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1-04: The Mists of the Mournland


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Bonesetter McCoy

attachment.php?attachmentid=107649Bonesetter pauses from starting to pull his harmonica out as something to do while the fleshies eat and nods. "Ah. Yes. Lets be off then."

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:

Standard:

 

  

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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

Though the night was calm, the kalashtar's mind was not restful. Too many mysteries of the mournlands were coalescing all at once, and things he had only heard whispers of were coming to life in his dreams. Going about whatever duties he could, the golden eyes of the cryptic were unfocused and distant, as if he were somewhere else mentally.

 

Actions

To'Nari:

Contemplate the ghost beasts, do things as needed.

 


Xavier (Psicrystal):

Continue to assist in communication if needed, help To'Nari keep watch, etc.

 

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image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17 | HP: 62/62 


Nox jerked awake again, this time it seemed as though it was time to get up. With as many times as she woke up and the bad dreams, it was a wonder she got any sleep at all. She mumbled a slur of curses that was hard to understand because they weren't given much volume and said with a sleepy mouth. Last night was particularly rough. The nightmares were getting worse and this time they had whatever her brain thought was ghostbeasts in them. She had murder in her eyes, "Let's get this bloody trip over with.", the words are spit out and only a little easier to understand then the curses, the difference being volume.


 

 

 

 

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  • 2 weeks later...

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.pngRested, you set off just after dawn towards the city.

Metrol was once a thriving metropolis with towers rising high into the sky and draped with greenery. Atop each tower were farms operating for the city's benefit, vast and wondrous gardens where rich and poor alike could walk. The clear blue of the Cyre River split the city in two and it was common for people to walk across the river from the floating gardens high above.

Now the magic that held the gardens aloft has failed. Some sag on the towers and others have collapsed entirely, the sky bridge between east Metrol and west now rubble in the river. Slumped against one of the towers is the warforged colossus, Norr, apparently inactive since the Day of Mourning. Mist hangs over the remains of the city, like some smog of heavy machines that the wind has failed to dissipate. The Rising City has fallen.

Antonio drives the earth sled on silently towards the city wall and the garrison entrance. It's not the only way to enter the city from the south but it is the largest entrance.


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.


Far 10th Rhaan 998 YK, morning


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

4 damage: 23 from Lightning Rail, 11 healing, 8 goodberry wine

 

 

Nox Remi

 

 

 

Bonesetter Terry

 

 

 

 

ENEMY STATUS

 

Show Active Map

r/Eberron - Metrol, the Dead City

 

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RemiBragach-Token.png.73f38072f9f1bd11f68c28906f36d3d4.png~ Remi Bréagach, Entrepreneur ~


Remi takes a moment to survey the garrison entrance to the once great Rising City. He is not really sure of the exact nature of is his emotional state, but he is overwhelmed with a mixture of more shock than sadness at what he used to call home. Steadying his voice before he speaks he utters, "I don't see any reason why the main entrance wouldn't work."
 


OOC: none


Stats

Character: Sheet, Thread, Inventory

HP: 37/37
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

"It's a depressing sight, no?"

Terry looks thoughtful for a moment, his lips pursing and twisting,

"I'm thinking that the main entrance is not necessarily the way to enter. There are probably eyes on it that we would best avoid."


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

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Bonesetter McCoy

attachment.php?attachmentid=107649Bonesetter looks at the ruins of the city and feels nothing one way or the other about it. "If we want to keep the sled with us, we will need to stick with larger gates. Maybe it would be prudent to slip in through a smaller gate and scout one of the larger ones before bringing the sled in?"

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:

Standard:

 

  

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image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17 | HP: 62/62 


Nox's thoughts wondered to New Cyre, where her father was. Where they still ok? Did the odd dimension swallow them up? Will there be anything left by the time they got back. Should have just left. Should have threw the old man on a cart and left. Sis is right, we are fools to stay. Bonsetter's question broke her thoughts. She looks at Antonio, it was his transportation after all. "I don't mind walking. Do you want to leave the sled or find some way to take it in?"


 

 

 

 

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AC: 12 | Initiative: +2 | Sheet | Active Effects | HP: 41/41 IP: 9/10 | Infusion Slots |


"If we can fasten ourselves to the sled, we could potentially go straight up one of the columns to get to the palaces and the gardens that still remain above. Good odds of them having been warded, even odds of those wards having survived, admittedly."
Pointlessly shading his eyes as he peered over the ruined city, Roderick soon shrugged slightly. He'd never been allowed to go to Metrol, and so had no memories to compare the current state of the city to.

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RemiBragach-Token.png.73f38072f9f1bd11f68c28906f36d3d4.png~ Remi Bréagach, Entrepreneur ~


Remi looks a little taken aback at Roderick's suggestion. "I don't think I'd fancy that one bit. There has to be another ways in and up then scaling the walls with the earth sled. As for the main entrance or somewhere else, I don't have much of an opinion and would be happy to go along with the group's consensus. I'd definitely vote against scaling the heights with the sled though..."
 


OOC: none


Stats

Character: Sheet, Thread, Inventory

HP: 37/37
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

 

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PZO9083-SkyMasterAir.jpg         Terry the Terror

"Well, with all the collapsing towers and such, there might be another way in, though I am not too keen in a vertical ascent with or without the earth sled. I'm just saying it might pay off to take a look around before marching through the front door. Too many bad rumors about the folks that inhabit these parts."


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

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