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The scales have all four powers. But when you activate it for the day you may only use that ability for the day.

It seems Xantor and I both were exhausted.


Sorry y'all. I totally forgot about yesterday. I got home at 4:30 and crashed out hard. Slept through the night. Wow 14 hours of sleep!


Round 8

Xandarian goes invisible, (then heals himself. Wolf invisible makes Xandarian invisible.) Armag, readied action... Jorne cuts himself with his hand on his own blade. The mephit continues attacking the barbarian as they move back and swat at it. Alice turns into a pixie! Jorrast flies straight up and drops a fireball on the retreating barbarains. Evera is missing from battle.

Round 9


Round 9 go for it!


You found the scales in the first cave! One for each character. Though I am not sure who collected them and if they passed them out or not.


Xantor Orphabielson wrote:

Xantor sits with the civilians, keeping them company.

Noticing Horgus's sour disposition, the oracle offers, "At least you'll get a interesting story out of this misadventure, Silvertongue."

Xantor checks on the conditions of the other two injured. I hope the senior clerics can heal Arashnivial of his blindness when we get back on top.
[dice=Heal]1d20 + 10

With your and Onyx's dedicated healing. The rags are frequently changed and washed with fresh water. Alternating if there are no more fresh bandages. Their wounds seem to have not festered but additional healing would likely be appreciated. They should have been on bed rest but that was not an option.


Perception DC 15:
You can hear the sound of metal hitting rock.

Perception DC 20:
You can hear the sound of a metal pickaxe hitting rock.

When you squeeze through and into the next cavern:
You see a figure mining against the wall near his camp. You also see another passage across the way.

Marcus and Kendryl:
You might be done in seconds, so you might be right behind the others. But we will see.

Surprise Round
Cast Produce Flame.
No response: 2nd surprise round: throw ball of fire

It burns! 7 fire damage!

Round 1
The fire hits again! 10 fire damage total!

The Hecuveue gets in your face and misses with its claw.

Round 2
Dagger miss!

Double claw on Marcus! It hits Marcus with a claw. 4 damage to Marcus.

Round 3

confirm crit: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d4 + 1 ⇒ (4) + 1 = 5
A normal claw! 3 more damage, total of 7 to marcus.

Round 4

claw: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d4 + 1 ⇒ (3) + 1 = 4


Please everyone communicate. Also ask any and all questions here. I would prefer to explain than there be hard feelings over anything. If you don't state a problem I have troubles fixing it!

I hope everyone is having a good time so far. I appreciate everyone who is helping out where they can and making the game more enjoyable!


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The scales are only usable three times per day. They have all four abilities. But only one abikity is usable per day for that character.

■Cloud walking(levitation)
■Disguise,
■Resistance,
and ■ Sacred Weaponry.

A number of silver scales lie scattered amid the stones, each about the size of a human man’s palm. These are Terendelev’s scales, shed as she died, and each one possesses a unique power, infused by her departing soul. A PC who picks up a scale receive a flash of insight about the scale’s properties, along with an emotional rush of sadness tinged with resolute determination.

Cloudwalking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object
wholly contained within.

Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.

Resistance: Three times per day as a standard action, a scale can be used to cast resist elements—but only against electricity or cold.

Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.


1 person marked this as a favorite.

Eshki what's going on talk to us! There is plenty of players so if you need some time before you come back that is fine.

Please everyone communicate. Also ask any and all questions here. I would prefer to explain than there be hard feelings over anything. If you don't state a problem I have troubles fixing it!

I hope everyone is having a good time so far. I appreciate everyone who is helping out where they can and making the game more enjoyable!

Roll call:

Anevia - NPC
Arashnivial - NPC
Horgus - NPC
Yoko Mitsure - NPC
Eshki
Kendryl
Ettiken
Ragnar
Marcus
Byron
Tanrov

I believe that is it! That would be 11 characters and 11 scales!!!


Myriana wrote:
Just to make sure I am right about this "4th tier spells" are lvl 4 ones?

Correct so she is at least 7th level. This would also be the first 'commoner' that is of such a level.

Sorry guys, lots on my plate as of the last few days. Now to see if I can catch up tonight!


Please disregard Marcus post above it should be in a spoiler.

Map is updated, please move your character to be in the right position.

Tanrov walks slowly ahead of the group, walking through the gap from one cavern to the next. Byron follows nearby ready with his morningstar.

Tanrov:
You see a figure mining against the wall near his camp.


Chief Sull quickly replies to Sylvara, "If anything this is our recompense for you saving Crel. Rest, eat, and sleep, we will have food brought here and the rooms below are yours just dont break any locks."


G. NEATHHOLM
From area F, the tunnel winds north for about 1,100 feet (about 15 minutes of travel at a speed of 15 feet) before reaching a circular, 20-foot-diameter cavern. Four mongrelmen stand guard here before a large stone door.

The guards greet their mongrel companions warmly. While they eye the rest of you with suspicion, Lann’s word is good enough to let them all enter the chamber beyond the door.

Beyond the stone door lies the settlement of Neathholm. A small, dark lake ripples in the center of this two-hundred-foot-wide cavern, the walls and ceiling aglow with thick sheets of luminescent fungi. In the center of the lake, over two dozen low stone buildings cluster on a rocky one-hundred-foot-wide island. Lights glow in the windows of the buildings, giving the settlement an almost welcoming look. Rafts made of
mismatched planks of timber bob along the length of a crooked pier at the lake’s closest shore.

Lann, Dyra, and Cler escort the you to the largest building atop the island’s low central peak—this is the home of Chief Sull, a bloated and unpleasant-looking but mild-mannered mongrel with one clouded white eye.

Chief Sull listens to Lann’s report and thanks your group for their attempts to free the trapped mongrelman. He then asks your group to explain their presence in the caverns.

Once Sull learns the source of the tremors that shook the tunnels and
caused so much damage, he grows quite concerned. He and his kind, Sull
explains, may be outcasts and freaks in the eyes of uplanders like yourself, but their ancestors helped drive back the demons in the First Crusade. He wants the demons defeated as much as anyone who lives above,
and asks if you are willing to bring this message to the surface—that the mongrels will stand with the inhabitants of Kenabres to defend the city.

Assuming you agree, Chief Sull nods sagely and goes on to inform you that the nearest route to the surface lies to the south, but this exit is guarded by a tribe of mongrels who do not have the same opinions as
those of Neathholm. In fact, this smaller tribe, a group he contemptuously calls “the traitors,” have consorted for some time with cultists. Chief Sull has ignored them, but that time has passed. If you agree to destroy the traitors as they make their way back to the surface to bring word of the mongrel’s pledge to aid the crusade, Chief Sull
promises them aid in the form of a small stash of potions (six potions of cure light wounds and three potions of lesser restoration). His own soldiers, alas, he cannot spare—he needs them to fan out deeper into the tunnels to gather the other mongrel tribes to Neathholm. Once they receive word that the crusaders above will welcome the crusaders
below, the mongrels will be ready to rise up and help take
back Kenabres.
You can rest in Neathholm safely for as long as you want, though they undoubtedly want to return to the surface as quickly as possible. The mongrelmen of Neathholm trade occasionally with other underground
races and willingly accept both gold pieces and items in trade if you wish to restock. Once you are ready to move on, Chief Sull escorts them to one of the several doors that mark exits from the cavern in which
Neathholm is located—the route beyond this door leads directly to the traitors’ den, and past that, to the surface. He wishes you luck in
your journey, gives them the potions he promised, and tells them he eagerly awaits word of whether the crusaders wish them to join the battle above.


Map is updated!


I have been having trouble tabulating all the damage...


I suppose, I liked Anapa.


Zaidel buys all the cleaning supplies in the general store: soap, buckets, brooms, mops, rags. 8 gp.


D&M:
She bows slightly and confidently states, "I am Alise Moonbreake. I have worked for Roth for almost 4 years. Keeping his details and planner in order. I am capable of casting 4th tier magic and keep the portal system working with ritual magic."

He states, "I am Noah Roth. An original noble of Cinder, my family have been here for 220 years. My great great grandfather was one of the founding fathers. I don't care for slavery but with the regime change I could resist them all. I hope slavery will be abolished except for the criminals.


Myriana wrote:
Sorry for being so quiet this week, I've been doped up on medications after messing my back up. I'll be getting caught up today.

No worries, get well soon!


Ragnar:
That would be hilarious!

The scales are only usable three times per day. They have all four abilities. But only one abikity is usable per day for that character.

■Cloud walking(levitation)
■Disguise,
■Resistance,
and ■ Sacred Weaponry.

A number of silver scales lie scattered amid the stones, each about the size of a human man’s palm. These are Terendelev’s scales, shed as she died, and each one possesses a unique power, infused by her departing soul. A PC who picks up a scale receive a flash of insight about the scale’s properties, along with an emotional rush of sadness tinged with resolute determination.

Cloudwalking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object
wholly contained within.

Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.

Resistance: Three times per day as a standard action, a scale can be used to cast resist elements—but only against electricity or cold.

Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.


Ragnar:
Since you are in the back helping the others along you would likely notice if they don't follow. [Ooc]I am waiting to see if either of them go with Yoko, they might just be right behind you.


Kislum:
No I get it.

I am Not meaning to and forgot to respond to Black.

The priest can detect magic. Black cannot.

The priest holds the position of treasurer. His name is Olek White. You have domination over him.

Slip of the tongue, I wonder what they would says "His unholy darkness?!"

Black and Olek would work together to grab the known chests of worth and bring them forward. Spilling one out and then filling it with the prime magical loot first and then gems.


The magical darts pound into the undead flesh. The horse wolf attacks with a charge and then tries to flank.

Two flank each of you.
Vs. Cyril
1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26

Vs. Saronis
1d20 + 8 ⇒ (10) + 8 = 18 +2
1d20 + 8 ⇒ (7) + 8 = 15 +4

Vs. Saffire
1d20 + 8 ⇒ (18) + 8 = 26 +2
1d20 + 8 ⇒ (15) + 8 = 23 +4

Vs. Elkinore
1d20 + 8 ⇒ (8) + 8 = 16 +4
1d20 + 8 ⇒ (14) + 8 = 22 +2

Round 2

Vs. Cyril
1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17

Vs. Saronis
1d20 + 8 ⇒ (10) + 8 = 18 +2
1d20 + 8 ⇒ (3) + 8 = 11 +2

Vs. Saffire
1d20 + 8 ⇒ (4) + 8 = 12 +2
1d20 + 8 ⇒ (14) + 8 = 22 +2

Vs. Elkinore
1d20 + 8 ⇒ (9) + 8 = 17 +2
1d20 + 8 ⇒ (20) + 8 = 28 +2


They relay it and will witness as you wish. They will speak the whole truth that which they know. Especially the last bit that the Beast must not have been the one to kill the last child. Also maybe not the others. The Beast would surely of beaten the children to death not smother them.


Excellent Ink! You and your scholars have many writs going!


Angelkin aasimar only gives you Alter self 1/day, right? Or is it at will?!


Awesome Jean!

Evindly, trust us, don't worry about it. I believe you also can take from one and give it to another.

8
13 --> 18
11 --> 6
15
11
14

18, 15, 14, 11, 8, 6 isn't bad. Also you have the ability to grow your ability scores! This is an epic campaign. I am planning on bringing in more fun soon!


Hrothgarn, Thorin, Kenyu, John and Dom:
The priest does rise when you enter. The candlelight bends strangely around the head priest, as though reluctant to touch his robes.

“Kenyu… Dom,” he repeats softly, tasting the names as though testing for poison. “Yes. Your companions came before rather neutrally. I prefer your approach.”

His eyes lift—calm, hollow, measuring.

“They asked for my aid in preserving what remains of Cinder. The sickness spreading through the lower districts is not natural. It festers too quickly, rots flesh without heat, and leaves behind whispers in the mind of those who survive it. I agreed to tend the afflicted. Not for your guild. Not for the council. For the people.”

A faint smile ghosts across his lips.

“As for those seeking to claim the city… they are not simple conquerors. They do not march with banners. They infiltrate. They take and kill. Though we know little of those who do try to claim it.”

He folds his hands within his sleeves. At the mention of the chains in the hall, his gaze sharpens.

“Those you saw are not prisoners in the way you imply.”

A pause. The air grows warmer.

“All of them are here of their own accord. Any of them may leave at any time, though with the chaos outside of these walls, most will remain.”

A long silence lingers before he adds, “If you fear I delight in cruelty, you are free to inspect them. You will find them fed and tended.”

His eyes narrow slightly, “Now our hands were tied by the contracts we had with the Cinderlords. We wait to act upon the contract being broken. What does your guild intend to offer beyond questions?”


D&M:
Alise is startled at the magical movement. Then, at the closeness of Myrianna to her, she pulled back. At the nip of her neck, her breathing sped up. Alise to her credit, simply stands her ground. "I don't... neither of us are refusing. I will gladly serve. A high-level clerk and sorcerous at your will."

Roth simply watches, surprisingly Alise, and stands his ground as well. Looking up at Myrianna he states, "I know little of the Fae. There are myths and legends for sure and there are many different kinds of pransters. Some good some evil."

Alise adds, "I know more of the fey such as yourself. Though something tells me that it is lacking compared to you."

Their indifference turns to helpfulness.


The passageway leading south from area B continues for about 3,000 feet (at a speed of 15 feet, this takes about 40 minutes to navigate) before ending here after a gradual rise in elevation of 30 feet from area B.

C. Cavern of Ancestors
Stone figures are carved into the walls of this cavern. Each depicts a different crusader clad in armor and wielding weapons, but their carved stone features contain expressions of sadness.

K history DC 15:

You believe the soldiers depicted were from the First Crusade. The
descendants born to this group likely erected these statues in honor of their parents.

Perception DC 24:
You can see that not all of the stalagmites above stay in position; some of them move.


Tanrov and Byron leads the group along the path, away from the building with the green lights.


I think that would be an excellent question to ask in gameplay once it is identified.

I am a little shocked there has been no interactions. Be it in gameplay or discussion.


The mongrels are obviously relieved the “spore-cougher” is dead, and are
eager to continue north to Neathholm but are willing to linger long enough for the PCs to investigate the bodies.

As you ask about the dead men, Lann notes that they’ve seen others like them in the tunnels before. Lately, their presence in the tunnels has increased. Furthermore, the mongrels say that they have some sort of alliance with a different tribe of mongrels—a bad tribe—that lives in a small complex southeast of Neathholm.


Lann looks at you and asks, "If this is your way of asking about the dwarf I don't know as I said we haven't seen him."


Kislum:
I think gathering information the standard way would be the best. I don't see a connection like that with vampire and thrall, or dominated and vampire.

The quasi priest relays, "I... uh... don't actually know. I just know only the high priests go into the center sanctum."


Kenyu, I am still working on a proper reply...

Did I catch it Kislum?

There hasn't been much talk here. Come on folks! What do you want to do?!


I will get a google sheet setup.

Wow! Great news! Congratulations!


Then you realize the potion of invisibility was empty... most recently used...


Lann states, "There is a story of a crazy dwarf that wanders the tunnels looking for something, always looking. Though I have not seen much down here but vermin, sporecreatures and mongrelmen."


Next area feel free to adjust the post as needed.:
I gotta go hopefully will be back but our hour is over.

F. Dead Cultists (CR 4)
The tunnel continues along a mostly southeastern course
for about 1,400 feet (just over 18 minutes of walking at a
speed of 15 feet) before reaching a circular cavern. If the
PCs approach, the mongrels warn them that the cave
ahead is one they now rarely use, for it has become the
den of a particularly dangerous fungal creature he calls a
“spore-cougher.” A PC who succeeds at a DC 15 Knowledge
(dungeoneering or nature) check recognizes Lann’s
description of the deadly fungus as that of a basidirond.
Lann assures the PCs that, with their help, they should be
able to defeat the monster and move through its lair—and
if they’re lucky, the creature’s out hunting elsewhere.

The tunnel opens into a circular cavern, roughly forty feet in
diameter. Thick sheets of fungus grow in the cave, and several
tunnels branch off. All of these save one in the north wall lead
downward; the northern one leads upward. What appear to be
two dead bodies lie on the ground in the middle of the cave,
next to a strange heap of ropy green fungus.

The basidirond that dwelled here has been killed
recently, but the two men who killed it were slain in the
battle—one by the fungus itself, the other in the agonizing
few seconds after he struck the death blow to the basidirond
only to die himself of the creature’s spores. The mongrels
are obviously relieved the “spore-cougher” is dead, and are
eager to continue north to Neathholm but are willing to
linger long enough for the PCs to investigate the bodies.

Treasure: Both men are dressed as crusaders of Iomedae,
and each still wears a masterwork chain shirt. One of the
dead bodies still carries a potion of cure light wounds, while
the other has a scroll of cause fear in a pouch. Between the
two of them, they also carry 129 gp.
Curiously, the crusaders are not armed with the
longswords typically wielded by Iomedae’s followers, but
instead carry glaives and a spiked gauntlet. Furthermore,
the body on which the scroll was found clutches something

tightly in his fist—a small symbol of a brass bull’s head
with tiny red gemstone eyes. This is an unholy symbol
of Baphomet worth 50 gp. A successful DC 15 Knowledge
(religion) check identifies the nature of the symbol.

Development: If the PCs ask their mongrelmen
companions about the dead men, they note that they’ve
seen others like them in the tunnels before. Lately, their
presence in the tunnels has increased. Furthermore, the
mongrels say that they have some sort of alliance with a
different tribe of mongrels—a bad tribe—that lives in a
small complex southeast of Neathholm.

NPC Reactions: Once the bodies are identified as
Baphomet cultists, Anevia is disgusted and Aravashnial
delighted. Both have heard the rumors that the cult of
Baphomet, known to some as the Templars of the Ivory
Labyrinth, had infiltrated various mercenary groups, but
proof that at least two had been disguised as Iomedaean
crusaders is something else entirely. Anevia becomes
even more worried for her wife, while Aravashnial argues
that they should bring the bodies with them so they can
be identified by the church. (In fact, he actually just
wants the bodies as proof for yet another of his conspiracy
theories.) Horgus doesn’t care one way or another about
the bodies.
Story Award: If the PCs discover the truth about the dead
crusaders being cultists of Baphomet, award them 400 XP.


Onyx gets over the three mongrelmen, the three being escorted, and easily six more over the chasm. Before he hops over with ease. Onyx's spell seems to last about three minutes.


Guriok wrote:

Guriok says "Yes, we're lost. We came from Kenabres. There was... a demonic invasion. Terendelev, our protector, was cut down before our eyes. So strong was demonic horde that they opened a hole on the ground and we fell through, although somehow they managed to close it again. Now we've been wandering aimlessly trying to find our way back, although we're not sure back to what."

Looking carefully at the three mongrels, he asks stupidly "Are you descendant from the first crusaders?"

Lann looks at you with surprise, "You come from the great city above. How did you get down here?! Oh... that isn't good for anyone..."

At the stupid question his sober mood shifts back to mirth, "No we are not descendants from the first crusaders but they are our ancestors. For most of us they were our grand or great grand parents."


Xantor Orphabielson wrote:

[dice=Perception]1d20 + 6

"Hod on. Be right back. Someone needs healing." Xantor tells then three as he walks back to the mongrelfolk.

"I'm a healer", the large man steps forward. "Dyra, was it? May I examine you?"
[dice=Heal, using Healer's Kit]1d20 + 10

She has some skuffs, like Lann. Crel seems to have several open wounds and is badly bruised. He hobbles forward if asked he would stop and let you inspect him. Dyra would move back from Xantor...


E. Broken Road
After winding roughly southwest for 1,875 feet (25 minutes of walking at a speed of 15 feet), the tunnel reaches a significant obstacle.

Ahead, a wide chasm splits the tunnel floor. The floating rock dust in the air and the groans as the tunnel walls settle indicate that the tunnel split recently. The same tremors that brought down the mongrelmen guard post also created this small chasm.

Lann and Crel express dismay when they see the chasm—there’s a way onward on the far side of the chasm to the southeast. Lann states with dismay, "We worry that the tremors may have destroyed our home."

The chasm is 10 feet across, 70 feet wide, and 30 feet deep. The tunnel continues on from the chasm’s opposite side about 40 feet east of the entrance. Climbing along the edges of the rift is as difficult as climbing down and then back up, and [ooc]requires a successful DC 15 Climb check to navigate. With blind and crippled NPCs, however, the obstacle presents an even larger challenge than normal.

Hidden ideas - DM notes:
Using ropes to lower and lift Anevia, Aravashnial, and any
PCs unable to attempt the Climb checks is perhaps the
easiest method of navigating the rift.
Story Award: The PCs earn 400 XP if no one dies from a
fall while crossing the rift.


In his raspy voice, he states, "Good to meet you! I am Lann, this is Dyra, and you saved Crel! We thank you for all your help. Are you lost? Dyra does not talk, and without a bit of healing, Crel shouldn't either. We are thankful for your aid."


Post updated, please refresh!


The group is able to move the rock, and their friend is pulled free from the boulder and the cavity he is within.

Anevia treats the mongrels with curiosity and a bit of pity, while Horgus is disgusted by the creatures and advises the group not to trust them—his attitude imparts a –2 penalty on all Diplomacy checks made against mongrels. Aravashnial is intrigued by them and asks many questions about their history, but his questions quickly start to annoy the mongrels. At Onyx's request, he ceases his questioning once asked to.

"You have saved Crel’s life!" the mongrels immediately shift to friendly in attitude. Lann seems rather happy to help, "We will escort your group on to our settlement, Neathholm, where our chieftain can reward you for saving Crel’s life and you all can get some rest."

Numerous tunnels lead out from this area—Neathholm chose this cave as a guard post for this exact reason, but the tremors collapsed the tunnel that once led directly to Neathholm.

Lann continues, "Fortunately, we know of an alternative route through a tunnel leading to the southwest." They begin to lead the you in that direction.

Story Award: If the PCs save Crel’s life, award them 1/10 XP. If the PCs also manage to make the mongrelmen friendly, award them an additional 2/10 XP. You now have 4/10 XP to next level!


Let's please put the dwarven talk in a spoiler or move it to discussion. I am fine with either option.


Someone please make a google spreadsheet for loot!

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