Third Eye

GM Right Hand of Doom's page

666 posts. Alias of Ariarh Kane.


RSS

1 to 50 of 666 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

There were two giant vultures at I-J:2 and K-L:3 before they took to the air before you guys attempted anything (they were already airborne). None at H:3.

Were you casting it on the actual ship? Because H:3 is on the ground.


Bart, all the birds have flown up into the air, including those in the trees (the 12 normal sized vultures are currently 20 ft off the ground and the 4 giant vultures are 15 ft from the ground). What are you targeting with glitterdust at H:3, please?


On the campaign page, we have placed your established marching order (for quick reference) and we won't ask again in game UNLESS you guys tell us otherwise.


GMs' eyes only:

Blue's Init: 1d20 + 3 ⇒ (1) + 3 = 4
Linn's Init: 1d20 + 10 ⇒ (14) + 10 = 24
Gii's Init: 1d20 + 1 ⇒ (11) + 1 = 12
Ayreth's Init: 1d20 ⇒ 18
Bart's Init: 1d20 + 2 ⇒ (2) + 2 = 4
Alar's Init: 1d20 + 3 ⇒ (11) + 3 = 14
Sonarisa's Init: 1d20 + 2 ⇒ (20) + 2 = 22

Average= 14

1d20 + 1 ⇒ (5) + 1 = 6
1d20 ⇒ 7

Vultures' Average=7

PCs win initiative.


We have no issue with an established marching order.

Thanks for that. :)

Map with Positions

Blue you're at P:8. As per Bart's instructions, Bart is now at F:10 and Alar at H:10. Thanks.


Botting Bart to keep the game moving at this point.

Ayreth wrote:
Ayreth continues, indicating the girl. "She seems to know more than we do, though we should stay cautious and watch for the cult members. Any chance that you might ask her name, Brat?"

He just wanted to give her a nickname as he had with this others in the group. However, Bart translated as best as he could to the elf-bat-woman, hoping he had the language straight.

The elf-bat-woman fidgeted and stared at the boy with her dark, bat eyes before slowly speaking her name in the Aklo tongue.

The creature pointed at her chest with the index finger of her good hand and repeatedly responded in her sing-song voice.

Bart listened and attempted to comprehend the sounds and the syllables and it suddenly became clear in his mind. Excitedly, he relayed the name to the others in the party.

"Her name is Sonarisa."


Map with positions of PCs and Elf-Bat-Woman

Will place Alar, Bart and Blue on the map as soon as we hear from them.

The white squares on the ground are the skeletal Humanoid remains.


@Linn: I'm really detail oriented, so I have no problem with more. Thanks for trying to be clearer in future -- appreciate it. :)


re Elf-Bat-Woman: My recent posting would suggest otherwise, Ayreth. ;)


The vulture has its eye on you, ninja. ;)


Gii, you've forgotten Linndell and Alar.


Lefty and I are confused by what Blue is doing, for eg -- Is she leading? Is she following? She isn't trying to be quiet or trying not be observed and she isn't saying why ... and no one is giving us definitive direction as who is taking point, who is manning from behind etc... We had the elf bat woman in front but then Linn moved further in front to investigate/scout ... and then returned to group. If we had more detail from you guys on your movements/actions, we can use that as we proceed.

Blue was just an eg. If someone posts a general one/two liner with little description, it isn't really useful or informative. Does that make sense?


I'm really not sure what the issue is but the GMs are perplexed by the lack of answers to our questions. It helps us with knowing what you want to do and where you are ... and it helps you ... in the given situations.


Botting Bart briefly

Bart relays the message as best as he can to the others regarding the elf-bat-woman's words in Aklo.

"She's saying something about the birds and the Eye watching again. Be mindful of the vultures."

Focusing on Linndell, he replies "The arrows will only warn them of our approach. We shouldn't annoy the birds. I don't like how some of them are staring this way."

The group moves forward another 120 feet and now are at 80ft from the ship wreck.

The elf-bat-woman has been moving, keeping to cover, and as quietly as possible lest the vultures notice her, even though some that travel with her are not taking the same precautions.

Okay, so you're all now within 80 ft of the ship and vultures. What are your plans? And, it would help you all if you could work together. Linndell asked the group for plans or ideas or whether he should shoot his arrows at the birds and no one replied and simply moved forward. It doesn't bode well for the group if you're not communicating IC.

Also, I have asked numerous times on the board and have yet to receive an answer. If you say you're moving forward, please tell us how far forward you are moving. And what is your marching order, please? It is important. Thanks.


GMs' eyes only:

1d20 + 9 ⇒ (19) + 9 = 28

Another of the giant vultures turns its large head, this time toward the direction of Ayreth and stares, hard and long. It does not move at this time and it seems to be watching her.

***********************************************************************

The elf-bat-woman sniffed at the air and raised her wing to shade her eyes as she stared toward the wreck in the distance and the committee of vultures.

In a sing-song voice, in her strange tongue, she began to croon,

in Aklo:
"Birds. Too many birds. It can see us now. It will be with us soon. The Eye watches."

GMs' eyes only:

1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 9 ⇒ (14) + 9 = 23

Even with her soft-sing-song voice on the wind, she does not draw the attention of any of the vultures.


GMs' eyes only:
1d20 + 9 ⇒ (2) + 9 = 11

From the top of the crack, one of the giant vultures turns its large head in Gii's direction and menacingly stares at him. But for now does not move or attempt any other gesture.


The elf-bat-woman is currently 200ft from the crash site. With her are Alar, Bart and Ayreth.

Where is everyone else in relation to the elf-bat-woman? A marching order would certainly help Lefty and I. Is Linndell still ahead of the the group and the elf-bat-woman and if so, how far? I do realise he came back to report his findings to the party. But is he going to continue to take point?

Remember, you have 16 vultures surrounding the crack which could be a way in. How will you proceed? Make any necessary rolls if you decide to draw closer. Thanks.


@Blue: How close are you getting to the wrecked ship?

For everyone, if you plan on drawing ever-closer with caution (and maybe some semblance of not being seen/heard), I will need stealth checks, please.

And wow, look at all those nat 20's on perception ... let's hope the dice gods don't turn fickle anytime soon. ;)

Blue:
From your current position, you cannot see any movement in the huge crack along the vessel's southern side -- although the interior is quite dark. The crystals along the vessel's length remain sparkling and sizzling and you continue to wonder about the faint plume of strange green smoke coming from the crystals and how toxic it is. From the fixed body posture of the many vultures you determine they are not simply perched casually, but have the look of guards on the ready/look out for intruders.


Linndell:

The majority of the vultures (the dozen) appear normal-size. The remaining four are much larger in size. They are all acting a little peculiar in that they are not off scavenging for food and are still hanging around the crash site even though there is no carrion to feed off (from the appearance of the skeletal remains picked clean). The vultures do not appear to want to leave the area/site for some reason.


Ayreth re Sense Motive:

The elf-bat-woman seems desperate/determined to reach the crashed ship. You do not get a sense that she is leading you astray. She is serious about wanting to show you the ship. There is no deception in her manner.

Linndell, Alar and Ayreth re Perception:

The only tracks you can discern are almost faded ones. No fresh tracks, unless you count small critters and the vultures' foot prints.

You can see bones scattered or propped a few feet around the outside of the broken vessel: several skeletal remains, in fact. From this distance you cannot tell for certain what manner of creature the bones belong to. Yet, seeing the vultures lurking in the area, you presume the carrion birds had something to do with the remains. You count a dozen normal sized vultures and 4 giant vultures all silent and watchful (like sentinels) perched on the top of the vessel or on the burnt branches of nearby/surrounding trees. You do note how eerily quiet the vultures are.


Gii missed his opportunity in the evening when he had his spell up.

And yes, I know Bart is prone to that. But for the GMs it would be easier if we could simply type a name rather than elf-bat-woman each/every time. ;p


Placing this here in case it's overlooked among the other game posts.

@Linndell: how close would you like to get? As previously stated, you're currently 300ft from the crash site. The elf-bat-woman, Bart and Alar are currently 200ft from the crash site.

And a general question to all: Do any of you gallant adventurers want to ask the Elf-Bat-Woman her name? ;)


Congrats on the new job, Bart. Thanks for the heads-up re posting times.


Bart:

You wake feeling fine/refreshed -- You've had undisturbed sleep through the night.

Linndell:

You wake feeling fine/refreshed -- You've had undisturbed sleep through the night. You succeeded on your Will save making the Fort save unnecessary at this time. :)

Blue:

You dreamed the same dream as the previous night. You wake feeling tired, annoyed/irritable, just like yesterday. This leaves you feeling on edge and slightly nervous the whole day through. But no other physical effects. No bad headaches this day. (Success on your Fort save.)


Linndell's Will: 1d20 + 4 ⇒ (17) + 4 = 21
Linndell's Fort: 1d20 + 3 ⇒ (5) + 3 = 8

Blue's Fort: 1d20 + 7 ⇒ (19) + 7 = 26


Ayreth:
You wake feeling fine/refreshed -- had undisturbed sleep through the night.


Gii:
You dreamed the same dream as the previous night. You wake feeling tired, annoyed/irritable, just like yesterday. This makes you feel on edge and slightly nervous the whole day through. But no other physical effects. (My apologies, you were only supposed to roll Fort, so I applied your first roll of 10 to your Fort save.)


Everyone but Blue: Please roll a Will and Fort save.

Blue: Just a Fort save, please.

(If I don't see the rolls posted in the next hour, I will roll them on behalf of each of you so as to not slow down the game. Thanks.)


Okay, guys. It's rather quiet on the board. What do you guys want to do now, in game?


@Gii: That pic always amuses me -- every time I read it. ;)

To all: Could you please finalise/finish levelling your characters by the end of tonight as we will be pushing the game forward tomorrow. Thanks. :)


Bart and Gii:
The Hands would be okay with that kind of flavour and appearance. We can't wait to see what you come up with! Thanks for clarifying. :)


Bart and Gii:
Bart, for Gii to be able to continue progressing as an Evangelist, he has to help you create a new spell by the time he reaches Level 7, for eg. I don't think you can design a spell, at your current level, that can create a "mini galaxy". I believe it's way over your current ability. Unless you mean to describe it as such for flavour/fluff? This doesn't mean that Gii cannot help you later as well -- for you to design other (higher level) spells...The Evangelist Gii will be working hard to increase his flock and influence. ;)


Okay, Gii -- anything else you want to ask through pantomime to the EBW? Linndell is checking/guarding the perimeter, Bart is learning the language and involved in the pantomime. Ayreth and Blue, want to do anything in particular, right now? If so, let us know, throw up any relevant checks/rolls and we'll go from there. Thanks. :)


Remember too, via that link I provided last night, the cost of researching a new spell (at least 1,000 gp per spell level).

I like the idea of having tiers: Round 1 <it does this>, Round 2 <it does this> etc.

I'd be okay with a single target drag/reposition/trip or hang in air for a certain duration. Instead of a black hole, you could create a pit, for example.

There is time for Bart and Gii to get this dynamic set up ... and you guys may use the discussion thread to run ideas past each other, the GMs and the group as a whole.

Lefty and I will certainly have input and we'll be reviewing the parameters of the drafted spell and adjusting accordingly, if need be. But we do want you to have some creative and social fun with it. :)


Linndell wrote:
Linndell wanders around the camp looking for any danger.

GMs' eyes only:

1d20 + 8 ⇒ (15) + 8 = 23

Linndell:

All seems quiet (apart from the elf-bat-woman and the others talking) -- you cannot see any threats in the vicinity of your camp -- just rolling hills of various sizes.


Good reminder. Hope it continues being fun -- nice to play with some friends (although that too has its own complexities).


Excellent! It's a method Lefty picked up in another game and we agreed it could work well, here.

And good luck at your 1st time in the DM chair. How are you enjoying it so far? :)


Oh my. I was just saying to myself I bet it's another 1. Sorry, A. The die bot wants you to have, and own, that 1. ;)


Upon Gii disclosing anything he knows or translating in general, anyone near him and the elf-bat-woman, may aid, where applicable.


Ayreth:

You may roll your HP again. Will scrap that natty 1. ;)


Gii, with Bart's aid:

It seems some knowledge is coming back to you ...

From your wanderings and dealings with various scholars you have heard of the gods of the Dark Tapestry via the Ancient Osiriani texts.

The Gods of the Dark Tapestry form 2 categories: the Outer Gods (true gods) and the Great Old Ones (demi gods). These beings are ancient, eldritch horrors of the Dark tapestry and the keepers of immense magic.

The Great Old Ones are said to dwell in the darkness between the stars known as the Dark Tapestry or Dominion of the Black. They are thought to be a vast, alien intelligence.

It has been written that the The Great Old Ones have limited ability to travel but have the ability to influence the wider Universe via dreams and mind control and thus may be referred to as the “Eye” – for their ability to be all seeing and controlling.


Bart and Gii, here is a useful link re creating/designing spells:

Look here


1 person marked this as a favorite.

Gii and Bart and the Hands:

Okay. I'm going to write this out as Lefty and I have discussed it today.

We need an actual "conversion" to the Nethyian way. There needs to be a demonstration of promoting/furthering magic above all other pursuits. Whether it's picking up a class in cleric, priest or wizard, and/or the following:

* Tutoring Bart into designing a new magical spell (once the gist of the spell is done, the GMs will place the mechanics re duration, range etc.)
* Teach a non-spellcaster class a cantrip, which they can then use once or twice a day.
* Organise a league or brotherhood (a dedicated congregation, establish a minor church) in town based on Nethy's principles. This includes establishing a prayer meeting once a week in town, if you would like to. (You, as the founder, may choose the name of this league/brotherhood which we will then use in the game/story.)
* If you are going to be the founder/leader of this minor church with your followers, acolytes, students etc ... You will need to think about taking the Leadership feat on level 7.
* You will need to decide how closely to Nethys' teaching/orthodoxy Gii will be following: will it be typical or will you make individual changes based on your own mindset and flavour ...
* You may decide to do all of the following prescribed above ... in your mission as an Evangelist. Just let us know what you plan on doing to make the Evangelist truly work in game.
* Lefty and I are excited to see which way you go with it.


@Gii: Lefty and I will be speaking in an hour and we'll discuss what you have asked and get back to you. Sorry for the wait, but it won't take too long. You will have an answer by today/tonight. Thanks. :)

@Blue: Sent you a PM.


Bart:
I am fine with Bart having some foundation in picking up Aklo -- The elf-bat-woman has been chatting in the language since the mine and then you have your inquisitiveness, mental acuity and are under the "tutelage" of both Gii (for the duration of the spell) and inadvertently the elf-bat-woman (EBW for short as it's easier/quicker to type).

I would ask however that Bart sit near the EBW and Gii and pay close attention to the communication and dialogue (in other words, rp the "learning" phase, please). You have some downtime at present while the group is resting in game (and out of game levelling up). Sound okay?


Okay, so with Gii's last channel burst ... all adventurers are back to full hp.


As she sat, head-bent, resting, her single bat wing lowered onto a grassy-patch, the elf-bat-woman began to softly chant a phrase in a sing-song voice,

Only for those who understand Aklo:

"The Eye watches. Above and behind the sky.
It sees our dreams. It wants the planets back.
It can see us now. It will be with us soon.
The Eye watches."

The phrase in Aklo was repeated numerous times in the same soft, sing-song voice until the woman went quiet and simply stared out.

Any questions posed to the elf-bat-woman will still need to be done through pantomime because none of you speak Aklo. (You will still need to roll a Diplomacy check to accompany the pantomime.) Hopefully she'll pick up your meaning and respond in some fashion. Fingers crossed!

Gii will be able to understand what the elf-bat-woman is saying in Aklo for the next 50 minutes (duration of spell).


Yes, Gii, you may add the channel, bringing your hp to 44/48.

Your channel brings Blue up to 50/55.

Everyone else is at full hp.


Noted HP before levelling up:

Linndell, Ayreth and Bart at full.
Gii 39/41
Blue 45/55
Alar 2 subdual (non-lethal) damage, which can be completely healed with 2 hours rest.


When the group sits down to rest and recover, the elf-bat-woman looks over her remaining wounds, noting the various deeper, open cuts from Alar's previous attacks.

GMs' eyes only:
3d8 + 7 ⇒ (1, 4, 4) + 7 = 16

Muttering quiet words in her strange tongue and keeping to herself, anyone who notices her from where they sit will see all her apparent wounds knit over and heal completely.

A small smile crosses her bat-like face as she feels a sense of relief that comes from no more pain from injury.

1 to 50 of 666 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>