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Alliance at Nefelus

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Now that the impediment that was Torrance is off the Convox council, Kalad is able to steer the Convox towards its common goal – defeating the githaynki. Kalad and Odos work on a plan to gathering intelligence with the others start to call up their troops. Odos has heard of a outlining group of githyanki in the Elsir Vale who might be willing to work with them against the attackers. As Kalad says “Enough of this githyanki invasion; it is time to bring the war to them!”

Meanwhile, Amyira and Aurythia are concerned about the situation in Nefelus. Aurythia has several colleagues, great mages, on the island and she hasn’t been able to get any word from them in weeks.

Amyria begins "This much we know, the tropical island nation of Nefelus is under assault by a sort of unnaturally cold weather. It is obvious to the Nefelese that this environmental change is being directed by a malign intelligence."

Aurythia adds, "Nefelus is an isolationist nation run by a council of deva mages called the Thraxinium. They are known to be among the most knowledgeable arcanists in the world, and their storehouses of information contain secrets lost to the other civilized races."

The deva continues, "From the correspondence Sir Murrak obtained from Torrance and my other sources, it seems that the chilling weather has become so intense that a ring of ice has formed around the island, trapping their ships and cutting off any travel to or from the island."

"The Convox has decided that we will send the Liberators as any envoy to Nefelus. We have full confidence that you can help them and, if possible, convince them to join the Convox and fight against the githyanki."


Aurythia hands you an official looking scroll, "Give this to Benjam, a contact of mine on the Nefelus council of mages. You can trust him to aid you in what needs to be done."
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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"Hmmmm....unnaturally cold weather on a tropical island. What might cause such a thing? How do we get there and what might we expect from this weather."

Arcana, Nature (1d20+6+1=18, 1d20+16+1=27)
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Salazar takes the scroll from the Headmistress and bows. "It will be a pleasure to serve you, Headmistress, and all the Elsir Vale."

Salazar turns to the other Liberators. "So, unnatural cold and ice... we never did find the Seed of Winter, did we?"
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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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Hedoni nods, then says, "That'll teach us to tie up loose ends."

To Aurythria, he adds, "Headmistress, will you be providing transportation? Are we to take a ship to the ice, and walk, then?"

OOC: Hedoni is ready to go.
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Hedoni Midartis - Eladrin Wizard, Scales of War
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"Any airships at our disposal?

Faster than a boat anyhow..."
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Amyria answers, "The captain of the caravel Brindol’s Pride volunteered to have his ship fitted with the appropriate equipment to break through ice. That should get you to the island."

Aurythia nods, "It could be the Seed of Winter, definitely. I suggest you dress warmly."

Ravenblade remembers their attempt to retrieve the Seed of Winter, but he doesn't really know how such an artifact might work. He does know that a climate that can produce icebergs must be seriously cold and is usually home to artic creatures like polar bears and walrus. However, considering that Nefelus normally is considered a tropical land, he doubts they'll encounter those species. It is more likely that the native sealife, like tropical sea turtles, dolphins and porpoises, will have fled for warmer waters. He can only image what kind of damage the climate change is doing to the flora and fauna in and around Nefelus.
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Edeya - Githzerai Seeker - Points of Light
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Ravenblade's eyes widen and then he grimaces. "Dammit to the seven winds! If we hadn't followed Hedoni's cat to the left in that Iounian temple, we would have reached the library before it had been ransacked and the seed would be ours." He relaxes somewhat when he sees the fey twinkle in Hedoni's eyes that he always gets just before one of his teleportation tricks. "No matter, but we'd better provision ourselves to withstand cold weather. I saw just the items we might need in Low Mountain."

OOC: It's an episode of Survivor! If we're going to be on an island that's not tropical anymore, some weather proof fire for extended rests might be good (Aldron's Firebox, 87 gp per PC for one). I also found these cheap bedrolls that can give us a slight boost the first battle every day (Restful Bedroll). Agreed on the firebox?

Aldron's FireboxLevel 2 Uncommon
This small box is made of darkly stained pine with a number of arcane symbols branded into the side.
Wondrous Item 520 gp
Property
This box unfolds (a standard action) to reveal a magic campfire. This fire is warm, comfortable, and cannot be doused by any action beyond refolding the box (another standard action).

Restful BedrollLevel 1 Common
A good long rest in this magic bedroll grants you extra vigor.
Wondrous Item 360 gp
Property
Whenever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Hedoni, with a smile on his face, is suddenly holding and stroking his cat when Ravenblade turns back to him.

OOC: The bedrolls are neat, but Hedoni can set things on fire pretty easily with magic. I think we'll be okay.
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Posts: 1061
Location: Glendale, CA
"Maybe some cold resistance is in order hmmm..."

Daggoth vaguely remebers hearing about a tattoo that can aid with resistance to elements.

OOC: Thinking about picking up a level 13 demonskin tattoo... thoughts?
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Ravenblade curls the edges of his cloak around him, feeling the warmth and protection from the elements. Doing so causes his fingers to ice over slightly and he groans very slightly as whatever the glass sphere did to him threatens to emerge. "Hmmmm.....I think the store also had some interesting potions."

OOC: I like the bedrolls as well. They're fairly cheap so everyone could get one for themselves if they want it. Good thinking Marek. I know of almost all the damage resist items since I planned an entire build around it. Demonskin tattoo is pretty good, but it's only when you use an action point and only for one encounter. The level 13 one costs 17K for resist 10 cold every two encounters (although it's nice to have the versatility to switch the resist to other elements). A cheaper alternative would be for us to buy potions of resistance. The level 4 ones only cost 80 gp and resist 5 cold is pretty good over nothing.

Potion of ResistanceLevel 4+ Uncommon
The color and smell of this potion varies with the protection it provides.
Lvl 4 40 gp Lvl 24 21,000 gp
Lvl 14 800 gp
Consumable: Potion
Power Consumable (Minor Action)
Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain resist 5 to damage of a specific type until the end of the encounter. The damage type (acid, cold, fire, lightning, necrotic, poison, psychic, or thunder) is determined when the potion is created. Only one potion of resistance can be in effect on you at once.
Level 14: Resist 10.
Level 24: Resist 15.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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OOC: Oh yeah, I wanted my tattoo too. Gotta remember which one.
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
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OOC: Everybody buy what then want tonight. I'm going to start the next encounter tomorrow. If you don't get to purchasing your items now, don't fret. Nefelus has shops too.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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While some may think that tattoos are not for nobility, when they are infused with magic, they can carry wondrous properties.

OOC: Sir Murrak will purchase an Eager Hero's Tattoo, giving him THP after each short rest equal to 5+the number of surges spent since his last extended rest.
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
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OOC: Hedoni's going to buy the Boots of Eagerness (AV 126) - take an additional move action as a free action once per encounter. 4,200GP. Gary, if you could add those to my sheet (removing my old boots) and fix my money, that'd be great. Thanks!
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Hedoni Midartis - Eladrin Wizard, Scales of War
« Last edit by Michael Doss on Wed Feb 15, 2012 11:27 pm. »
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The others notice that Mal has been uncharacteristically silent since the day of the investigation.

OOC: Mal isn't getting anything right now. I think this happens to be a perfect time for Mal to be more introspective. Thanks, Emily. Btw, that was a pretty good plot twist ;)
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Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
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About a week ago, you left the city of Sayre at the behest Amyria and Aurythia. The waves have not been kind to Salazar, Hedoni and Daggoth. Seasickness is particularly bad on the human; Salazar can't keep anything down and has been moaning and retching on his bunk for days.

Daggoth; Murrak; Ravenblade; Hedoni; Mal; Salazar (1d20+15+1=18, 1d20+16+1=23, 1d20+19+1=35, 1d20+12+1=19, 1d20+8+1=23, 1d20+8+1=10) (Hedoni and Daggoth lose 5 surges; Salazar loses 9 surges)

OOC: Glad you appreciate my storyline. Thanks Josh.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Thu Feb 16, 2012 12:11 pm. »
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OOC: Wow, that's all but 1 of my surges. Ouch.

Protect Salazar! ;)
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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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Thick fog blankets the air around the ship. Then, as if being created out of the very chill itself, several frost giants take form out of the freezing fog. Some wield enormous frozen greataxes and others draw back frosty bows with ice arrows. They are positioned on the ice ring, where they are preparing to attack, while the ship continues to move toward the ice at ramming speed! The crew take cover.

User posted image

OOC: The fog provides concealmeant to creatures more than 10 squares away. For more details see the features section.

Initiative Status:
->Sir Murrak: 109/109
Red Frost Giant : no damage
Hedoni: 78/78
Mal: 91(+5 temp)/91
Salazar: 95/95
Scout : no damage
Ship: 300/300
Daggoth: 133/133
Ravenblade: 105/105

User posted image

  •   Features
      Illumination: The fog provides concealment to targets 10 squares or farther away.
      Ice Ring: The ring has enough snow on top to provide traction, and it is treated as normal terrain.
      Ice Floes: A number of ice floes are present in the water near the ship and the ice ring. These are all a bit slippery and are treated as difficult terrain. A creature subject to forced movement while on an ice floe is moved an additional square. Creatures with ice walk ignore the difficult terrain and additional forced movement.
      Brindol’s Pride: The ship has a crew of 12 besides the PCs. It has 300 hit points, a swim speed of 6 squares, AC and Reflex defenses of 2, and a Fortitude defense of 30. If the ship drops to 0 hit points, its hull is breached and it starts to sink. Its movement is reduced to 0, and it sinks into the sea in 3 rounds. The PCs might need to think quickly to save the crew and they have to swim one mile in freezing cold water.


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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
« Last edit by Emily on Thu Feb 16, 2012 12:48 pm. »
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Salazar throws up once more over the side of the boat.

"Not..." He heaves again... "not... good..."
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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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Posts: 7786
Ravenblade wrinkles his nose as Salazar vomits yet again. It's been all he can do not to wretch himself as he had to room with the sickly man. He sighs, wrapping his cloak about him more tightly, and thanks Durendal for having taught him how to withstand the rigors of outdoor living. Gazing forward, Ravenblade spots the distant enemies.

Nature roll on enemies, perception roll on the area. (1d20+16+1=20, 1d20+16+1=34)

Something inside him begins to burn with an ancient hatred and he's unsure what it is. In fact, he's not even it's just hatred, but could really be his stomach producing fire. Damn that glass sphere!

OOC: Awesome pic! This is the first time I'm encountering a giant in dnd and it's a frosty one. I had read in some paragon path descriptions that dwarves hate giants, although I don't know why. In any case, since they're frost giants, maybe they'll be susceptible to fire. Looks like the ship will reach the icy coast in two rounds with speed 6. Do we care if it crashes? I have no good tactical suggestions other than Murrak fly over and engage and Hedoni teleport them into the water. Other than that, let's try not to fall in ourselves.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Ravenblade can tell that these giants are not natural creatures (you'll need an arcana check to get knowledge about the frost giants). He knows that icebergs are large pieces of ice from freshwater that has broken off from a snow-formed glacier or ice shelf and is floating in open water. It may subsequently become frozen into pack ice. Alternatively, it may come to rest on the seabed in shallower water, causing ice scour (also known as ice gouging) or becoming an ice island.

Ravenblade remembers the captain explaining how they rigged the ship to break through the ice. It will ram into the ice at full speed and then slowly break up the ice flow until a path is created in its wake.
(Once the ship reaches the ice, and on each subsequent turn, the ship will move forward 1 square. Once it is completely free of the ice ring (no ship squares are in the squares that were occupied by the ice ring), it continues forward at a speed of 6 squares.)

The thick fog blocks any sight beyond 50 feet. However, Ravenblade's keen sense of hearing can pick out the footsteps of several large creatures. He guesses there are at least eight giants walking along the ice.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light
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"Hmmmm.....there's quite a few of them stomping around on that icy ring. It will take the ship a while to get through it, we have to keep it from sinking. Captain, how many days from here until Nefalus?"

OOC: From the current map view, the ice ring looks at least 5 squares thick, which means at least 10 rounds of the ship plowing through. That's enough time for 8 giants to do 300 damage I'm guessing. It sounds like we need to sail further past this ring/embargo, so our priority should be to protect the ship. If the captain says it will be at least one more day to Nefalus, then I suggest we daily away.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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OOC: Is Valor not around? I thought if we were outdoors for the 1st encounter of the day that I'd have my horsy.
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
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Registered: Oct 2008
Posts: 7786
Jonathan Berg wrote
OOC: Is Valor not around? I thought if we were outdoors for the 1st encounter of the day that I'd have my horsy.


OOC: Could you simply summon Valor now? What if a sea kraken had attacked us in the middle of the night, could you just have Valor be there whenever we're outdoors? (I have no idea how the mechanics work)
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Posts: 5245
Jonathan Berg wrote
OOC: Is Valor not around? I thought if we were outdoors for the 1st encounter of the day that I'd have my horsy.


Of course you can summon Valor now ( I believe it takes a standard action). I assumed that Sir Murrak wouldn't happen to have his pegasus with him at all times, ie the whole last week you've been at sea with nothing unusual going on. It makes sense that Murrak would be mounted for overland travel or if he knew he'd be getting into a battle imminently, but it doesn't fit for this situation.
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Dungeon Master - Scales of War
Edeya - Githzerai Seeker - Points of Light

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