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1-04: The Mists of the Mournland


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


"Ducking out through the Mists for a time would potentially let us shake off the warforged. At least, they wouldn't necessarily know where we went after leaving, or if we even came back unless they have another way of tracking us."
Or a multitude of scouts that lined the border, but that was (hopefully) rather unlikely. Still, the thought that there might be some form of magical tracking on them - or the earth sled - was something that got stuck in Roderick's head. As best he could while they were moving, he began inspecting the sled, those aboard, and every object he could spot, searching for any magical auras that might be problematic.

 

Actions

Cast/Maintain Detect Magic
Perception : Take 10 : (17)

 

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Bonesetter McCoy

attachment.php?attachmentid=107649Bonesetter makes a habit of politely greeting the pursuers when he can and/or waiving an acknowledgement as the distance grows.

"It probably would be a good idea to get an update on any news, but that does seem like a fairly minor opportunity."

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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PZO9083-SkyMasterAir.jpg         Terry the Terror


"Well, at the very least let's exit this gods forsaken place and heal up. Depending on what we find when we cross the border, we can make additional plans from there. Agreed?"


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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Remi Bréagach, Human Hoaxer

RemiBragach-Token.png.73f38072f9f1bd11f68c28906f36d3d4.pngRemi stays rather quiet during the whole sojourn through the Mournland. Once they come to the point of decision, Remi briefly offers up his simple opinion. "I don't like the Mournland, and I don't like those warforged. Perhaps we could ride the edge of the Mournland until we get to Lake Cyre and decide there... Whatever helps us get to Metrol find Esther Chaurin faster gets my vote."

 

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

 

OOC: Not sure what knowledge check will reveal what, so I'll just roll some of them.

Edited by FrancisJohn (see edit history)
Name
Geography
13
1d20+6 7
History
11
1d20+6 5
Local
18
1d20+7 11
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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 nods in acknowledgement, "I'll skirt the city just to be on the safe side."

The sled slides through the ground, leaving several miles south of the city. Remi has a vague memory of Tronish being a major hub for travellers. The Orien road passed through the city heading to Metrol and Making in Cyre as well as to Gatherhold in the Talenta Plains. The Lightning Rail also passed through from Gatherhold to Metrol. Since the Day of Mourning, rumours about the city say that it's once straight streets and roads now twist chaotically, warping around some strange plan dreamt up by a madman.

The rivers that once flowed into Lake Cyre and the Crimson Lake, providing fresh water fish for the city, now produce warped aberrations that menace the Valenar elves and Talenta halflings as much as they do those passing through the Mournland.

Roderick finds plenty of magic about the ship but none of it unexpected despite his exhaustive search.

Much like the journey through the Mists into the Mournland the journey out is just as disorienting. They seem to play on the senses so you lose track of your sense of self. The Mists don't part as you pass through them. You slide past bodies that appear to have fallen moments ago rather than years ago. There are many bodies here, no doubt people fleeing from Tronish in their masses. You pass over a line of Conductor Stones, magical stones that repel other conductor stones and keep the Lightning Rail floating above them. Following the line you begin to feel uneasy and your hair, those of you who have it, starts to stand on end. Sparks begin to crackle along the metal that you carry and wear. Even Antonio's Iron Defender crackles with static electricity.

You're not sure what is causing this phenomena and you can barely see to the edge of the Earth Sled.


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

 

 

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.pngWithout panicking just yet, Remi chants his common spell of magical detection and tries to figure out what is going on!

 

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

 

OOC: Not sure what knowledge check will reveal what, so I'll just roll some of them.

Name
Arcana
9
1d20+7 2
Spellcraft
15
1d20+7 8
Engineering
8
1d20+6 2
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PZO9083-SkyMasterAir.jpg         Terry the Terror


Chasing an itch that seems determined to hide, and mostly successful with the plate armor on, Terry attempts to be positive in spite of his discomfort.

"For all the hype about this place, and for all the weirdness, so far it has not been all that bad, right? It's probably nothing but some weather thing and we have nothing to worry about."

When a static charge leaps across the helmet in front of his eyes, though, he quickly removes the thing.


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 


 

 

"I'd be nice to get a drink.", she says in hopes that maybe the others might change their minds and want to stop by the city. The dead bodies they passed at the mists seemed to be surrounding them. Nox tried to ignore them both, but they seemed to seep into her and drown her very soul. At some point she takes her throwing axe out and seems to contemplate its sharpness. Her thoughts dip into dark places and as she stares at the axe. Mace tries to remind her of her reasons for living, not really understanding why the thoughts were there or how to deal with them, but not wanting Nox to succumb to them. A spark jumps from the axe to her warforged arm, jolting her out of her reverie. Unable to see what is causing the electricity, a part of her wishes for it to just hurry up and put her out of her misery. In any case, she stands at the ready.

 

 

 

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

*Armed with throwing axe

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

Special effects

* Inertial armor: +2 enchantment bonus to Dexterity making her AC 19

 


 

 

 

 

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Bonesetter McCoy

attachment.php?attachmentid=107649Bonesetter blinks and watches the sparks play across his fingers. This is a fascinating sensation.

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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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.pngThere is a sudden, overwhelmingly loud blare of sound and all of you except Antonio almost jump out of your skin. Something huge roars past you, spraying electricity over you like water thrown from a passing ship. The Earth Sled bucks like a living thing in pain and you are all thrown around.

Antonio loses his grip of the controls and falls to his knees, electricity sparking from his hands. Your nostrils, those who have them, are filled with ozone and burnt flesh. The huge thing continues to roar and you can see a wall of iron and wood rush past you. It takes a moment to register what it is, a lightning rail, pulling half a dozen carriages. You've been caught in its wake, lucky not to have been hit by it.

image.png.6d069af8274273d3f9022a2a3e8dcb8a.png

Make a Fort save or be knocked prone. Make a second save or be deafened. Take 5d6 electrical damage, reflex save for half.


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

 

 

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 finally begins to panic as he realizes too late at what overwhelming danger the lightning presents... he is knocked over, loses his hearing, and writhes around in pain as the electricity circulates throughout his nervous system.

He screams out in agony, but is unable to hear his own voice. He staggers back to his feet, and despite the massive damage from the electricity his clothes and appearance look as pristine and well-put together as ever.

This does not stop him from uttering a string of curses before he looks around to see how the others have fared.

 

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

 

 

Edited by FrancisJohn (see edit history)
Name
Fort (prone)
8
1d20+4 4
Fort (deaf)
13
1d20+4 9
Reflex (electricity)
12
1d20+6 6
Damage (electricity)
18
5d6 2,2,5,4,5
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PZO9083-SkyMasterAir.jpg         Terry the Terror


Time for some saves!

Did you want us to roll damage?


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

Edited by miteke_mw (see edit history)
Name
Fort or fall
13
1d20+8 5
Fort or Deafened
24
1d20+8 16
Reflex for half damage
25
1d20+6 19
Lightning damage
11
5d6 2,2,1,5,1
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image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17 | HP: 35/35 


Curses are swallowed up by the noise as Nox barley has time to think. The moving ground beneath her feet, seems to try and knock her off.

 

 

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

*Armed with throwing axe

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

 

 


 

 

 

 

Edited by fenrirlokison (see edit history)
Name
fort save vs prone
15
1d20+6 9
fort save vs deaf
7
1d20+6 1
reflex for less dam
9
1d20+5 4
Lightning damage
22
5d6 2,5,4,6,5
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Bonesetter McCoy

attachment.php?attachmentid=107649Bonesetter is nocked off his feat and unable to hear his or his companions cries of pain as the electricity courses through him.

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:

 

  

Edited by Inash (see edit history)
Name
Fort v falling
14
1d20+7 7
Fort v deafness
11
1d20+7 4
reflex
9
1d20+2 7
Ouchies
14
5d6 4,1,4,1,4
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