Thunderbird

GM MattMorris's page

4,957 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


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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


Age of Ashes Myth-Speaker Prey for Death

Vrosi shakes the blue enemy with a brutal grab, and Ardoinel blasts the restrained creature with fire, driving the life from it!

Netkin patches up the party, while Resa thoroughly stabs the yellow opponent.

Though left alone, the charau-ka leader doesn't seem inclined to surrender. He steps up to Vitus and swings with a clawed gauntlet, his hand crackling with fire and void energy.

Step, Channel Smite
gauntlet: 1d20 + 13 ⇒ (14) + 13 = 27 for piercing: 2d4 + 5 ⇒ (2, 1) + 5 = 8 plus void: 3d10 ⇒ (8, 5, 10) = 23
I'm going to assume that Vitus shield blocks to stay up!

The claw scrapes off Vitus' shield, but the spell drains almost all of his remaining life force!

Before Your Turn:
~+~Combat Round 2~+~
Ellaeaanda (-1 [-18,+17])
Markus (-9)
Baboon Blue
Resa Dermade (-9)
Netkin Bigpot (-9)
Ardoinel Oreflame (-1 [-18,+17])
Vrosi Burnis (-9)
Baboon Red (-29)
Baboon Yellow
Vitus -61 (-38,-5,-23)

~+~Combat Round 3~+~
Ellaeaanda (-1)
Markus (-9)
Resa Dermade (-9)
Netkin Bigpot (-9)
Ardoinel Oreflame (-1)
Vrosi Burnis (-9)

Bold may act.

Map


Age of Ashes Myth-Speaker Prey for Death

The meteorite that interrupted the Moonday sendoff worries the people of Pol-Bailax. After a day of discussion, several drasikons determined the matter must be investigated.

You are called up to the acropolis’s main courtyard to meet with Terpsime about the expedition. She’s joined by Skorgomos, an elderly cyclops who leads the giant seers.

Terpsime looks up as the door opens, gesturing welcome. “Thank you for coming,” she says. “First, I want to offer my thanks—and the city’s—for your quick action during the festival. There’s no question your intervention saved lives.”

From his seat in the corner, Skorgomos nods. “The angry shades may be appeased,” he rumbles, “but trouble remains. That meteorite appeared at the same time the send-off was disrupted, and there are no coincidences in the weave of fate.”

“Therefore,” Terpsime adds, “we’re authorizing an expedition to Eupherae, the island where the meteorite fell. We’d like you to spearhead this; you’ve proven yourselves capable and canny, and those involved in Pol-Bailax’s official defense will need to remain here in case anything else happens. The mission is to survey the island, determine what crashed there, and neutralize threats if necessary. Are you willing to aid?”


Age of Ashes Myth-Speaker Prey for Death

Dorrance takes out the last naiad attacker, and danger recedes for long enough that you have a few moments to look around and gather yourselves.

Perception DC 21:
You find several finely made vases that survived the attacks, each depicting Iblydos’s hero-gods standing before a cyclops, worth 85 gp. You also find bands of force, which belonged to a merchant mariner.

Hyp emerges from his hiding spot, calling out, “Hey, machités, I found the naiads’ supplies. Come look at this loot!”

Inside one of the buildings, you find a cache of tools to repair their coral armor, brass grappling hooks and waterproof rope used to board trade ships, and netting used to transport large objects.

Among the gear used to attack the trade ships, two divers’ slates, used to write underwater by etching messages into the stone, rest beside a single dark red amphora. The message on the first slate contains directions to "Saloratha’s lair," along with instructions to bring the bodies of drowned mariners to her before sea creatures abscond with the remains. The second slate contains an explanation of the hag eye necklaces as described by Dorrance to you earlier. The amphora contains two hag eyes disguised as emerald necklaces.

Hyp groans, "Ugh, Saloratha! She's probably eating everyone! I can lead you to the lair they describe. It's about five miles away. Just let me know when you are ready."


Age of Ashes Myth-Speaker Prey for Death

Blue is grabbed!


Age of Ashes Myth-Speaker Prey for Death

Crystal lands one critical hit against the melomach, and her debilitations cause her third attack to hit.

The divine herald of Gorum tries to find his way out of Yuki's puzzle realm.
Perception: 1d20 + 31 ⇒ (2) + 31 = 33
Be he is still hopelessly lost!

Before your turn: Kimmich, Dianora Fort vs DC 32 Fortitude vs 37 sonic
~+~Combat Round 3~+~
Crystal Clarity (-159 [-216,+57] doomed 2)
Yuki (-40, enfeebled 1)
Saint Fang
Sister Dianora (-85)
Kimmich (-152, enfeebled 2, doomed 1)
Yellow
Red (-68, -41, clumsy 1, enfeebled 1)

Map


Age of Ashes Myth-Speaker Prey for Death

Reflex (Red): 1d20 + 17 ⇒ (18) + 17 = 35
Reflex (Orca): 1d20 + 13 ⇒ (10) + 13 = 23

Tiger heals himself and slashes at red, opening one very deep wound. The naiad dodges Chumwi's spell, but the orca takes the full blast, and becomes whalefall.

The fire crit isn't going to work. I'm going to move the wolf attack to Red!

Miladistra's magic fully heals Tiger, and Deroff bites a chunk out of the naiad.

Foolishly optimistic, or driven by some hard-to-understand force, the last enemy continues to attack Tiger.

aqueous shortsword: 1d20 + 18 ⇒ (3) + 18 = 21 for slashing: 1d6 + 10 ⇒ (2) + 10 = 12
aqueous shortsword: 1d20 + 18 - 4 ⇒ (1) + 18 - 4 = 15 for slashing: 1d6 + 10 ⇒ (1) + 10 = 11
aqueous shortsword: 1d20 + 18 - 8 ⇒ (13) + 18 - 8 = 23 for slashing: 1d6 + 10 ⇒ (3) + 10 = 13

~+~Combat Round 4~+~
Miladistra
Chumwi
Lem
Loong Laohu (Tiger)
Red (-91 [-30,-34,-13,-14])
Dorance
Vilmur

Orca

Bold may act!
Map


Age of Ashes Myth-Speaker Prey for Death

Sorry for the delay! Insane week at work.

Markus dodges some of the fire, and the charau-ka leader doesn't dodge his spell! The needles sink into his flesh.

Vitus is badly scorched by the fireball, but undaunted he strides and and challenges the closest enemy.

Ellaeaanda's strategy is very effective; her arrow pieces deeply and throws the leader off-guard to Vrosi.

The fireball scorches party members to various degrees, and the blue charau-ka attacks Vitus. The creature is able to hit once, though the guardian's armor absorbs some of the blow.

sickle: 1d20 + 8 ⇒ (18) + 8 = 26 for slashing: 1d4 + 3 ⇒ (2) + 3 = 5
sickle: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22 for slashing: 1d4 + 3 ⇒ (4) + 3 = 7
sickle: 1d20 + 8 - 8 ⇒ (7) + 8 - 8 = 7 for slashing: 1d4 + 3 ⇒ (3) + 3 = 6

Before Your Turn: Netkin & Resa-DC 23 basic Reflex vs 18 fire
~+~Combat Round 2~+~
Ellaeaanda (-18)
Markus (-9)
Baboon Blue
Resa Dermade
Netkin Bigpot
Ardoinel Oreflame
(-18)
Vrosi Burnis (-9)
Baboon Red (-29 [-10, -19])
Baboon Yellow (-2)
Vitus (-38 [-36,-2])

Bold may act.

Map


Age of Ashes Myth-Speaker Prey for Death

Vilmur misses, but Dorance slices deeply into the orca. Any animal following its natural behavior would surely flee after such and onslaught.

Instead, then toothed whale closes in on Dorance with a flick of the tail and attacks.

bite: 1d20 + 15 ⇒ (3) + 15 = 18 for piercing: 2d8 + 11 ⇒ (6, 6) + 11 = 23
bite: 1d20 + 15 - 5 ⇒ (6) + 15 - 5 = 16 for piercing: 2d8 + 11 ⇒ (5, 5) + 11 = 21

Before Your Turn: Don't forget about quickened!
~+~Combat Round 4~+~
Miladistra

Yellow (-15, blinded 1 minute)
Chumwi
Lem
Loong Laohu
(Tiger) (-33 [-10,-12,-11])
Red (-30)
Dorance
Vilmur
Orca (-88 [-19,-50,-19])

Bold may act!
Map


Age of Ashes Myth-Speaker Prey for Death

Fortitude (Blue): 1d20 + 7 ⇒ (1) + 7 = 8
Fortitude (Red): 1d20 + 7 ⇒ (7) + 7 = 14

Siara's wave of vital energy ripples through the spirits, tearing them to pieces.

The rest of the spirits fall back from your position, and within minutes, the spirits’ sudden fury fades. Many of the spirits sheepishly scurry down the road toward the sea, and others wordlessly mouth apologies to loved ones or flee in shame into the nearby woodlands. City officials do what they can to restore order and escort everyone home. Nobody is sure what streaked overhead, but everyone has a theory. Whatever it was, though, it has shaken Bailax. Terpsime you know she might need your help investigating it in the coming days.

Level up to 2, everyone gains a hero point.


Age of Ashes Myth-Speaker Prey for Death

Rohirron's attack slices through the ghost, and it barely holds together. The flame of Iannos' torch finishes it off!

They don't resist fire! Excellent idea with the torch.

The blue spirit seems agitated by all that torch waving and swoops in to attack Iannos.

ghostly hand: 1d20 + 7 ⇒ (8) + 7 = 15 for void: 1d4 + 3 ⇒ (1) + 3 = 4
ghostly hand: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8 for void: 1d4 + 3 ⇒ (2) + 3 = 5

The red ghost strikes back at Acantheus of the Fiery Hands.
ghostly hand: 1d20 + 7 ⇒ (2) + 7 = 9 for void: 1d4 + 3 ⇒ (1) + 3 = 4
ghostly hand: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8 for void: 1d4 + 3 ⇒ (2) + 3 = 5

~+~Combat Round 2~+~
Red (-6)
Siara (-17)
Acantheus
Black
Rohirron
Iannos

Blue (-1)

Map

Please ignore that the map says a square equals 10 feet.


Age of Ashes Myth-Speaker Prey for Death

Reflex (Red): 1d20 + 6 ⇒ (12) + 6 = 18
Reflex (Black): 1d20 + 6 ⇒ (18) + 6 = 24
Reflex (Blue): 1d20 + 6 ⇒ (2) + 6 = 8

The ghosts are buffeted by Siara's exhalation, with the blue ghost being pushed away.

Acantheus wreaths his hand in flame and waves it at the red ghost, counting on Rohirron to protect him from any counterattacks.

Stride, Cast ignition
spell attack: 1d10 + 7 ⇒ (6) + 7 = 13 for fire: 2d6 ⇒ (2, 3) = 5

The black ghost has a try at Siara, reaching for her life essence.
ghostly hand: 1d20 + 7 ⇒ (20) + 7 = 27 for void: 1d4 + 3 ⇒ (2) + 3 = 5
ghostly hand: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20 for void: 1d4 + 3 ⇒ (4) + 3 = 7
ghostly hand: 1d20 + 7 - 8 ⇒ (11) + 7 - 8 = 10 for void: 1d4 + 3 ⇒ (1) + 3 = 4

That's 17 damage, but Rohirron probably has something to say about that.

~+~Combat Round 1~+~
Red (-6 [-1,-5])
Siara (-17?)
Acantheus
Black (-1)
Rohirron
Iannos

Blue (-1)

Map

Please ignore that the map says a square equals 10 feet.


Age of Ashes Myth-Speaker Prey for Death

Chumwi and Lem cast their spells, and Tiger threated the naiad in melee, though his strikes don't connect.
Will: 1d20 + 12 ⇒ (14) + 12 = 26

The red naiad kicks through the water after Tiger and attacks with his watery shortsword.
shortsword: 1d20 + 18 ⇒ (13) + 18 = 31 for piercing: 1d6 + 10 ⇒ (2) + 10 = 12
shortsword: 1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27 for piercing: 1d6 + 10 ⇒ (1) + 10 = 11

Before Your Turn: Don't forget about quickened!
~+~Combat Round 3~+~
Miladistra
Yellow (-15, blinded 1 minute)
Chumwi
Lem
Loong Laohu (Tiger) (-33 [-10,-12,-11])
Red -30 [-25,-5]
Dorance
Vilmur

Orca (-19)

Bold may act!
Map


Age of Ashes Myth-Speaker Prey for Death

The heroes solemnly observe their victory, enjoying the glow of kleos (glory), but mindful of the reason for the games--the death of one of the most promising heroes of Bailax in years.

The hero-god Loptoleon once shepherded the recently deceased to the afterlife, with the spirits walking along the bioluminescent wake of his boat. He has since perished, yet spirits of the Iblydan dead still walk to the sea each Moonday as if answering his call. Bailax guides the spirits with torches and pyres, lighting the way, ensuring the dead don’t get lost (and haunt the land), and giving them one last look at their loved ones. Dintolneon’s death draws an especially large crowd.

At sundown, a thousand citizens carrying lanterns somberly make their way outside the city, where they stand vigil several steps off the main road. Terpsime meets you there with spare torches, guiding you to stand near the front of the crowd. Moments later, the first spirits arrive.

Glowing faintly with spectral light, souls of the recently deceased march along the road, gazing at the onlookers with wonder and even starting to leave the road, only to be repelled by the lanterns’ heat. The crowd softly encourages them onward, tosses flower petals on the road, and even calls out messages to be carried to loved ones in the afterlife.

Within minutes, scores of spirits have joined the procession, including a spectral Dintolneon. Then without warning, a third light appears: a meteor streaking westward less than a mile overhead, trailing angry red flames. Its sonic boom crashes into the crowd, bowling over some and extinguishing others’ lanterns. Worse, as the meteor’s sparks fall among the marching spirits, the ghosts’ faces contort with confusion and rage before the spirits begin lunging at bystanders!

Time to step up once more, heroes: The spirits focus their attacks on nearby creatures, so if you hold your ground, you can draw the spirits’ ire and buy others time to escape.

Initiative:

Siara, Search: 1d20 + 3 ⇒ (13) + 3 = 16
Iannos, Avoid Notice: 1d20 + 6 ⇒ (2) + 6 = 8
Acantheus, Detect Magic: 1d20 + 7 ⇒ (8) + 7 = 15
Rohirron, Defend: 1d20 + 4 ⇒ (7) + 4 = 11
Red: 1d20 + 6 ⇒ (12) + 6 = 18
Blue: 1d20 + 6 ⇒ (1) + 6 = 7
Black: 1d20 + 6 ⇒ (5) + 6 = 11

One of the spirits swerves out of the street to attack Rohirron, reaching out a chilly hand at the centaur.
ghostly hand: 1d20 + 7 ⇒ (3) + 7 = 10 for spirit: 1d4 + 3 ⇒ (1) + 3 = 4
ghostly hand: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9 for spirit: 1d4 + 3 ⇒ (4) + 3 = 7

~+~Combat Round 1~+~
Red
Siara
Acantheus

Black
Rohirron
Iannos
Blue

Map

Please ignore that the map says a square equals 10 feet.


Age of Ashes Myth-Speaker Prey for Death

Vrosi hits one of the boggards, but fails to grab its knobby skin. Resa rushes into the fray and follows up on the off-guard foe, which is barely clinging to life.
sneak attack: 1d6 ⇒ 6

Then enemies spring into action. The red charau-ka in the back chants loudly, and the air fills with flames, even catching the two boggards in the blast! He brings up a shield of force around himself.
fire: 6d6 ⇒ (2, 1, 5, 3, 3, 4) = 18 DC 23 basic Reflex
Black: 1d20 + 5 ⇒ (19) + 5 = 24
Green: 1d20 + 5 ⇒ (9) + 5 = 14

The other charau-ka shrieks in pleasure at the destruction and moves in with his sickle to attack the party in the glowing aftermath of the fireball.

Shriek (Quickened), Step, Strike, Strike, Strike
sickle vs Resa: 1d20 + 8 ⇒ (8) + 8 = 16 for slashing: 1d4 + 3 ⇒ (4) + 3 = 7
sickle vs Resa: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14 for slashing: 1d4 + 3 ⇒ (3) + 3 = 6
sickle vs Resa: 1d20 + 8 - 8 ⇒ (9) + 8 - 8 = 9 for slashing: 1d4 + 3 ⇒ (4) + 3 = 7

Before Your Turn: Everyone-DC 23 basic Reflex vs 18 fire
~+~Combat Round 1~+~
Ellaeaanda
Markus
Baboon Blue
Resa Dermade
Netkin Bigpot
Vrosi Burnis
Baboon Red
Baboon Yellow (-2)
Toad Black
Toad Green
Vitus

~+~Combat Round 2~+~
Ellaeaanda
Markus

Bold may act.

Map


Age of Ashes Myth-Speaker Prey for Death

Kimmich and Dianora take advantage of the dragon's absence to savage the returned warlord.

Ligthning forks from Dianora's spell-enchanted hit, but the melomachs resist it.

Ordulf, though, is not so lucky. The slices rips open his old wound, and as the void energy flows through him, all of his "fatal" scars tear open.

"No! NO! Gorum!"

But the god of battle does not answer his pleas, and his herald is (temporarily) banished. The warrior's sword clatters to the ground, and he dies with a gasp of disbelief.

The elementals are too single minded to desist from their attack when a lesser servant of their god falls. One clangs into place next to the group, its ringing song quickening the other.

Red: Stride, Lightning Punch
Red vs Dianora: 1d20 + 26 ⇒ (16) + 26 = 42 for bludgeoning: 3d12 + 18 ⇒ (11, 4, 9) + 18 = 42
Red vs Yuki: 1d20 + 21 ⇒ (4) + 21 = 25 for electricity: 3d10 + 16 ⇒ (2, 4, 9) + 16 = 31

Yellow: Scream, Strike, Strike
sonic (Crystal, Kimmich, Dianora): 7d12 ⇒ (4, 4, 2, 9, 6, 7, 5) = 37 DC 32 Fort
Recharge: 1d4 ⇒ 3
Yellow vs Kimmich: 1d20 + 26 ⇒ (20) + 26 = 46 for bludgeoning: 3d12 + 18 ⇒ (4, 10, 9) + 18 = 41
Yellow vs Crystal: 1d20 + 26 - 5 ⇒ (5) + 26 - 5 = 26 for bludgeoning: 3d12 + 18 ⇒ (9, 12, 1) + 18 = 40

Before your turn: Crystal, Kimmich, Dianora Fort vs DC 32 Fortitude vs 37 sonic
~+~Combat Round 2~+~
Crystal Clarity (-216, doomed 2)
Yuki (-40, enfeebled 1)
Berserker Ordulf
Saint Fang
Sister Dianora (-85 [-68,+8,-42, +17])
Kimmich (-152 [-70,-82] enfeebled 2, doomed 1)
Yellow
Red

Map


Age of Ashes Myth-Speaker Prey for Death

No worries, I can't imagine.


Age of Ashes Myth-Speaker Prey for Death

Yuki banishes the draconic herald, and lends the team a violent vision of Ordulf's future.

Speaking of violence, Crystal slashes into Ordulf three times, living up to her title of Slayer.

Ordulf continues to attack, but he must be feeling some fear in his heart as his arms don't have their usual strength, nor his feet their usual quickness.

He sweeps his sword across the battlefield, a wide swing that aims for both Crystal and Kimmich.

Cleaving Blow: 1d20 + 33 - 1 ⇒ (9) + 33 - 1 = 41 for slashing: 3d12 + 13 ⇒ (7, 12, 12) + 13 = 44 plus electricity: 1d6 ⇒ 6

Then he follows up with a slash at Crystal.
greatsword: 1d20 + 33 - 10 - 1 ⇒ (15) + 33 - 10 - 1 = 37 for slashing: 3d12 + 13 ⇒ (7, 12, 6) + 13 = 38 plus electricity: 1d6 ⇒ 2

Saint Fang tries to find his way out of Yuki's spell, but makes no progress.
Perception: 1d20 + 31 ⇒ (4) + 31 = 35

Bleed Flat Check: 1d20 ⇒ 16

~+~Combat Round 1~+~
Crystal Clarity (-216 [-166,-50] doomed 2)
Yuki (-40, enfeebled 1)
Berserker Ordulf (-180 [-111,-34,-32,-3] clumsy 1, enfeebled 1)
Saint Fang
Sister Dianora (-68)
Kimmich (-70 [-20,-50] enfeebled 2, doomed 1, frightened 2)
Yellow
Red

Map


Age of Ashes Myth-Speaker Prey for Death

Miladistra heals her ally, commands Deroff to bite (which he does well!), and swims closer.

The blinded naiad continues to slowly flee.

~+~Combat Round 3~+~
Miladistra
Yellow (-15, blinded 1 minute)
Chumwi
Lem
Loong Laohu (Tiger)
(-10 [-27,+17])
White
Red -25
Dorance
Vilmur
Orca (-19 [-10-9])

Bold may act!
Map


Age of Ashes Myth-Speaker Prey for Death

Kimmich (Will): 1d20 + 25 ⇒ (1) + 25 = 26
Kimmich (Reflex): 1d20 + 29 ⇒ (18) + 29 = 47

Dianora and Kimmich each strike Ordulf once, and Kimmich shares an effective tactic with the group.

The red melomach elemental gets into position, its limbs ringing out magical encouragement as it goes, reverberating with the yellow elemental. Once it closes on the group, it attacks Dianora.
fist: 1d20 + 26 ⇒ (4) + 26 = 30 for bludgeoning: 3d12 + 18 ⇒ (10, 6, 7) + 18 = 41

The yellow elemental lashes out at Crystal with a fist while directing a lightning strike at Yuki!
fist: 1d20 + 26 ⇒ (20) + 26 = 46 for bludgeoning: 3d12 + 18 ⇒ (11, 8, 7) + 18 = 44
lightning: 1d20 + 21 ⇒ (1) + 21 = 22 for electricity: 3d10 + 16 ⇒ (6, 10, 6) + 16 = 38

It spends it's remaining actions wailing away at Crystal.
fist: 1d20 + 26 - 10 ⇒ (15) + 26 - 10 = 31 for bludgeoning: 3d12 + 18 ⇒ (11, 1, 2) + 18 = 32
fist: 1d20 + 26 - 10 ⇒ (10) + 26 - 10 = 26 for bludgeoning: 3d12 + 18 ⇒ (12, 12, 6) + 18 = 48

Only one blow connects, but it's a doozy!

Before Your Turn: Crystal, Yuki--DC 37 Will vs frightful presence; Yuki--DC 40 Reflex vs 23 fire, 35 poison
~+~Combat Round 1~+~
Crystal Clarity (-166 [-78,-88] doomed 2)
Yuki (-40, enfeebled 1)
Berserker Ordulf (-111 [-73,-14,-24], clumsy 1, enfeebled 1)
Saint Fang
Sister Dianora ([-40,-28])
Kimmich (-20, enfeebled 2, doomed 1, frightened 2)
Yellow
Red

Map


Age of Ashes Myth-Speaker Prey for Death

Dorrance's precise attacks take out one of the naiads, and her follow-upstrike hits the killer whale.
First attack killed white, so second swapped to the orca.

Vilmur's stone goes rocketing off into the deep.

The killer whale swims to get close to the party, then bites at Dorrance.
Targeting: 1d3 ⇒ 3
jaws: 1d20 + 15 ⇒ (6) + 15 = 21 for piercing: 2d8 + 11 ⇒ (6, 7) + 11 = 24
jaws: 1d20 + 15 - 5 ⇒ (4) + 15 - 5 = 14 for piercing: 2d8 + 11 ⇒ (4, 5) + 11 = 20

~+~Combat Round 3~+~
Miladistra

Yellow (-15, blinded 1 minute)
Chumwi
Lem
Loong Laohu (-27)
White
Red -25
Dorance
Vilmur
Orca (-10)

Bold may act!
Map


Age of Ashes Myth-Speaker Prey for Death

Due to your previous experiences, you realize that these foes are charau-ki and boggarts. You know that charau-ki are excellent at throwing weapons, and that boggards let out frightening croaks.

Fortitude: 1d20 + 11 ⇒ (19) + 11 = 30
The party's opening volley of spells proves ineffective, but Netkin manages to score a hit with his bottled lightning.

The blue charau-ki starts shrieking as it scoops up rocks from the debris on the floor to throw at you!
◇Shrieking Frenzy, ◆Strike, ◆Strike, ◆Strike, ◆Strike
thrown debris vs Ellaeaanda: 1d20 + 8 ⇒ (6) + 8 = 14 for bludgeoning: 1d6 + 3 ⇒ (1) + 3 = 4
thrown debris vs Markus: 1d20 + 8 - 5 ⇒ (9) + 8 - 5 = 12 for bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9
thrown debris vs Ellaeaanda: 1d20 + 8 - 10 ⇒ (10) + 8 - 10 = 8 for bludgeoning: 1d6 + 3 ⇒ (5) + 3 = 8
thrown debris vs Markus: 1d20 + 8 - 10 ⇒ (10) + 8 - 10 = 8 for bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9

The creature's wild attacks bounce all over the walls, adding to the increadible din in the underground chambers.

~+~Combat Round 1~+~
Ellaeaanda
Markus
Baboon Blue
Resa Dermade
Netkin Bigpot
Vrosi Burnis
Baboon Red
Baboon Yellow (-2)
Toad Black (-9, off-guard)
Toad Green
Vitus

Bold may act.

Map


Age of Ashes Myth-Speaker Prey for Death

Reflex (Red): 1d20 + 17 ⇒ (20) + 17 = 37
Reflex (White): 1d20 + 12 ⇒ (10) + 12 = 22
Will (Red): 1d20 + 12 ⇒ (13) + 12 = 25

Tiger, the robe they gave you grants a swim speed!

Spells crackle around the attackers; Lem and Tiger both land attacks on red.

With eyes finally clear, two of the naiads attack:
Red vs Tiger: 1d20 + 18 - 1 ⇒ (10) + 18 - 1 = 27 for slashing: 1d6 + 10 ⇒ (2) + 10 = 12
Red vs Tiger: 1d20 + 18 - 4 - 1 ⇒ (14) + 18 - 4 - 1 = 27 for slashing: 1d6 + 10 ⇒ (5) + 10 = 15
Red vs Tiger: 1d20 + 18 - 8 - 1 ⇒ (5) + 18 - 8 - 1 = 14 for slashing: 1d6 + 10 ⇒ (4) + 10 = 14

White vs Deroff: 1d20 + 12 ⇒ (9) + 12 = 21 for slashing: 1d8 + 5 ⇒ (5) + 5 = 10
White vs Deroff: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11 for slashing: 1d8 + 5 ⇒ (4) + 5 = 9
White vs Deroff: 1d20 + 12 - 10 ⇒ (7) + 12 - 10 = 9 for slashing: 1d8 + 5 ⇒ (7) + 5 = 12

~+~Combat Round 2~+~
Miladistra
Yellow (-15, blinded 1 minute)
Chumwi
Lem
Loong Laohu -27 (-12,-15)
White -27 (-15,-12)
Red -25 (-2,-12,-11)
Dorance
Vilmur

Orca

Bold may act!
Map


Age of Ashes Myth-Speaker Prey for Death

The Terpsimoi prepare for the race, with Iannos and Rohirron experimentally rolling the amphora around the staging area and Siara and Acantheis scoping out the course below.

When the competitors are all prepared, the race begins with the sounding of a horn!

To overcome the disadvantage of not being able to make choices for each obstacle, I'm going to take the higher of Rohirron & Iannos' rolls and use the other as an aid attempt.

STEEP SLOPE
The street descends at a precipitous angle. There’s a risk the amphora rolls away from the team.
Siara Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Acantheis Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Iannos Reflex: 1d20 + 8 ⇒ (13) + 8 = 21
Rohirron: 1d20 + 8 ⇒ (10) + 8 = 18
Chase Points 1; Overcome DC 15 Athletics or DC 17 Reflex; Guide Perception (to spot the slope beforehand)
Rounds Elapsed: 1

GOAT CROSSING
The judges banned livestock from crossing the route. These goats don’t care. A few of them even seem ready to headbutt the amphora and anyone near it.
Siara Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Acantheis Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Iannos Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Rohirron: 1d20 + 8 ⇒ (7) + 8 = 15
Chase Points 2; Overcome DC 15 Acrobatics or DC 17 Athletics; Guide Intimidation, Nature, or Survival (to drive off the goats to clear a path)
Special If a guide critically succeeds at their check to drive off the goats, the herd scatters, also earning the team 1 Chase Point.
Rounds Elapsed: 2

PEBBLES AND POTHOLES
This street needs serious repair. Potholes, gravel, and trash litter the intersection, plus the amphora will need to cross a shallow gutter designed to redirect rainwater. Keeping the amphora balanced will be difficult.
Siara Crafting: 1d20 + 7 ⇒ (2) + 7 = 9
Acantheis Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Iannos Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
Rohirron Athletics: 1d20 + 8 ⇒ (1) + 8 = 9

Siara Crafting: 1d20 + 7 ⇒ (13) + 7 = 20
Acantheis Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Iannos Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25
Rohirron Athletics: 1d20 + 8 ⇒ (13) + 8 = 21
Overcome 1; Overcome DC 17 Acrobatics or DC 15 Athletics; Guide Crafting (to make a bridge across the gutter), Athletics (to sweep away some gravel), or Perception (to spot a path)

Special Critically failing a check to Overcome this obstacle deals 3 additional damage to the amphora.
Rounds Elapsed: 4

DUBIOUS GATE
A rickety gate has been erected, blocking the route and indicating a detour. Following the original route involves getting through the gate, whereas the detour could waste time or even be a distraction.
Siara Crafting: 1d20 + 7 ⇒ (14) + 7 = 21
Acantheis Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Iannos Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
Rohirron Athletics: 1d20 + 8 ⇒ (9) + 8 = 17

Siara Crafting: 1d20 + 7 ⇒ (11) + 7 = 18
Acantheis Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Iannos Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
Rohirron Athletics: 1d20 + 8 ⇒ (15) + 8 = 23
Chase Points 2; Overcome DC 17 Athletics, DC 19 Acrobatics, or DC 16 Performance; Guide Athletics (to break the gate), Crafting (to assemble a ramp to jump the gate), Thievery (to unlock the gate) can all bypass the gate, reducing the Overcome DCs by 3.
Rounds Elapsed: 6

OVERCROWDED FINISH LINE
It looks like half of Bailax showed up to witness the finish line! The crowd spills partway into the race’s route, risking a dangerous collision!
Siara Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10
Acantheis Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Iannos Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22
Rohirron Athletics: 1d20 + 8 ⇒ (14) + 8 = 22

Siara Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22
Acantheis Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Iannos Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8
Rohirron Athletics: 1d20 + 8 ⇒ (15) + 8 = 23
Chase Points 2; Overcome DC 16 Acrobatics, DC 18 Athletics, DC 16 Intimidation; Guide Deception, Diplomacy, Intimidation, or Performance to manage the crowd and clear a path.
Finish Line! 8 Rounds

You cross the finish line last, but with a completely intact amphora, which is commendable! The Golden Pegasi come in first, though they almost smash their amphora! They are followed by the Pearl Chasers, then Team Akki.

Final Medal Count:
The Golden Pegasi: 15
The Pearl Chasers: 10
The Terpsimoi: 17
Team Akki: 1

Your success at the Grand Melee insures that you take the first prize for the Funeral Games!

After the amphora roll, Undyl gathers the teams to tally their medallions and announce winners. The cyclops has arrayed several lots of Dintolneon’s possessions bequeathed to the city, and he identifies the magical items so that you can make an informed choice. Beginning with the winning team—each of whom also receive a champion’s laurels—and then in descending order, Undyl calls up each team to pick a lot as their prize.
Lot 1: A pyrefeather cloak, pyrefeather token, elegant leather boots worth 3 gp
Lot 2: A persona mask, bronze half-plate armor, and a necklace (worth 8 gp) with dangling fish charms
Lot 3: A gift of olives, three bottles of exceptional olive oil worth 2 gp each, and a scroll of funeral flames.
Lot 4: A death tusk helm, a bronze +1 shortsword whose scabbard depicts heroes fighting harpies, and a steel shield painted with a red phoenix.

Once the teams have claimed prizes and received the spectators’ adulation, Undyl offers one last reminder:

“Remember, these games honored our beloved Dintolneon, whose spirit will be among those we guide to the sea tonight. Join us outside the main gate at sundown so that we can bid him safe journeys one last time.”


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Age of Ashes Myth-Speaker Prey for Death

Construct downstairs is fine.


Age of Ashes Myth-Speaker Prey for Death
Ellaeaanda wrote:
@GM Matt: Are the baboon-men and toad-men charau-kas and boggards? We met some in the basement of the hellknight citadel so presumably we'd recognize them if they are.

Yes, you would recognize them, then!

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