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
Xantor Orphabielson wrote:
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
It burns! 7 fire damage! Round 1
The Hecuveue gets in your face and misses with its claw. Round 2
Double claw on Marcus! It hits Marcus with a claw. 4 damage to Marcus. Round 3 confirm crit: 1d20 + 4 ⇒ (9) + 4 = 13
Round 4 claw: 1d20 + 4 ⇒ (9) + 4 = 13
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!
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)
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
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.
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
I believe that is it! That would be 11 characters and 11 scales!!!
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.
G. NEATHHOLM
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
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
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
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.
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)
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
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.
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. Saronis
Vs. Saffire
Vs. Elkinore
Round 2 Vs. Cyril
Vs. Saronis
Vs. Saffire
Vs. Elkinore
Awesome Jean! Evindly, trust us, don't worry about it. I believe you also can take from one and give it to another. 8
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
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.
The mongrels are obviously relieved the “spore-cougher” is dead, and are
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.
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 opens into a circular cavern, roughly forty feet in
The basidirond that dwelled here has been killed
Treasure: Both men are dressed as crusaders of Iomedae,
tightly in his fist—a small symbol of a brass bull’s head
Development: If the PCs ask their mongrelmen
NPC Reactions: Once the bodies are identified as
Guriok wrote:
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:
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
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.
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!
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