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1-04: The Mists of the Mournland


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PZO9083-SkyMasterAir.jpg         Terry the Terror


Not aware of the inability of most if not all of his companions to hear, Melnop asks, "We may be up, but we need to heal and I don't think we should wait until we make it out of the mist. Shall we take a break from travelling, or do as much healing as we can while we are on the move?"

 


Stats

Terry the Terror
Male TN Human Slayer/Fighter Level 1/3, Speed 20. Init +3

HP 28/39
AC 24 (16 without his plate armor) Touch 13 Flat-footed 21
CMD 21 (+2)[deft maneuvers] (+1)[favored class]
CMB +8 (+2)[deft maneuvers]
Fort 8 Ref 6 Will 4
Base Attack Bonus 4
Attacks
+8/1d6+9 Scimitar [crit 18-20/x2; S]
+7/1d8+4 Composite Longbow
Abilities Str 18, Dex 17, Con 14, Int 12, Wis 12, Cha 12
Conditions None

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Gli incantesimi viventi ci rivelano molto riguardo Eberron - Dungeons &  Dragons - Dragons´ Lair

THE MISTS OF THE MOURNLAND

Chapter 1 Part 4: The Mists of the Mournland


image.png.4d33f22261e92028e8040ad36a992d30.pngAntonio struggles to his feet, drinking down several gulps of goodberry wine which seem to steady him.

He grabs the control handles, leaning heavily on them, and spurs the elemental into action. Once again the slow acceleration quickly reaches top speed and you are heading once again through the mists. You can only hope it is in the right direction.


OOC Scene Notes

There is no active map at the moment
Please use directions when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.


Zor 9th Rhaan 998 YK, around noon


Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

 

MECHANICS DESCRIPTIONS

 

 

Watch Order

  1. Remi & Bonesetter
  2. Nox, Terry, & Bonesetter
  3. Roderick & Bonesetter
  4. To'Nari & Bonesetter
  5. Antonio & Bonesetter

CHARACTER STATUS

To'Nari Roderick

23 damage: 23 from Lightning Rail

Deafened

13 damage: 13 from Lightning Rail

Deafened

Nox Remi

39 Damage: 8+5+2+5 damage from glass zombies, 3 healed by Bonesetter, 22 from Lightning Rail, 1 from goodberry wine

Deafened, Unconscious, Dying

20 damage: 1+1 from glass zombies, 18 from Lightning Rail

Deafened

Bonesetter Terry

5 damage: 17+1 damage from glass zombie, 3 non-lethal damage, 5 Repair Light Damage, 14 from Lightning Rail, 13 repaired, 9 repaired

Deafened

16 damage: 6+1+2+2 damage from glass zombie, 5 from Lightning Rail

 

 

ENEMY STATUS

 

Show Active Map

 

 

Name
Direction
7
1d8 7
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Remi Bréagach, Human Hoaxer

RemiBragach-Token.png.73f38072f9f1bd11f68c28906f36d3d4.pngRemi looks at Terry as he's speaking, cups his hand around his ear and loudly says, "What?"

 

Stats

 

 

Character: Sheet, Thread, Inventory

HP: 9/29
Status: deaf, pissed off

Hands:

Initiative: +2
Perception: +7

AC: 16
Flat: 14
Touch: 12

CMD: 17
FCMD: 15

Fort: +4
Reflex: +6
Will: +4
+2 curses, hexes, language

People to see, the mission

Mechanics

 

 

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PZO9083-SkyMasterAir.jpg         Terry the Terror


Finally realizing that most of the party is quite deaf, he points at his wounds, but then figures he can just wait a bit. The deafness should not last all that long, right?

 


Stats

Terry the Terror
Male TN Human Slayer/Fighter Level 1/3, Speed 20. Init +3

HP 28/39
AC 24 (16 without his plate armor) Touch 13 Flat-footed 21
CMD 21 (+2)[deft maneuvers] (+1)[favored class]
CMB +8 (+2)[deft maneuvers]
Fort 8 Ref 6 Will 4
Base Attack Bonus 4
Attacks
+8/1d6+9 Scimitar [crit 18-20/x2; S]
+7/1d8+4 Composite Longbow
Abilities Str 18, Dex 17, Con 14, Int 12, Wis 12, Cha 12
Conditions None

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Bonesetter McCoy

attachment.php?attachmentid=107649Bonesetter struggles to rise and then takes a moment to re-establish his network. "That was unpleasant."

Statblock

 Bonesetter McCoy
S LN Warforged Vitalist, Level 4, Init 1, HP 26/38, Speed 30
AC 19, Touch 12, Flat-footed 18, CMD 13, Fort 7, Ref 2, Will 9, CMB +2, Base Attack Bonus 2 /27
slam (1d3+1, x2)
masterwork Morningstar +5 (1d6+1, x2)
Masterwork Light Crossbow (20) +5 (1d6, 19-20/x2)
+1 Lamellar (leather) (+5 Armor, +1 Dex, +1 Size, +2 Deflect)
Abilities Str 12, Dex 12, Con 16, Int 12, Wis 20, Cha 8
Condition 14 PP used, DR 4/-

Actions Crunch and OOC

Move:

Free:

Standard:

 

  

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AC: 12 | Initiative: +2 | Sheet | Active Effects | HP: 18/31 IP: 8/8 | Infusion Slots |


Pausing as he realized - once again, late - something that should be obvious, namely the challenges that the mists bestowed upon navigation, Roderick turned away from Bonesetter to grab his bag. Digging through his packed gear, he eventually surfaced with a compass, which he inspected for a moment to try to gauge whether or not it was working properly before showing it to Antonio if it was.

If it wasn't, he dropped it back in the bag before fishing out one his temporary wands, which he imbued with a spell that'd let him discern the direction that north was, comparing that to their general heading to try to figure out if they were going in the right direction or not.

 

Actions

If the Compass isn't working, spend one Ingenuity Point for Charge StoringCharge Storing (Su): At 3rd level, the artificer can spend a number of ingenuity points to temporarily create a wand or dorje with a single charge. The artificer must have a mundane object to put the charge into and the artificer must have a working knowledge of the desired effect, as per his Artificer's Knowledge class ability. The artificer cannot use a Use Magic Device check to duplicate the desired effect as he would use during a normal enchantment process.

The wand or dorje can only hold a single charge and the charge only lasts for one minute. However, unlike normal wands and dorjes, the wand or dorje uses the artificer's caster level and uses their Intelligence modifier, at the time of the enchantment, for any saving throw DCs. Likewise, the effect is not limited to 4th level or less. If the desired effect has a material component worth more than 1 gp, however, the material component must be consumed normally during the enchantment.

The number of ingenuity points necessary is equal to the spell or power level, to a minimum of 1. The desired effect cannot be placed into the temporary wand with any metamagic or metapsionic feat (although see Spell Trigger below) and, in the case of psionic powers, cannot be augmented. This ability always provokes..
, storing Know Direction

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Remi Bréagach, Human Hoaxer

RemiBragach-Token.png.73f38072f9f1bd11f68c28906f36d3d4.pngAlthough Remi is glad to see everyone back to their feet and content that Roderick might have navigation under control, he is still in the most sour of moods after the out of control lightning rail incident. Despite significant damage, Remi is still remarkably aesthetically well-put together, looking no worse for the wear.

 

Stats

 

 

Character: Sheet, Thread, Inventory

HP: 9/29
Status: deaf, pissed off

Hands:

Initiative: +2
Perception: +7

AC: 16
Flat: 14
Touch: 12

CMD: 17
FCMD: 15

Fort: +4
Reflex: +6
Will: +4
+2 curses, hexes, language

People to see, the mission

Mechanics

 

 

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Gli incantesimi viventi ci rivelano molto riguardo Eberron - Dungeons &  Dragons - Dragons´ Lair

THE MISTS OF THE MOURNLAND

Chapter 1 Part 4: The Mists of the Mournland


image.png.4d33f22261e92028e8040ad36a992d30.pngAntonio changes direction, turning right by almost 90 degrees until the Earth Sled is heading east. He offers Roderick a thumbs up by way of thanks. You travel through the featureless mist, quickly losing track of time and direction again.

Then, seemingly all of a sudden, you burst out of the mist into darkness. That can't be right, it was around noon when you entered, but now the light of the day is fading to dark and the moon and stars are shining overhead. It is a cool night in the ninth month of the year, Rhaan, and Karrnath is cold at the best of times.

Antonio pulls up to a full stop and hops down to inspect the damage. A few minutes later your hearing returns. With it comes the sound of something moving towards you in the dark, something clanking and rattling like men in heavy armour. Whoever it is isn't attempting to be silent.


OOC Scene Notes

There is no active map at the moment
Please use directions when moving (N, S, E, SE, W, etc)
We are not in initiative so your movement or actions per post is not limited to round actions.


Zor 9th Rhaan 998 YK, evening


Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

 

MECHANICS DESCRIPTIONS

 

 

Watch Order

  1. Remi & Bonesetter
  2. Nox, Terry, & Bonesetter
  3. Roderick & Bonesetter
  4. To'Nari & Bonesetter
  5. Antonio & Bonesetter

CHARACTER STATUS

To'Nari Roderick

23 damage: 23 from Lightning Rail

 

13 damage: 13 from Lightning Rail

 

Nox Remi

32 Damage: 8+5+2+5 damage from glass zombies, 3 healed by Bonesetter, 22 from Lightning Rail, 8 from goodberry wine

20 damage: 1+1 from glass zombies, 18 from Lightning Rail

 

Bonesetter Terry

5 damage: 17+1 damage from glass zombie, 3 non-lethal damage, 5 Repair Light Damage, 14 from Lightning Rail, 13 repaired, 9 repaired

16 damage: 6+1+2+2 damage from glass zombie, 5 from Lightning Rail

 

 

ENEMY STATUS

 

Show Active Map

 

 

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Bonesetter McCoy

attachment.php?attachmentid=107649Bonesetter sighs and begins trying to repair his comrades, directing healing energy to Nox.

Statblock

[URL=/sheets/?id=2707770][B][SIZE=+1]Bonesetter McCoy[/SIZE][/B][/URL] M LN Warforged Vitalist, [B]Level[/B] 4, [B]Init[/B] 1, [B]HP[/B] 38/33, [B]Speed[/B] 30 [B]AC[/B] 19, [B]Touch[/B] 12, [B]Flat-footed[/B] 18, [B]CMD[/b] 13, [B]Fort[/B] 7, [B]Ref[/B] 2, [B]Will[/B] 9, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2, [B]Power Points[/B] 18/27 [B] slam [/B] (1d3+1, x2) [B]masterwork Morningstar [/B] +5 (1d6+1, x2) [B]Masterwork Light Crossbow (20) [/B] +5 (1d6, 19-20/x2) [B]+1 Lamellar (leather)[/B] (+5 Armor, +1 Dex, +1 Size, +2 Deflect) [B]Abilities[/B] Str 12, Dex 12, Con 16, Int 12, Wis 20, Cha 8 [B]Condition[/B] None
Bonesetter McCoy
M LN Warforged Vitalist, Level 4, Init 1, HP 38/33, Speed 30
AC 19, Touch 12, Flat-footed 18, CMD 13, Fort 7, Ref 2, Will 9, CMB +2, Base Attack Bonus 2, Power Points 18/27
slam (1d3+1, x2)
masterwork Morningstar +5 (1d6+1, x2)
Masterwork Light Crossbow (20) +5 (1d6, 19-20/x2)
+1 Lamellar (leather) (+5 Armor, +1 Dex, +1 Size, +2 Deflect)
Abilities Str 12, Dex 12, Con 16, Int 12, Wis 20, Cha 8
Condition None

Actions Crunch and OOC

Move:

Free: divert excess healing to To'nari

Standard: Body Adjustment through network to Nox, use 9 pp for 4d12

 

  

Edited by Inash (see edit history)
Name
healing to Nox
20
4d12 5,3,10,2
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PZO9083-SkyMasterAir.jpg         Terry the Terror


"Well, dang. That did not take long. Maybe we should head back in and slip away to another entry point? We do not need to deal with hostile soldiers right now."

 


Stats

Terry the Terror
Male TN Human Slayer/Fighter Level 1/3, Speed 20. Init +3

HP 28/39
AC 24 (16 without his plate armor) Touch 13 Flat-footed 21
CMD 21 (+2)[deft maneuvers] (+1)[favored class]
CMB +8 (+2)[deft maneuvers]
Fort 8 Ref 6 Will 4
Base Attack Bonus 4
Attacks
+8/1d6+9 Scimitar [crit 18-20/x2; S]
+7/1d8+4 Composite Longbow
Abilities Str 18, Dex 17, Con 14, Int 12, Wis 12, Cha 12
Conditions None

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image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17 | HP: 35/35 


Nox wakes with a start and takes a swing at To'Nari, which goes wide and only manages to pass through the air. She shakes her head and immediately regrets doing so, her hand goes to her head as pain shot through it like a bullet. "What.... WHAT THE F*** HAPPENED?! WHERE AM I?! WHY CAN'T I HEAR MYSELF?!", she looks around wildly. Did she lose her hearing? Her brain caught up a bit and remembered where she was and where she was going. She was a bit lost at what happened though. Everyone was accounted for, although they looked a bit roughed up. She didn't figure it was an exposition or a monster, no one looked like they were in a fight as far as she could tell. Her brain finally remembered the mental link and gave it a try. "What happened? All I remember is noise and pain... and electricity? Sorry I tried to punch you Nari."

 

As they made it out of the mist, Nox took a deep breath of relief. It was good to be out of there for sure. She almost didn't care where they were. She was even more grateful when she noticed her hearing coming back. "Thanks Bonesetter, I feel like I'm as good as I can be." , the slightest of an upturn seems to twitch on her mouth. Was that an attempt at a smile? Or just a twitch? Hearing the clanking, she immediately remembered the warforged that was likely still following them and wondered if it was them. Not one to assume, "Warden, is that you?", she calls out.

----------------------------------

* Recovered 8hp from good berry wine + 13= 21

* Recovers 20 more from Bonesetter = full health

-----------------------------------

 

 


 

 

 

 

Name
KLocal
5
1d20+4 1
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AC: 12 | Initiative: +2 | Sheet | Active Effects | HP: 18/31 IP: 5/8 | Infusion Slots |


As they came out of the mists, Roderick set about trying to provide the minor amounts of healing that he could, infusing spells into his unenchanted wands to make temporary wands, that he then cast on the others, trying to go in order of most wounded as Bonesetter tended to Nox. As his hearing returned, and the sound of the heavy armor became apparent, he frowned and muttered quietly.
"Undead border guards, maybe?"
This was Karnath, after all. Hopping down from the sled, he got Antonio's attention as quickly - and quietly - as he could, mouthing an explanation to the hard of hearing artificer.

 

Actions

Charge Storing - Casting CLW on To'Nari, Remi & Terry

Edited by dhemon (see edit history)
Name
CLW To'Nari
11
1d8+4 7
CLW Remi
10
1d8+4 6
CLW Terry
8
1d8+4 4
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RemiBragach-Token.png.73f38072f9f1bd11f68c28906f36d3d4.png~ Remi Bréagach, Businessman ~


Remi nods his head in appreciation at Roderick's healing. He follows that up with short grumble at their cursed luck.


OOC: draws loaded dragoon pistol


Stats

Character: Sheet, Thread, Inventory

HP: 19/29
Status:

Hands: loaded dragoon pistol

Initiative: +2
Perception: +7

AC: 16
Flat: 14
Touch: 12

CMD: 17
FCMD: 15

Fort: +4
Reflex: +6
Will: +4
+2 curses, hexes, language

People to see, the mission

 

Edited by FrancisJohn (see edit history)
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PZO9083-SkyMasterAir.jpg         Terry the Terror


"Yea, thanks. I feel quite a bit better."

Thinking Terry is at 36/39 HP, please correct me if I am wrong.

 


Stats

Terry the Terror
Male TN Human Slayer/Fighter Level 1/3, Speed 20. Init +3

HP 36/39
AC 24 (16 without his plate armor) Touch 13 Flat-footed 21
CMD 21 (+2)[deft maneuvers] (+1)[favored class]
CMB +8 (+2)[deft maneuvers]
Fort 8 Ref 6 Will 4
Base Attack Bonus 4
Attacks
+8/1d6+9 Scimitar [crit 18-20/x2; S]
+7/1d8+4 Composite Longbow
Abilities Str 18, Dex 17, Con 14, Int 12, Wis 12, Cha 12
Conditions None

Edited by miteke_mw (see edit history)
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To'Nari | Sheet | Profile |

checked-shield.svg AC: 18 |  HP: 24/28 |  Spd: 30 feet | PP: 11/17 | Focus: (Undead) [*]/[*] | Psicrystal: Docked | Condition: Normal

To'Nari wasn't surprised when Nox lashed out- shifting his head back as if he had expected the strike - but he was relieved that it passed harmlessly through the air. Also glad that his deafness made it so his ears were unharmed by the loud outburst, he sat back and took a portion of Goodberry wine for himself.

 

After passing the border and receiving healing from both bonesetter and Roderick, the cryptic seemed to be content; watching the horizon for trouble as best as he could. The sudden darkness had him concerned; but when his hearing returned, the sound of the clanking had him on high alert. Over the connection Bonesetter had re-established, he mused along with the others; I suppose it would not be strange for us to encounter a patrol... though I did not think we had moved far enough to be in their territory. I can relay the news to Antonio.

Not waiting for the surprise to show itself, To'Nari shimmered with a brief glow as his tattoos flared to life, deploying a small barrier about his form which quickly faded back to an invisible state. Gripping his crystal staff, he grimaced. Let's hope that whatever we are about to encounter, we can entreat it to resolve any conflict with words.

Realizing that the low light conditions were making it hard to see, the kalashtar focused on one of the tattoos adorning his form. As the ink slowly faded, the power of the tattoo was released, giving To'Nari's golden eyes a subtle shine, much like those of a cat at night.

 

Actions

To'Nari:

Drink 1 serving of Goodberry wine (+8hp) (3/5 servings remaining)

Manifest Inertial Armor (3pp, +5 AC)

Activate Tattoo of Elfsight; Gain Low-light vision and +2 to Perception for 8hrs*Tattoo manifester level increased to character level (Enhance Tattoo, Cryptic class feature)
Tattoo duration doubled (Extend Tattoo, Cryptic class feature)


Xavier (Psicrystal):

Telepathically communicate with Antonio: "Antonio, we have an incoming anomaly. The sound of heavy metal plates moving. Possibly a patrol of soldiers."

 

 

Edited by Xepteregicide (see edit history)
Name
Perception
33
1d20+17 16
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