Kutholiam Vuere

Moredrel's page

163 posts. Alias of thejeff.


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No chance at either roll.

Thank you, Spirit. We will pass as quickly as we may.


It may not matter much, given the pace, but I'm going to be away and pretty much out of contact for most of the next week.

Moredrel isn't going to start a fight with these guys, pretty much regardless of provocation. He'll back the rest of you up if necessary. Or at least supply communal mounts if we try to flee.


In Draconic: "If you want to know something, ask. It is an affront to us to enter our minds uninvited."


I wasn't sure if we'd be aware of what it was doing with a failed save.


Thoughts:
Moredrel's mind is full of curiosity and wonder: Elemental spirits? But who is this usurper? And what are these so-called gods? The Dragon God? The powers of the South my patron spoke of?


Will: 1d20 + 5 ⇒ (10) + 5 = 15 +2 if it's enchantment


Perception: 1d20 + 9 ⇒ (8) + 9 = 17

draconic:
"Spirit, we did not intend to offend. We are travelers from afar and knew nothing of your presence or agreements. The Dwarves suggested this path to us.
We know nothing of this usurper you speak of, but there are strange new things in all the lands and we dreamed troubled dreams on the slopes below the ice. May we know more?
"


Until and unless someone else wants it, Moredrel will wear the cloak and bypass the saves.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18


No, I'm just not used to checking for PMs. I'm still around.

If we're starting up again, I'm in.


I also have Communal Mount still prepared. If we can rig them up as a haul team, 4 of them should be able to haul as well and more safely. Anyone have handle animal. I'd love to put the yaks out for the haul, but can't do that right now.


Moredrel will give it a try.
Climb: 1d20 - 2 ⇒ (17) - 2 = 15
Climb: 1d20 - 2 ⇒ (9) - 2 = 7
Climb: 1d20 - 2 ⇒ (17) - 2 = 15

If that second roll fails, he floats gently downward beside the rope for a moment before grabbing it and beginning to climb again.

Spoiler:
Feather Fall from the Flight Hex

Climb: 1d20 - 2 ⇒ (12) - 2 = 10

Eventually, he reaches the top.


"I could set a rope as well, but we might still want to look for a easier spot."


Perception: 1d20 + 9 ⇒ (7) + 9 = 16

Cold - DC 15: 1d20 + 3 ⇒ (9) + 3 = 12
Cold - DC 16: 1d20 + 3 ⇒ (4) + 3 = 7
Cold - DC 17: 1d20 + 3 ⇒ (8) + 3 = 11
Cold - DC 18: 1d20 + 3 ⇒ (4) + 3 = 7

Altitude: 1d20 + 3 ⇒ (3) + 3 = 6

Non-lethal damage: 4d6 ⇒ (2, 3, 2, 5) = 12
down 12(NL) out of 26 hp

Moredrel is not doing well today. The cold and altitude affect him right from the start. By the time we reach the glacier he can hardly rouse himself to study it.
Unless someone else is worse off, he'll ask for the cloak for the next part of the trip.


DREAM:
"Of course I am yours. That choice was made long ago."
He pauses, trying to gauge whether the presence is listening.
"What powers of the south? The dragons?"


I thought I'd reported this earlier, but
"They're definitely both magic and strong magic at that. Too strong for me to tell what they can do. There's a hint that they might be intelligent."

As he realizes Krathok's tried the helmet on:
"Krathok! They could be dangerous."
When nothing seems to happen, he'll cast Detect Magic again to observe more closely:
"They don't seem to have done anything. Do you feel any different?"

"Hmmm. If they're intelligent, can you try to contact then mentally? "


:: These are old. They may have been kept as relics for centuries. They probably belonged to famous ancestors of the clan. The runes may show that, but I can't tell what they represent. ::

I may know more once I get a response on the Detect Magic.

:: Until we find out more about them, I'd be very careful about who we show them too. If someone thinks we stole them, we could be in a lot of trouble. ::


Moredrel will gladly examine the sacred objects (and had been planning to do so from the initial description).

Detect Magic. And Spellcraft if they do have magic auras. 1d20 + 15 ⇒ (10) + 15 = 25
He will also see if he can decipher the runes or anything else about them
Knowledge: Arcana 1d20 + 12 ⇒ (17) + 12 = 29
I don't have religion and I doubt Planes,geography or Nature will help.:)

:: I wonder why these were given to us? Unless they're standard equipment for the average nomad family? ::

Edit: Written before that last posting.
Int:1d20 + 5 ⇒ (16) + 5 = 21


And one more save as we start searching for a place to camp:
Cold DC 18: 1d20 + 3 + 2 + 2 ⇒ (15) + 3 + 2 + 2 = 22


Alright, here's the first 3.

1st Checks DC 15
Altitude : 1d20 + 3 + 2 + 2 ⇒ (18) + 3 + 2 + 2 = 25
Cold : 1d20 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13
NL cold Damage 1d6 ⇒ 5

2nd Checks DC 16
Altitude: 1d20 + 3 + 2 + 2 ⇒ (9) + 3 + 2 + 2 = 16
Cold: 1d20 + 3 + 2 + 2 ⇒ (19) + 3 + 2 + 2 = 26

3rd Checks DC 17
Altitude: 1d20 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11
Cold: 1d20 + 3 + 2 + 2 ⇒ (9) + 3 + 2 + 2 = 16

Fatigued
NL cold Damage 1d6 ⇒ 4

Moredrel is showing the strain. Shivering and frostbit from the start, he's breathing hard near after a couple of hours. Stopping frequently to try to catch his breath.

Does the altitude cause any more problems once you're fatigued? Is there any point in continuing to make checks?


I was distracted this weekend, but if there's still time to get a little exposition, Moredrel will ask about the fire elemental. Professional curiosity.

Beyond that:

:: Well, I thank you for taking the load. I am not built for burdens. ::

If Moredrel can find a couple extra potion type vials, he'll take those along.

Then he'll thank Hroar again and head off towards the ridge.


GM:
I'm not sure exactly how the familiar link works either, partly why I haven't been using him too much. That sounds about right though. Moredrel will give him few moments to keep sniffing around and then urge him to return.

Brywyn:
At last, someone I can understand!
Before you send us away, you must believe what I saw. The one my friend grabbed, who ran out of the courtyard was in disguise. He could have been anything. I recognized the spell he cast. It was a physical change, not an illusion.
Your priest (I'm not sure if this was the one who examined him? Edit phrasing as appropriate) should have been able to see the magic on him, even if he didn't identify it. I tried to follow him out, but lost him when the soldiers arrived.
We will go, if we must, but be wary. Your problems may come from outsiders, just not from us.


Familiar's checks:
Stealth: 1d20 + 10 ⇒ (20) + 10 = 30
Perception: 1d20 + 11 ⇒ (1) + 11 = 12

Well, that's extreme.

He carefully moves down the street, slipping from shadow to shadow, completely unseen. Only to reach the corner and realize his quarry is nowhere to be found.

Or something like that.

Assuming he's lost sight, he'll try to pick up the scent:
Survival: 1d20 + 5 ⇒ (3) + 5 = 8

No good. I guess he'll return.


::Because we're strangers. It's always easy to blame strangers. That way they can keep thinking none of them would do it. Of course, the irony here is that it probably wasn't one of them. And that they let him get away.

But we may not have lost him completely... ::

Is my familiar still following our changeling?


:: Kjolmar, we're going to lose our spy if someone can't talk sense into these guards! You are going to teach me Dwarven when we get the chance. ::

:: Krathok, if there's anything you can do to stop him without starting a fight with these idiots do it! ::
Sorry, I've got nothing.

Unless Krathok has a better idea or the dwarf moves to stop him, Moredrel will turn back to the courtyard to rejoin that fight.
Sensing Moredrel's urgency, his familiar runs off following the changeling. He'll try to follow without being obvious or getting to close and will flee if attacked or confronted. I don't know how you want to run that, or even if it's something I can have him do.

If he's within 30' or can move to 30', he'll give the elemental the Evil Eye (Will DC 17, Saves). If he didn't have to move, he'll Cackle to extend the Eye.


Moredrel curses into the collective
::Our changeling is making a run for it! I'll go after him, but I'd like some backup. Krathok, he should have just passed you.::

I assume he headed out the bottom edge of the courtyard, essentially past me. If so, Moredrel will take time to cast Mage Armor before following him, since I'm not going to attack a dwarf in the courtyard.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Perception: Fox: 1d20 + 11 ⇒ (6) + 11 = 17


Orion, I hope I haven't just made you a bigger target. I can dismiss it, if you want.

Since no one else seems to be and he's concerned, Moredrel is going to stay focused on our changeling. Do I still have to use a move action to follow him if I'm attacking him? "I lost track of him because I was hexing him" just seems weird.

Regardless, there's nothing he wants to attack him with yet, so he'll skirt the edge of the courtyard, trying to stay out of the elemental's reach, to M10.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
The fox, having lost track of the quarry, returns to his side and follows him.
Familiar's Perception: 1d20 + 11 ⇒ (5) + 11 = 16


Moredrel steps towards the doorway, casting Enlarge Person on Orion as he passes outside.

He tries to keep his eye on the imposter while his familiar follows the imposter out and does the same.

Perception: 1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 20
Perception: 1d20 + 11 ⇒ (1) + 11 = 12

But the poor fox is almost stepped on in the confusion and loses track for the moment, while Moredrel, despite the distraction, happens to have a clear line of sight.


What happened to the imposter? Or did I miss the Perception check?
Moredrel's very loose plan is to try to capture the imposter then help deal with the elemental, if still necessary.


Perception: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Familiar's Perception: Aid: 1d20 + 9 ⇒ (3) + 9 = 12

Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Familiar's Reflex: 1d20 + 4 ⇒ (16) + 4 = 20

Moredrel has been trying to stay focused on the imposter the whole time so he doesn't react to the fire in time and gasps in pain as the flames wash over him. His fox dances neatly out of the way of the heat, using dwarves for cover, but still manages to help keep Moredrel pointed at the right dwarf.

I assume the dwarves holding him let go, either burned or rushing out.


From the last time I checked: The windows are high in the wall and have a wooden latticework across them. You could probably smash your way out but it would be a little difficult.


:: I can't see it without casting a spell, which I don't think would be a good idea right now, but I watched him cast it. He was trying to hide it, but I could see what he was doing. Tell the fool of a priest it's a transformation, not an illusion.::


:: It's not an illusion, so most of that won't work. Detect magic will show he's under a spell and even the school. That would help. Detect evil might be interesting. ::


:: It shouldn't last more than a few minutes anyway, unless he's very powerful.::


Moredrel was by the window, but when he saw the casting, and saw Orion start to move he would have been moving away from it towards them.

DM:
I assume that's the effect I'd expect if he was renewing an Alter Self about to wear off?

Initiative: 1d20 + 5 ⇒ (13) + 5 = 18

Into the collective:
:: We can't fight them all. Try not to resist.
Kjolmar! Tell them we'll surrender, if they'll hold that one. Tell them he's disguised by magic. ::

Moredrel stops moving, raising his hands slowly, holding them open and being careful not to do anything that could be misconstrued as a casting gesture.


Well, that changes my plans.

:: Kjolmar, if you would translate for our hosts. ::

"Wie ben jij? Waarom wilde je om jezelf te vermommen?"

Camthi:
"Who are you? Why were you trying to disguise yourself?"


DM:
Watch him and get a good look when he's done at what he looks like now.


Perception: 1d20 + 9 ⇒ (11) + 9 = 20


:: They are hurting it, but I think it's just a conjured thing that they've lost control of. They do seem to want to keep us from finding out what's going on though. ::

If we're still getting Dwarven translated through the collective

Spoiler:
:: What are they saying about a foreigner? Do they mean us or is there someone else here? ::


:: I don't know. Something strange is going on here. I would like to learn what they're doing. We need the dwarves aid, so if they don't want us to help, it might be best to stay out of it ::
:: Kjolmar, I know these aren't your clan, but you know more of them than we do. What do you think? ::

How far from the windows we're looking from is the creature?


::It's a fire elemental, but something's been done to it. The metal isn't right. Whoever summoned it up must have been experimenting. I'm not sure why it's acting like this. It should be almost mindless.
We should probably help stop it before it does anymore damage, but the dwarves don't seem to want us to. ::

Moredrel will continue to watch for now.


Moredrel has been watching through the window, trying to identify the creature.
Not sure what skill is relevant, so here's a roll with various bonuses
Knowledge: 1d20 ⇒ 18
Arcane: 18+12 = 30
Planes: 18+10 = 28
Nature: 18+12 = 30
Or maybe none of those are relevant and I don't have a clue :)

Sense Motive: 1d20 ⇒ 12

Do the windows open? Are they big enough to fit through?


Oh hey, we're back! Yay!

Int Check: 1d20 + 5 ⇒ (15) + 5 = 20
Sense Motive: 1d20 + 1 ⇒ (2) + 1 = 3

As he doesn't speak dwarven, Moredrel will ride along in silence, watching the riders and the streets.
Through the collective, "If they do us honor, it's because they want something of us. I'll be respectful, but don't let the honor get in the way of your judgment."


I'm not sure anyone ever claimed the hammer. I don't have the Cloak, though we were talking about passing it around to anyone who needed the warmth.
I have the gloves, the ioun stone, the horn, a couple of wands and I'm carrying a Lesser Restoration potion.


They are not sparkle ponies. I assume they follow the rules of any regular summoned creatures. They look like regular light riding horses, unless you asked for a pony. Maybe subtle differences so a spellcraft roll can tell they're summons?
OTOH, now I want fiendish dire ponies


Perception: 1d20 + 9 ⇒ (6) + 9 = 15


Then I'll summon a pair of light horses. Communal Mount: If I read it correctly, there's nothing to say they have to stay near me.

"They should last for about 4 hours. Hopefully, plenty of time."


"They're mounted too. I don't know if I'll be faster. They're just regular horses. Anyone want to come with me? Or go without me for that matter?"


"I have no stealth, but I can supply some speed if necessary. I can summon horses for all of us for a few hours.


"If the dragon god already knows we're here and has troops ready to find us, we'll not escape them. It's more likely Urrax told his son we were lost and he sent them. Perhaps more importantly, we won't survive long out here without aid, whoever they are."


I'm still thinking about spells. Is there any chance of meeting other witches I can trade spells with or am I going to be stuck with just the 2/level?
I'd even take the creepy Blood Transcription, but RAW it would require scribing a scroll.

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