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Mottled Tower

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For the briefest instant, Sarshan's eyes open wide in disbelief. Then he is gone, as if he was never there at all. For those with the keen's ears, a soft splash can be heard from 200 feet below. Although the fall probably did not kill him, it is doubtful the mercenary leader would live long enough to swim through the lava sea to a safe haven.

The group gains 7,800 experience for the fight and 4,000 for completing a major quest. Group total now is at 181,900.

On the various bodies you find 3,000 gp worth of adornments and a potion of vitality. As Salazar and Hedoni walk over the broken shards of what was once the force sphere, their staves crackle and the light up. Some of the arcane strength that sustained the sphere is transferred to their magic staffs. (Upgrade both Salazar and Hedoni's staffs to accurate staffs of ruin +3. They can each both pocket 680 in gold to compensate them for the sale value of their old magic items).

Megan lies still and quiet, the acidic ooze that fills her wounds pulsing softly.

OOC: Salazar and Mal will still need to roll saves until the succeed from the acid damage and other effects.

Current Status
Hedoni: 1/70, prone
Sarshan: teleported away
Salazar: 69/80, (10 ogd acid and dazed SE both)
Daggoth: 93/120
Ravenblade: 56/94
Mal: 31/81, 10 odg acid SE
Megan: 0/95, prone, unconscious

User posted image

  •   Features
      Illumination: Bright daylight.
      Tower Top: 3-foot high crenellations run around the edge of the tower, granting a +2 bonus to saving throws made to avoid falling off. A creature that falls off the tower takes 20d10 damage.
      Force Sphere: This translucent sphere is an invisible wall of force that protects Sarshan and his shadar-kai warriors. Creatures can pass out of the sphere but not into it.
      Teleportation Circles: There is permanent teleportation circle teleports the PCs from the teleportation circle in the storage room.
      There is a half- completed teleportation circle inside the force sphere.
      Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.


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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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Salazar finally shakes off the acid as if it were the simplest thing in the world, so easily in fact that it seems a mystery he didn't do it eariler.

Saves vs OGD (24H) multiple in case I need them (1d20+1=21, 1d20+1=2, 1d20+1=6, 1d20+1=15)

OOC: I rolled several saves at once in case I needed them, and I critted the first. So yay!
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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Location: Santa Ana, CA
Hedoni does a quick tour of the roof, then sits down exhausted, fully realizing how close he had come to staying unconscious, and how weak he still is now. "Two weeks, my friends, I say we all take two weeks to recover before we try to save the world again."

OOC: Whew. Glad that worked.
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Mal feels the acid burn and walks over to the Freerider. "Miss Swiftblade, it is alright now, we have defeated Sarshan. You did well. Let's get you back home." The warlord then takes care of himself and easily tosses off the acid that was affecting him. "Let's get out of here."

IW (Megan) (23+3d6+9=43)

Save vs. OGD (1d20+1=21)

OOC: Mal takes 10 OGD (to 21 HP), heals Megan for 43 HP with IW, heals himself with RW for 56 HP to 77 HP (no surges left). Save success.
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Salazar and Mal easily shake off their blood chaos affliction, but Megan remains far from recovered. As she regains consciousness, she looks around confused, as if she expected to be somewhere else. Her flesh is still infused with the pulsing blood chaos ooze and, as if it was the most natural thing in the world, fling a glob of the stuff from her hand. The glob acidic ooze lands on the floor, sizzling softly as it erodes the stone. Megan doesn't seem alarmed by the fact that she just tossed a ball of blood chaos from her hand, "I don't feel right ... kind of warm."

Hedoni and Salazar examine the half-finshed teleportation circle. Given a few mintues and some reagents, either of them could complete the teleportation circle ritual and activate a destination.

OOC: Where do you want to go?
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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"Th- That doesn't look right, Miss Swiftblade. Let me examine your wounds really quick." Mal looks her over trying to see what happened to the Freerider. "Let's get back to the previous room. Sylen and Ghena should still be there waiting for us. Then we can go back to Brindol and meet up with the rest of the Freeriders."

Heal check (+13 skill, +1 24hr) (1d20+14=17)
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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Ravenblade looks over the rampart where Sarshan fell, staring down for a long time. With his keen eyes, he thinks he can almost see Sarshan flailing in the blood chaos far below, but maybe he is imagining it. He breathes a sigh of relief, wondering how the battle might have ended if Hedoni hadn't managed to teleport Sarshan at the last. He grunts half-amused at Hedoni's suggestion to take a vacation from saving the world. As if the gods and the universe would await the Liberators' leisure. Ah well, the ways of Corellon are not the ways of Moradin, nor of Melora, so who's to blame the fey.

After several minutes have passed staring down, Ravenblade starts at the note of anxiety in Mal's tone. What's going on? He turns to see the warlord examining Megan who likes like she's been bathing in blood chaos herself. Shouldn't she be dead by now? Looking all around at the horizons from atop the tower, Ravenblade wonders if merely defeating Sarshan has put an end to blood chaos flooding the Elsir Vale. Perhaps they should do something about that. Moving to the others, he shares his concern.

"Hmmmm.....yes, we should go back to Brindol, but not before we've stopped this blood chaos from seeping over into the Vale. We turned off some pipes in that tower in Brindol, but did we actually stop the flow from here? Before we leave, let's make sure whatever Sarshan set in motion doesn't continue unabated."

OOC: Weren't there some pipes in the room where we fought the Duergar? Let's at least close those and any other pipes in the tower. Heck, are we even in the same continent as Brindol right now? How IS the blood chaos getting there? Maybe Salazar and Hedoni can understand it with some skill rolls if needed.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Hedoni considers the blood chaos situation, and takes a look at the teleportation circle. It's been a long day, so he's not even sure where he is, much less where he's going. But he knows this is what they ultimately came here to do.

Arcana, History, Nature and Perception checks: (1d20+18+1=21, 1d20+15+1=36, 1d20+13+1=32, 1d20+10+1=22)

OOC: Weird rolls for Hedoni (including crit history). We'll see what comes of it =)
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Posts: 5084
Location: Los Angeles, CA
"Let's get back and get somewhere where we can stock up on gear. We've got the gold, and I'd rather face whatever comes next prepared. Maybe Overlook..." Salazar muses.

OOC: I don't think we're even on the same plane as the Elsir Vale. The Elemental Chaos maybe.
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
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Registered: Jul 2008
Posts: 5245
Hedoni knows that the floating island that houses this obsidian tower is located in the Sea of Fire in the Elemental Chaos. In the distance, the wizard can make out the black walls of the City of Brass. The group must have traveled to a new plane when they took the portal under the mottled tower in Brindol and arrived at the Ever Tree.

Hedoni remembers almost everything about the Elemental Chaos from a three day seminar called "Paradoxical Passages - the People and Places of the Planes." The turbulent nature of the Elemental Chaos means that few locations within the plane have any real permanence. Strong-willed individuals and communities can shape the Elemental Chaos to their desires, but these realms last only as long as their inhabitants continue to exert their will to maintain them. The City of Brass is the longest-lived exception to that rule, but even it might someday dissolve back into the Elemental Chaos, swallowed up by the inexorable forces of entropy that are the true rulers of the plane.

The oldest city in all creation, the City of Brass is a nexus for planar travelers Built on a vast basalt plate in an immense volcanic field on the edge of a fiery sea, the City of Brass is a still point in the churning tempest of the plane, and a relatively hospitable destination for mortal travelers. It is the home of the fiery efreets, and the temperature is invariably hotócomparable to a sweltering summer day in most places; more like the inside of a smelting forge or the slopes of an active volcano in others.

Hedoni analyzes the current situation with the lava spilling into the foundations of the black tower. He realizes that this place will soon be consumed by the lava and submerged beneath the ever-changing Sea of Fire. Eventually all the blood chaos, along with the tower where is was created centuries ago, will be washed away, diluted in the fiery sea.

OOC: I think you closed the pipes that were in the bottom of the Mottled Tower in Brindol. That is sufficient to keep the blood chaos, or any other contaminant from this plane, out of Brindol. The place where you fought the Druergar was in the Elemental Chaos.

Megan begins to sound like her old self although she continues to absentmindedly flick drops of blood chaos from her fingers. "I appreciate your assistance, I never would have survived without your help. I am forever in your debt."

She stops playing with the acid liquid dripping from her fingertips and the skin on her hand and arms returns to a more normal appearance, "Did you say Sylen and Ghena are inside, and they are alright? Thank all the divine forces of Good and Justice. Let's go there directly."

As she talks, almost all the traces of the blood chaos on her disappear, "Once we're rested up, we are going to Overlook. I fully intend to get paid for this mission. The Freeriders didn't risk their lives for some humble dwarf charity; no this was a job and we will be paid!" Her skin quickly flashes a hot purple and then fades to its normal tone.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Sun Aug 21, 2011 8:26 pm. »
Moderator
Registered: Jul 2008
Posts: 5245
You return to the room with the other Freeriders and Sylen embraces Megan. He doesn't seem to notice anything different and just seems glad to see her alive. Megan seems quite well as she says, "Come on. Let's get out of this hell hole."

OOC: The adventure continues in The Haven of the Bitter Glass.

I also updated the Scales of War wiki so you can remind yourself of plot points and how much treasure you've gotten so far.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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