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1-04: The Mists of the Mournland


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To'Nari | Sheet | Profile |

checked-shield.svg AC: 18 |  HP: 28/28 |  Spd: 30 feet | PP: 14/17 | Focus: (Undead) [Expend]/[*] | Psicrystal: Docked | Condition: Normal

To'Nari frowned in thought. "Frozen in to place, the potential secrets of House Vidalis at work, to remain forever locked into this frozen state..."

Though he was intending to agree with the others, the cryptic stood closer to the phenomena, examining it similarly to Roderick, looking at the patterns frozen in time and trying to discern anything useful from them.

Actions

To'Nari:

Continue focusing on Detect Psionics

Xavier: (psicrystal)
Perceiving the area for changes

 

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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.38bc12ec49c0362cad2053c8e8a0be3c.pngRejecting the magical amber you head back outside. The eyes of the mage trapped inside seem to follow you as you go.

You ignore the mezzanine above the entrance and the stairs at the back of the barn.

 


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.


Mol 27th Barrakas 998 YK, around 2:30pm


Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

 

MECHANICS DESCRIPTIONS

Nox gains one action point

 

Watch Order

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

CHARACTER STATUS

To'Nari Roderick

 

 

Nox Remi

17 Damage: 8+5+2+5 damage from glass zombies, 3 healed by Bonesetter

2 damage: 1+1 from glass zombies

Bonesetter Terry

13 damage: 17+1 damage from glass zombie, 3 non-lethal damage, 5 Repair Light Damage

11 damage: 6+1+2+2 damage from glass zombie

 

ENEMY STATUS

 

Show Active Map

image.png.c118750f9d3dcaed7abca1724c69cff5.png

 

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To'Nari | Sheet | Profile |

checked-shield.svg AC: 18 |  HP: 28/28 |  Spd: 30 feet | PP: 14/17 | Focus: (Undead) [Expend]/[*] | Psicrystal: Docked | Condition: Normal

To'Nari's frown continued, as he suggested to his retreating allies over the network; "Before we leave, perhaps a better sweep of the building is in order? Even if not immediately valuable to us, information or artefacts gathered here could possibly curry favor with house Vidalis- something that would be worth its weight in gold, especially to the Crowned Prince..."

Xavier hummed briefly, alerting the kalashtar with a mental prod. "The humanoid looks at us from within the phenomenon..."

At this, the cryptic cocked his head to the side, eyebrow raised. "I'm going to try something..."

Focusing his power, there was a brief chill in the minds of anyone close by as his ability was manifested. Cautiously reaching out, the Kalashtar attempted to make a connection with the entrapped House Vidalis member

Actions

To'Nari:

Focusing on Detect Psionics

Moving close enough to activate Mindlink

 

Xavier: (psicrystal)

Making a note that if there is a mind there, if the power actually works, there's a non-negligible chance that this is going to cause some sort of backlash...

 

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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.7b53c2cc49283e637054ccbfd5a2c2b2.pngTo'Nari's mind reaches out to the Vadalis wizard and makes a connection. He immediately sense that the man is dying and you mind is bombarded with images of his life.

Rhyland as a young boy around ten years old standing before his father and reciting the names of his forebears, ten generations of both sides of his parents' lineage. The praise of his father as he gets it right and the gift of a puppy as reward, a puppy he names Griffin.

At thirteen he had fallen quite ill, his chest burning, and red and blue welts forming all across it. His mother nodding as she examined them and announcing to his father than his dragonmark was here. His fever had burned itself out that night and he woke to the swirling, blue green mark high on his chest. Not every scion of House Vadalis developed a true dragonmark. He was proud that he had.

Five years later and meeting his betrothed for the first time, Annaliese d'Vadalis. They share a great grandmother on his father's side. He tells her he loves her and she laughs, a sunny, open laugh that makes his declaration true.

Sixteen years old and Rhyland is riding a hippogriff for the first time. Annaliese sent him a breeding pair from the Eldeen Reaches as an apology. They'd argued over where to live after the wedding. She wanted to stay in Foalswood and he wanted her here in Cyre. He won the argument in the end. The connection screams out the fact.

Their wedding was a grand affair five years later. Travel across so many borders with conflicts waging had been an irritation. He'd had to bribe officials in Aundair with two magebred chargers to cross, a huge sum but for the fact that they'd both been infertile and of no more use to the House. His mother's speech had been more like a traders catalogue of qualities in their mutual bloodline than anything remotely romantic but that was to be expected. Their wedding night was overseen by both sets of parents while they awkwardly undressed and made love. Some traditions could do with being lost, he remembers thinking.

Annaliese's fertility was proven as two months later she announced her courses had stopped and she was with child. That meant that they could not travel and would spend the year in Foalswood. He studied with his elders while she grew round and more beautiful than ever to his eyes. Their daughter, named Corrine after their mutual great grandmother, had such large, deep, dark eyes and serious face. She took after him in that regard though, as she grew, she developed her mother's strength of character and interest in the druidic arts.

A son, Dalin, after the head of the House, newly appointed at the time, came a year later after they had come home. Then Violette, Margot, Georges, and Vincent in the years since. They were happy years and business was booming. The need for Cyre to buy steeds for war never ended. Knights would come to make special requests, thicker hides, more intelligence, stronger legs, pointed hooves, sharper teeth, everything he expected from a people at war.

Over the years he had turned horse and eagle into pegasus, lion and eagle into griffin, horse and eagle into hippogriff, all for coin and the reputation of his House. They were all tools of war. There were failures as well as victories. He merged a bear and an owl to create a steed that would have the strength of the former and the silent wings of the latter but instead it became a furious engine of destruction, wingless and full of rage. Chained it was useful in battle but it was not what he had intended and could not be tamed.

Today would be his triumph. A horse, Cyclone, the very best stallion of his stock, would take the strength of an air elemental into itself. He had already bound the elemental and prepared the dragonshards to trap the magic and direct it at Cyclone. His staff was charged and focussed for his dragonmark to work its magic and his family, sons, daughters, cousins, were round him to provide more power for the transformation. The power of air bound to a horse, it would be an unmatched breed.

As Rhyland begins his spell he hears shouts of alarm from outside but can do nothing but concentrate on the magic. The elemental must be bound to the soul of the steed and he's already freed it from the dragonshard. Only his will is keeping it in check. To stop now would be suicide. Then the Mist comes through the walls, rolling over everyone in an instant. He sees people fall, his magic wavers, he tries to hold it but the Mist is here, killing him.

Rhyland as a young boy around ten years old standing before his father and reciting the names of his forebears.....


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.


Mol 27th Barrakas 998 YK, around 2:30pm


Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

 

MECHANICS DESCRIPTIONS

Nox gains one action point

 

Watch Order

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

CHARACTER STATUS

To'Nari Roderick

 

 

Nox Remi

17 Damage: 8+5+2+5 damage from glass zombies, 3 healed by Bonesetter

2 damage: 1+1 from glass zombies

Bonesetter Terry

13 damage: 17+1 damage from glass zombie, 3 non-lethal damage, 5 Repair Light Damage

11 damage: 6+1+2+2 damage from glass zombie

 

ENEMY STATUS

 

Show Active Map

image.png.c118750f9d3dcaed7abca1724c69cff5.png

 

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To'Nari | Sheet | Profile |

checked-shield.svg AC: 18 |  HP: 28/28 |  Spd: 30 feet | PP: 14/17 | Focus: (Undead) [Expend]/[*] | Psicrystal: Docked | Condition: Normal

Carefully observing the patterns rapidly evolving around him, the kalashtar transmitted the images through the collective as he added; "the man still lives- captured in this moment, perhaps just before death. See his accomplishments, his family- and his final experiment. I will reach out to him..."

Getting closer to the magical amber, To'Nari attempted to further discern the nature of the phenomenon, and more importantly if the man could be extracted from it safely. Cautiously, he reached out over his mindlink, to see if there would be a response; "Rhyland d'Vadalis, do not falter. Do you hear me?"

Actions

To'Nari:

Focusing on Detect Psionics - in case anything changes

Maintain Mindlink - attempting contact; if the man within responded to the contact, To'Nari would inform the others over the collective.

Discerning the patterns of the "magical amber" in an attempt to find a way to free those within.

Xavier: (psicrystal)

Making a mental note: if there is a way to break the man free, perhaps it is more cruel to rescue him into a world where his entire family is "dead" ...
To'Nari is taking that into account, right? right?

 

Edited by Xepteregicide (see edit history)
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Bonesetter McCoy

attachment.php?attachmentid=107649Bonesetter stops and moves next to To'Nari. "Alive? Ok then. What do you need me to do. We can't leave him trapped there."

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

Heal check for cause of death and length since death

Move:

Free:

Standard:

 

  

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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.7b53c2cc49283e637054ccbfd5a2c2b2.pngThe only response To'Nari receives are the same scenes over and over again in rapid succession. If he's conscious then he's trapped in that moment where his life flashes before his eyes in the last moment of his existence.

If you could stop that, maybe he would die. Maybe that would be a mercy.

 


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.


Mol 27th Barrakas 998 YK, around 2:30pm


Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

 

MECHANICS DESCRIPTIONS

Nox gains one action point

 

Watch Order

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

CHARACTER STATUS

To'Nari Roderick

 

 

Nox Remi

17 Damage: 8+5+2+5 damage from glass zombies, 3 healed by Bonesetter

2 damage: 1+1 from glass zombies

Bonesetter Terry

13 damage: 17+1 damage from glass zombie, 3 non-lethal damage, 5 Repair Light Damage

11 damage: 6+1+2+2 damage from glass zombie

 

ENEMY STATUS

 

Show Active Map

image.png.c118750f9d3dcaed7abca1724c69cff5.png

 

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To'Nari | Sheet | Profile |

checked-shield.svg AC: 18 |  HP: 28/28 |  Spd: 30 feet | PP: 14/17 | Focus: (Undead) [Expend]/[*] | Psicrystal: Docked | Condition: Normal

Frowning slightly, To'Nari made an adjustment to his previous declaration. "Perhaps alive is not the correct word. Preserved might be better. If we remove him from the phenomenon it is possible that he will finish dying? After all, in his memories it would seem the mists got him amidst the ritual."

Looking to Roderick, the kalashtar asked over the collective; do you think it is likely that we could break this substance without consequence?

 

Actions

To'Nari:

Focusing on Detect Psionics

Maintain Mindlink -

Ponder things

Xavier: (psicrystal)

 

 

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PZO9083-SkyMasterAir.jpg         Terry the Terror


There is a smidgen of humanity in Terry, and he does feel for the poor guy, but what really captures his interest is the fact that he has magical wands and such. Valuable magic items.

"Well, I suppose we could risk it. But if we do I think you magical types should set up as many protections as you can before we crack that shell. As for me..."

Terry finds something sturdy to lurk behind before the deed is done, half expecting an explosion or the air elemental to go on a rampage, or... well, let's just say he has a fertile imagination.


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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Roderick

spacer.png


AC: 12 | Initiative: +2 | Sheet | Active Effects | HP: 23/23 IP: 6/8 | Infusion Slots |


Frowning slightly at at the frozen man as he contemplated the question, Roderick responded over the mental link.
"I... don't know. If he managed to put himself in stasis right as he was dying, it's not impossible for there to be a bit of the mists trapped in there too. Granted, I don't think that's likely, but it's theoretically possible."
Pacing slightly, the half-elf continued examining the stasis field, trying to analyze what he could.
"I don't even know what we could do to protect against that possibility. Put everyone on the other side of the barn as the closest border, I suppose, and hope that if there mists in there, they keep going in that direction rather than spread out again. Even if it's not as serious an issue of that, I can't say for sure. It's probably even odds that the elemental died from the mists, or is currently dying, compared to still being manifest and alive. From what you described, it doesn't even really seem like the stasis was his choice."

 

 

Mechanics

Continue concentrating on Detect Magic

 

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image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17 | HP: 27/35 


"I'm going to try something..."

 

A sense of dread fell on her and settled in her stomach. Gods, what's he gonna do?, she thought to herself. The half-orc lets out an unsettled sigh and stands at the opening of the barn, where she feels she may be safe... at least safer then standing right by the... whatever it was.

 


*Armed with mace

 

* headed out and back to earthsled, but not before closing the door

 

 

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Bonesetter McCoy

attachment.php?attachmentid=107649Bonesetter looks around for some sort of long pole or a rock. "Maybe we can just poke it or toss a rock and see how the field responds?"

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

Heal check for cause of death and length since death

Move:

Free:

Standard:

 

  

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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.7b53c2cc49283e637054ccbfd5a2c2b2.pngThere are plenty of long poles and other objects in the barn, all neatly stacked and ready to use if someone wanted to.

 


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.


Mol 27th Barrakas 998 YK, around 2:30pm


Show Bookkeeping

COMBAT/CONDITIONS TRACKER

INITIATIVE CONDITIONS

 

 

MECHANICS DESCRIPTIONS

Nox gains one action point

 

Watch Order

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

CHARACTER STATUS

To'Nari Roderick

 

 

Nox Remi

17 Damage: 8+5+2+5 damage from glass zombies, 3 healed by Bonesetter

2 damage: 1+1 from glass zombies

Bonesetter Terry

13 damage: 17+1 damage from glass zombie, 3 non-lethal damage, 5 Repair Light Damage

11 damage: 6+1+2+2 damage from glass zombie

 

ENEMY STATUS

 

Show Active Map

image.png.c118750f9d3dcaed7abca1724c69cff5.png

 

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Remi Bréagach, Human Hoaxer

RemiBragach-Token.png.73f38072f9f1bd11f68c28906f36d3d4.pngRemi looks on with a mixture of disinterest and displeasure. He needn't share his thoughts for the others to read what Remi thinks of the situation.

<<I'll be waiting outside. Make sure nothing happens to Antonio.>>

And just like that, Remi goes outside and waits with their driver.

 

Stats

 

 

Character: Sheet, Thread, Inventory

HP: 29/29
Status:

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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  • 2 weeks later...
Bonesetter McCoy

attachment.php?attachmentid=107649As the sole individual able to be healed easily if something goes wrong, Bonesetter grabs one of the longest poles he can find, pauses to give everyone a chance to take cover or exit the building, then pokes the pole into the bubble, aiming to tap the frozen man on the shoulder.

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

Heal check for cause of death and length since death

Move:

Free:

Standard:

 

  

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