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No. 78765 Stickied edit hide watch expand quickreply [Reply] [Last 50 posts]

Once Sureiya deftly knocks the goblins back into unconsciousness, the party quickly gathers up its healing standard and piles into the western lift, with Sid manning the control panel. After a few moments looking it over and some tinkering, the gnome manages to get it moving upwards.

You ascend for quite some time--passing by several outlets that would no doubt deposit you in various areas of Gordias, but Sid seems determined to get you as far as you can go. And that's when the lift stops--about fifteen minutes later, with a shudder, as it seems to have reached the top of the shaft in which the lift operates. The gates to the lift open, and you find yourselves in a fairly small, square room. The ceiling is only about ten feet high, so Torinn has a difficult time traversing it while mounted. It's roughly thirty feet on each side, and aside from the elevator, the only other obvious method of egress appears to be a ladder that leads upwards. However, the room is surrounded by pipes--in fact, the walls are more pipe than any other structure. Sid begins to eye the pipes, thoughtful. Aside from the service ladder, the only other features in the room are a series of metal cabinets--lockers, if you will. It would appear this is some sort of storage room, perhaps intended to be used by maintenance staff. The ladder leads up a long tube into darkness, at least forty feet up before the dim lighting filling the room fails to illuminate any further. The tube is only just barely large enough for Medium-sized creatures.

"Hmmm..." Sid hums, then turns back to the group, "Well... perhaps a search is in order?"
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>> No. 78867 edit
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78867
Torinn and Sureiya's sword slashes leave the nearest ooze barely cohesive and half-frozen, while Myn's eldritch blast has a similar effect on the northmost ooze. However, the living liquid appears to be regaining vitality, and even as it does so, it invokes some strange power of the lair. Four of the adventurers are suddenly charged with powerful electricity, with Myn and Sureiya feeling themselves pulled towards each other, while Sureiya and Bernkastle seem to be repelling each other.

Sid fires off a shot, but seems too distracted by the strange energy that he is suddenly infused with. Desperately attempting to counteract it, he scampers to the south, motioning for Myn to head north.

Torinn's opportunity attack hits lubricant 3 for 23 damage.
Myn teleports, curses lubricant 1, and hits it with eldrtich blast for 42 damage, bloodying it. Curse damage is cold, slowing it.
Bernkastel moves, then uses spirit infusion, and Sureiya's ranged basic attack hits for 28 damage, bloodying and slowing lubricant 3. Bernkastel calls her spirit companion back.
The living liquid regains 135 hit points. It uses ferrofluid. See notes for details.
Sid uses magic weapon but misses lubricant 1. Sid moves, and is primed for ferrofluid.


Player Characters
Myn Nthelsyr (George): 60/78 HP (4/9 Surges), Darkspiral Aura 7, +2 defenses vs. self-effected enemies, concealment, +1 power bonus to all defenses, +2 AC, +2 Reflex, +5 power to damage (Wrath of the Gods), vulnerability (vulnerable 10/digititis), magic weapon (+1 power bonus to attack rolls), positive charge (Sid)
Apsaumbas (Myn's Owlbear): 33/39 HP, allies get +2 power to damage against adjacent foes, +5 power to damage (Wrath of the Gods)
Disembodied Hand (Myn): Passive Mode
Torinn Tormine (Astaroth): 62/89 HP (8/11 Surges) + 25 THP, elevation 1, resist 5 necrotic, +5 power to damage (Wrath of the Gods), resistive formula, +7 to AC until the end of Sid's next tu
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73715 No. 73715 Stickied edit hide watch expand quickreply [Reply] [First 100 posts] [Last 50 posts]
>>11808
Previous thread~!

This thread will be for OOC Chatter and Discussion.

Character Sheets:
George: Myn Nthelsyr
Astaroth: Torinn Tormine
anon-kun: Sureiya
Voyager: Bernkastel
Mion: Samel

Other Sheets:
anon-kun: Reiyasu
Sonozaki Shion: Sid Silversprocket
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>> No. 78764 edit
>>78763
they should feel honored P:


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1173 No. 1173 Stickied edit hide watch expand quickreply [Reply]
Herein I will post all "official" house rules we will be using in my campaign. Please keep this thread clean of all other posts. You can discuss potential additions or the current stuff in the OOC thread.
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>> No. 77665 edit
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77665
Ritual Casting
Ritual Casting is subject to certain house rules. These rules overwrite any other ritual rules when applicable, all other rules for rituals still apply.

* You can copy ritual spells from ritual books you find or borrow into your own ritual book without cost. You can copy any amount of rituals of any levels over the course of an extended rest. The same rules apply for mastering rituals.
* Casting a ritual from a scroll requires no components. These components are used up in scribing the scroll instead. You still must provide any relevant focus.
* If you possess the ritual caster feat, you have a number of ritual points (RP) equal to your level. You can expend any number of RP to cast a non-Creation ritual with a fixed cost without expending components (you must still provide a focus if applicable). The amount of RP you must spend to cast without components is equal to the ritual's level, but the RP cost is halved (rounded down, minimum 1 RP per ritual) if you are trained in the relevant skill for the ritual. The ritual must not have any sort of variable cost, so rituals such as raise dead are ineligible, as are Creation rituals like unseen servant. You regain all expended RP after taking an extended rest.


No. 78610 edit hide watch expand quickreply [Reply] [First 100 posts] [Last 50 posts]

The party reunites in the elevator, which Sid operates once more to send the party on a somewhat shaky ascent further into Gordias. It's only about ten minutes before the room shudders to a stop, and the path before you opens, revealing a large, circular hall about twenty feet in diameter.

Almost immediately before you is another large hatch like the one that barred your way in the hangar. However, there appear to be no threats in the immediate vicinity.

Roll20 map updated.
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>> No. 78760 edit
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78760
"Let us proceed, then."

Myn heads over to idle by the not-glue-encrusted elevator doors. The owlbear sniffs the grunts once more, and then follows.
>> No. 78761 edit
"I don't know what Bluehand is thinking, or why he allowed us here when he can practically see the future, but he must be stopped."
>> No. 78762 edit
"Hmmpt." The ranger growls irritated because they ignored his question. So he decides slap both goblins with the flat side of Nightblade, being careful again of not killing the annoying critters.

"...how annoying these guys are. Lets move and bring hell to Bluetruth"
>> No. 78766 edit
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78766
>>78765
New thread!


No. 78475 edit hide watch expand quickreply [Reply] [First 100 posts] [Last 50 posts]

With matters settled, the party decides to head for the large hatch that leads into the great metal tower. Sid and tribunus Bluehand take the lead, working together to manipulate the machinery around the hatch, and after a moment, it hisses open with a short blast of steam. Before you is a circular, faintly-shimmering field of glowing blue-white energy.

"The teleportation field is active. Let's move!" Sid immediately enters the portal-like surface, followed by Bluehand and the rest of the party.

Your senses are briefly drowned out as you pass through the shimmering barrier, much like the other portals you have entered throughout your adventuring career. When you regain them, you are in what appears to be a twenty-foot square room that seems comprised entirely of a metallic frame set against a vertical shaft. There appears to be a small panel with several knobs and dials lining it at the head of the frame, and a set of what appears to be retractable half-doors before you.

"Lifty-room will take us into the Fist," Bluehand offers helpfully.

It is at this point that you realize something strange--Samel is missing! Though several of you did see him step through the portal, he is not here on the other side, though the rest of you are!

"Wh-what? Where is Samel?!" Sid manages to stammer.

"Psh--tohk..." wheezes the tribunus, sounding troubled. "Uplander must be victim of screwy-fault, sending him far-place in Gordias..." Looking up, then over its shoulder, then all around, the goblin adds, "Sssshhtock! Uplander could be any or all-place within!"

"If that's the case, then our only option would be to access the Knot and try to find him using the internal security! Hopefully before he runs into trouble on his own!" Sid announces firmly. "We can try a S
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>> No. 78607 edit
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78607
The thorough search done by Sureiya and the shaman does not turn up any apparent traps or hazards in the immediate area nor in the ascending room itself. The best he can tell by the marks on the floor is that this is where the two oppressors were stored prior to attacking you.

Sid moves forward and enters the elevator alongside the rest of the party. He then begins to activate the machine, saying, "Bluehand's disappearance has me quite suspicious, my friends! I hate to just say 'be ready for anything', but in particular we should make sure to examine any further mechanicals for signs of tampering."
>> No. 78608 edit
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78608
"Well, does anything seem strange on this elevator? If not, let's keep moving."
>> No. 78609 edit
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78609
>>78608
"Nothing I could see. If there were to be tampering, only Mr. Sturmgust would have the expertise to know."
>> No. 78611 edit
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78611
>>78610
New thread!


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