Death

Yuki blows apart the red elemental and blasts the yellow. Crystal begins methodically taking yellow apart.

Saint Fang keeps trying to find his way back.
Perception: 1d20 + 31 ⇒ (12) + 31 = 43

Finally, he's on the right path.

Before your turn:
~+~Combat Round 4~+~
Crystal Clarity (-159, doomed 2)
Yuki (-73 enfeebled 1)
Saint Fang
Sister Dianora (-85, 17 THP)
Kimmich (-189, enfeebled 2, doomed 1)
Yellow (-219 [-39,-76,-66,-38], clumsy 1, enfeebled 1)
Red

Map


Age of Ashes Myth-Speaker Prey for Death

Hyp leads the way to Saloratha’s lair, five miles north of their current position. His path descends further into the sea, eventually passing seven hundred feet, a depth where sunlight no longer touches the seafloor. Hyp is abnormally quiet during the journey and keeps to his brisk pace.

Dark down here. I assume by this level, someone has a light source that would work under water.

One by one, the ruins of tall buildings emerge from the darkness. The upper levels rise from the seafloor like massive gravestones. The building’s lower levels extend deep underground, likely buried by volcanic ash from an ancient eruption long before the sea swallowed this city. Bridges span the unique flat roofs where the city’s inhabitants would have strolled through rooftop gardens with stunning views of the sea.

There are 4 areas to investigate here. Please post your Exploration activity and vote on where to go first.

Map


Age of Ashes Myth-Speaker Prey for Death

"Certainly, you should be well equipped!" Terpsime answers you. "You may borrow anything you need from the armor. Within reason, of course." She smiles at you.

You can grab up to 10 gp or so of equipment.

Terpsime explains they’ve arranged transportation on a ship called the Tide Hunter, whose captain and crew will assist. Additionally, several other citizens they’ve invited onto the expedition will be bringing teams. She indicates that you may have met some of them during the festival.

Skorgomos lets you know who they’ll be working with and says they can meet up near the Tide Hunter: Dikaio, whom you saved from the shipwreck, and Phel and Sappil from the Pearl Chasers.

Transportation for the expedition to Eupherae is assigned to the capable hands of Yasmenei, captain of the Tide Hunter, a twenty-oared light warship, a long, sharp-keeled ship.

When you make your way down to the docks, sailors swarm through the harbor, hauling supplies and equipment to a ship at the far end of the docks. Crisp white sails flutter in the breeze on the ship’s two masts, and lines of oars march neatly down its sides. The figurehead on the prow is a carved owl, its head facing toward the horizon, and more owl carvings decorate the ship’s rails and masts.

Through the hubbub, an elven woman, her hair in a long braid, waves from the Tide Hunter’s deck. “You’re the ones I’m ferrying to Eupherae, I take it?” she calls. “We’d best get a move on if you want to arrive with some daylight!”

Dikaio hurries up to great you, as do Phel and Sappil. "Ho there, champions!" Phel laughs as they clap Rhohirron on the shoulder.

You have time to get settled on the ship, ask the captain questions, and meet the crew, if you like.


Age of Ashes Myth-Speaker Prey for Death

Ha! I've run it 3 times and they all picked the "safe" route. >:P

Hope everyone is having fun.


Age of Ashes Myth-Speaker Prey for Death

Dianora crits twice and Kimmich crits once! The red melomach is in poor shape.

Yellow: Lightning Punch, Strike
fist vs Crystal: 1d20 + 26 ⇒ (2) + 26 = 28 for bludgeoning: 3d12 + 18 ⇒ (5, 1, 11) + 18 = 35
lightning vs Yuki: 1d20 + 21 ⇒ (17) + 21 = 38 for electricity: 3d10 + 16 ⇒ (8, 7, 2) + 16 = 33
fist vs Crystal: 1d20 + 26 - 10 ⇒ (16) + 26 - 10 = 32 for bludgeoning: 3d12 + 18 ⇒ (3, 2, 8) + 18 = 31

Red: Lightning Punch, Strike
fist vs Dianora: 1d20 + 26 ⇒ (1) + 26 = 27 for bludgeoning: 3d12 + 18 ⇒ (8, 11, 7) + 18 = 44
lightning vs Yuki: 1d20 + 21 ⇒ (11) + 21 = 32 for electricity: 3d10 + 16 ⇒ (8, 2, 1) + 16 = 27
fist vs Kimmich: 1d20 + 26 - 10 ⇒ (14) + 26 - 10 = 30 for bludgeoning: 3d12 + 18 ⇒ (12, 6, 5) + 18 = 41

void: 4d4 ⇒ (2, 4, 3, 1) = 10
flat: 1d20 ⇒ 19

Before your turn:
~+~Combat Round 4~+~
Crystal Clarity (-159, doomed 2)
Yuki (-73 [-40,-33] enfeebled 1)
Saint Fang
Sister Dianora (-85, 17 THP)
Kimmich ([-152,-37] enfeebled 2, doomed 1)
Yellow
Red (-249 [-68,-41,-46,-34,-50,-10] clumsy 1, enfeebled 1)

Map