Habololy Forum

Icefian Campaign => Reluctant Heroes => Topic started by: whitesword on July 26, 2016, 10:48:44 AM

Title: Powers and Perils
Post by: whitesword on July 26, 2016, 10:48:44 AM
Dispatching the remaining Loths (piscoloths, and mezzoloths in addition to the cano's) is accomplished in a few minutes. None flee as they know they can't escape so the bloody all of you a bit but never place anyone's life in jeopardy.

The charioteer and "his" pack approach. The massive hounds sniff each of you up and down and growl menacingly at Parker. The master does not speak but gestures towards the town square where there is a standing stone.
Title: Re: Powers and Perils
Post by: Asinjin on July 26, 2016, 11:43:11 AM
Benlin scans the area to make sure the creatures did not have anything of note on them before leaving.

Kerkly nods and begins to follow once Parker is done what I assume is a thorough search.
Title: Re: Powers and Perils
Post by: whitesword on July 26, 2016, 01:21:17 PM
If you could post a recap for Parker that would be great
Title: Re: Powers and Perils
Post by: Asinjin on July 26, 2016, 03:00:47 PM
From Benlin:

"We sort of walked for what I think were days.  We passed things we couldn't perceive, but were there.  We saw a time lord's marker, which was from another time, but we don't know when.  We were introduced to Ares horde, led by Phobos, who was inappropriate.  We went to the town, and it was fine.  We were summoned to the Ascardians, and we met Sif, I think, and She was more pleasant.  We were sent to the Celts to talk them into helping, but we were ambushed on the other side of the gate.  We were surprised at the ambush, but the loths were not prepared for us and we destroyed them mostly.  I almost died, everyone else was fine.  Then the celts arrived."
Title: Re: Powers and Perils
Post by: Hero on July 27, 2016, 07:24:56 AM
Dispatching the remaining Loths (piscoloths, and mezzoloths in addition to the cano's) is accomplished in a few minutes. None flee as they know they can't escape so the bloody all of you a bit but never place anyone's life in jeopardy.
We should save one to interrogate.
Title: Re: Powers and Perils
Post by: Asinjin on July 27, 2016, 08:30:11 AM
When we get one, Kerkly will use:

http://dnd.arkalseif.info/spells/book-of-exalted-deeds--52/inquisition--49/
Title: Re: Powers and Perils
Post by: whitesword on July 27, 2016, 11:24:15 AM
When we get one, Kerkly will use:

http://dnd.arkalseif.info/spells/book-of-exalted-deeds--52/inquisition--49/

Ari knows that only the Piscoloths have any chance of having useful info.
Title: Re: Powers and Perils
Post by: Zunder on July 27, 2016, 01:03:22 PM
Sh'Aar stands between the charioteer and the party.. blade up, but there none the less.
Title: Re: Powers and Perils
Post by: Asinjin on July 27, 2016, 01:39:51 PM
Ari knows that only the Piscoloths have any chance of having useful info.

Do they regenerate?  Do the ones we destroyed appear to be regenerating?
Title: Re: Powers and Perils
Post by: whitesword on July 27, 2016, 03:54:28 PM
Do they regenerate?  Do the ones we destroyed appear to be regenerating?

They do not appear to be regenerating (to the best of my recollection).

How do you subdue the piscoloth and how do you move it? It weighs about 1000 pounds.
Title: Re: Powers and Perils
Post by: Asinjin on July 27, 2016, 04:35:33 PM
They do not appear to be regenerating (to the best of my recollection).

How do you subdue the piscoloth and how do you move it? It weighs about 1000 pounds.

We beat it into unconsciousness?

For transportation, two options: Benlin Teleports it to where we are going (within sight) OR he polymorphs into a creature that can carry it (dire bear with 39 STR).
Title: Re: Powers and Perils
Post by: whitesword on July 27, 2016, 10:44:07 PM
We beat it into unconsciousness?

For transportation, two options: Benlin Teleports it to where we are going (within sight) OR he polymorphs into a creature that can carry it (dire bear with 39 STR).

Do you bind it up and question it here or take it with you?
Title: Re: Powers and Perils
Post by: Asinjin on July 28, 2016, 07:49:06 AM
We ask the celts what they would prefer.
Title: Re: Powers and Perils
Post by: whitesword on July 28, 2016, 08:38:34 AM
We ask the celts what they would prefer.

There's no one to ask
Title: Re: Powers and Perils
Post by: Asinjin on July 28, 2016, 09:14:34 AM
We can't talk to the master that motioned us?
Title: Re: Powers and Perils
Post by: Hero on July 28, 2016, 10:09:04 PM
Do you bind it up and question it here or take it with you?
We do it here. I don't want to drag a yugoloth into our host's domain. Let's extract what information we can from it about this ambush and dispose of it.
Title: Re: Powers and Perils
Post by: Asinjin on July 28, 2016, 10:52:18 PM
Kerkly prays to change his spells (because of a feat this takes only 10 minutes)
Title: Re: Powers and Perils
Post by: Asinjin on July 29, 2016, 08:14:37 PM
We get 16 questions.

It gets SR and a Fort save against the effect.  My spell penetration is +16 and the DC of the spell is 21.

- Who commanded your leaders to wait at here and ambush whoever came through?

- What were you told of the creatures you were going to attack?

Others?
Title: Re: Powers and Perils
Post by: Hero on July 30, 2016, 09:22:36 AM
We get 16 questions.

It gets SR and a Fort save against the effect.  My spell penetration is +16 and the DC of the spell is 21.

- Who commanded your leaders to wait at here and ambush whoever came through?

- What were you told of the creatures you were going to attack?

Others?

I think you only get 1 question/3 levels. Maybe ask what they were supposed to do with us if they succeeded?
Title: Re: Powers and Perils
Post by: Asinjin on July 30, 2016, 10:28:08 AM
I think you only get 1 question/3 levels. Maybe ask what they were supposed to do with us if they succeeded?

You are correct, only 5 questions, and its a willpower save.  Don't know what I was looking at...
Title: Re: Powers and Perils
Post by: whitesword on July 31, 2016, 12:27:02 PM
Kerkly prays to change his spells (because of a feat this takes only 10 minutes)
After about five minutes the pack and its master disappear.
Title: Re: Powers and Perils
Post by: whitesword on July 31, 2016, 01:13:27 PM
We get 16 questions.

It gets SR and a Fort save against the effect.  My spell penetration is +16 and the DC of the spell is 21.

- Who commanded your leaders to wait at here and ambush whoever came through?

- What were you told of the creatures you were going to attack?

Others?

The alien fiend's speech is as disturbing as its appearance. It's tentacle filled mouth never ceases to move even when silent.

"We are not privy to the plans of our masters. No ultra or arcana speaks to us except to give us commands. I have no idea with what or whom the bargain was struck. Our task was to capture the finders of the throne. After that I know nothing. Had we known you (its tentacles indicating Kerkley and Möbius) were your allies I am certain we would have expended all of our efforts to slay you or take you prisoner.  The price on your heads is enough to found a kingdom." (This is in answer to the three posted questions)
Title: Re: Powers and Perils
Post by: Asinjin on July 31, 2016, 01:17:03 PM
Before asking it, I ask the others: "How about, what are the names of you masters?  Was the force that came with you one of the strongest your masters has?"
Title: Re: Powers and Perils
Post by: Zunder on July 31, 2016, 10:21:44 PM
The alien fiend's speech is as disturbing as its appearance. It's tentacle filled mouth never ceases to move even when silent.

"We are not privy to the plans of our masters. No ultra or arcana speaks to us except to give us commands. I have no idea with what or whom the bargain was struck. Our task was to capture the finders of the throne. After that I know nothing. Had we known you (its tentacles indicating Kerkley and Möbius) were your allies I am certain we would have expended all of our efforts to slay you or take you prisoner.  The price on your heads is enough to found a kingdom." (This is in answer to the three posted questions)


Sh'Arr turns a little green as the beast speaks.. her knuckles turn white as she grips her pole arm.  This being her first time in the outer planes.
Title: Re: Powers and Perils
Post by: Asinjin on August 02, 2016, 10:25:15 AM
Before asking it, I ask the others: "How about, what are the names of you masters?  Was the force that came with you one of the strongest your masters has?"

If no one else has any ideas, I add these two questions.
Title: Re: Powers and Perils
Post by: Asinjin on August 02, 2016, 01:55:22 PM
My final question will be, "Do you know if we will get xp before we go into the Celts town?"
Title: Re: Powers and Perils
Post by: whitesword on August 02, 2016, 03:11:56 PM
If no one else has any ideas, I add these two questions.

The creature gives you an unpronounceable name that translates "It watches and plans and is rewarded"

It laughs at the second question. "It has what ever forces it can afford to hire. Knowledge of your whereabouts alone is worth enough to replace those that you felled."
Title: Re: Powers and Perils
Post by: whitesword on August 02, 2016, 03:12:44 PM
My final question will be, "Do you know if we will get xp before we go into the Celts town?"

Based on the current course of events I would say almost certainly. 
Title: Re: Powers and Perils
Post by: whitesword on August 05, 2016, 02:40:14 PM
As we are playing on Tuesday you may want to pick this back up
Title: Re: Powers and Perils
Post by: Asinjin on August 07, 2016, 10:19:43 PM
After we have asked the questions, we dispatch it and head to the town. 
Title: Re: Powers and Perils
Post by: whitesword on August 08, 2016, 01:21:30 PM
After we have asked the questions, we dispatch it and head to the town.

The town appears deserted. There is a standing stone, seemingly identical to the one you emerged from in the field, situated just behind the town well.
Title: Re: Powers and Perils
Post by: Asinjin on August 08, 2016, 02:11:37 PM
Isn't this where the pack leader had directed us?