The Wayfinders - The Wreck of the Archon

jkason

First Post
Midian Rightson, human druid

Midian listens intently, and is silent a moment as his mind races. Like anyone, mention of The Mournlands brings up instant images of the horrors of unchecked war magics, but he struggled to sift rumors from those things he knew to be true...

[sblock=ooc]I think 'magical mass destruction' is probably common knowledge, but doing a know check to see what Midian may know abou the specific distortions to the natural order which occurred:

Know: Nature (Mournlands) (1d20+13=22)[/sblock]



[sblock=mini-stats]
Code:
[b]HP:[/b] 66/66       
[b]AC:[/b] 21        [b]AC(T):[/b] 14    [b]AC(FF):[/b] 18 
Wildshape base AC: 15
Medium Animal AC: 17

Conditions:

[b]Init:[/b] +02
[b]BAB:[/b] +6/+1     [b]CMB/CMD:[/b] +8/22     [b]ACP:[/b] -3     
[b]Perception:[/b] +17

Saving Throw    Base   Mod   Misc*  Total
Fort:            06     1     +2    +9      
Ref:             02     2     +2    +6       
Will:            06     6     +2    +14

* Cloak +2
Conditional: +4 vs. spell-like fey & plant effects (Resist Nature's Lure)
Resist Cold 10
 
[b]Weapon                  Attack   Damage     Critical[/b]
Shortspear................+8.....1d6+2.........x2
Shortspear, full attack...+8/+3..1d6+2/1d6+2...x2
Shortspear, thrown........+8.....1d6+1.........x2, range 20'
Sling.....................+8.....1d4+2.........x2, range 50'
Sling, full attack........+8/+3..1d4+2/1d4+2...x2, range 50'

[b]Surge:[/b] 9/9 remaining (CMB +14)

Magical Feats: Spell Focus (Conj), Augment Summoning, Natural Spell

[b]Spells:[/b]
0st Level / DC16/17 6 Day : Create Water, Detect Magic, Detect Poison, Mending, Stabilize, Spark
1st Level / DC17/18 4+2+D Day : Longstrider, Entangle, Feather Step, Liberating Command, Ray of Sickening, Faerie Fire, Obscuring mist(D)
2nd Level / DC18/19 3+2+D Day : Delay Poison, Frigid Touch, Lesser Restoration, Resist Energy, Soften Earth and Stone, Slipstream(D)
3rd Level / DC19/20 3+1+D Day : Call Lightning*, Mad Monkeys, Sleet Storm, Stone Shape, Water Walk(D) 
4th Level / DC20/21 2+1+D Day : Ice Storm, Freedom of Movement, Geyser, Control Water(D)

* attuned to empowered spell shard
** Eberron shard can recall evocation spells up to 4th level: 2/2 remaining

[b]Wand charges:[/b] 27/28 remaining.
[b]Wild Shape:[/b] 3/3 remaining
[/sblock]
 

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SelcSilverhand

First Post
[sblock=ooc]I think 'magical mass destruction' is probably common knowledge, but doing a know check to see what Midian may know abou the specific distortions to the natural order which occurred:

Know: Nature (Mournlands) (1d20+13=22)[/sblock]

Midian - Knowledge Nature results:
[SBLOCK]
You know that the Mournlands are a terrible, cursed land where the living struggle merely to survive. Most of the life there is mutated is some fashion. Things do not grow, nor do they rot. Bodies are left where they lie unless some scavenger feeds from them. Healing spells do not function there, nor do potions or wands. Regeneration spells and a druids Goodberry spell are the only known methods of healing wounds. Other than the highly mutated lifeforms, there are also Living spells that crawl across the land. They are mindless but can be deadly. On rare occasions a living spell version of healing magics is encountered, but it is impossible to tell the difference between a healing living spell and one that inflicts damage instead.
[/SBLOCK]
 

jkason

First Post
Midian Rightson, human druid

Midian looks to the others.

"We'll need to be especially careful in our planning," Midian says, hesitation clear in his tone. "Between living spells of unknown substance and the fact that almost all normal healing magics won't function there, trouble will be especially ... troublesome in the Mournlands."

[sblock=mini-stats]
Code:
[b]HP:[/b] 66/66       
[b]AC:[/b] 21        [b]AC(T):[/b] 14    [b]AC(FF):[/b] 18 
Wildshape base AC: 15
Medium Animal AC: 17

Conditions:

[b]Init:[/b] +02
[b]BAB:[/b] +6/+1     [b]CMB/CMD:[/b] +8/22     [b]ACP:[/b] -3     
[b]Perception:[/b] +17

Saving Throw    Base   Mod   Misc*  Total
Fort:            06     1     +2    +9      
Ref:             02     2     +2    +6       
Will:            06     6     +2    +14

* Cloak +2
Conditional: +4 vs. spell-like fey & plant effects (Resist Nature's Lure)
Resist Cold 10
 
[b]Weapon                  Attack   Damage     Critical[/b]
Shortspear................+8.....1d6+2.........x2
Shortspear, full attack...+8/+3..1d6+2/1d6+2...x2
Shortspear, thrown........+8.....1d6+1.........x2, range 20'
Sling.....................+8.....1d4+2.........x2, range 50'
Sling, full attack........+8/+3..1d4+2/1d4+2...x2, range 50'

[b]Surge:[/b] 9/9 remaining (CMB +14)

Magical Feats: Spell Focus (Conj), Augment Summoning, Natural Spell

[b]Spells:[/b]
0st Level / DC16/17 6 Day : Create Water, Detect Magic, Detect Poison, Mending, Stabilize, Spark
1st Level / DC17/18 4+2+D Day : Longstrider, Entangle, Feather Step, Liberating Command, Ray of Sickening, Faerie Fire, Obscuring mist(D)
2nd Level / DC18/19 3+2+D Day : Delay Poison, Frigid Touch, Lesser Restoration, Resist Energy, Soften Earth and Stone, Slipstream(D)
3rd Level / DC19/20 3+1+D Day : Call Lightning*, Mad Monkeys, Sleet Storm, Stone Shape, Water Walk(D) 
4th Level / DC20/21 2+1+D Day : Ice Storm, Freedom of Movement, Geyser, Control Water(D)

* attuned to empowered spell shard
** Eberron shard can recall evocation spells up to 4th level: 2/2 remaining

[b]Wand charges:[/b] 27/28 remaining.
[b]Wild Shape:[/b] 3/3 remaining
[/sblock]
 

Dr Simon

Explorer
"Sounds as much fun as a nest of fire-ants in the dunny," says Kraken. "How d'you fight a living spell anyway? Can you use the dispelling chant on 'em?"
 

Shayuri

First Post
"A living spell can be killed, much like anything else that lives," Whisper said absently, still weighing the magister's words in her mind. The toys of the Last War may well spark the next, was her thought, but she was canny enough to keep it well hidden. For her part, she wasn't enthused about anyone raiding old weapons, and she had little faith that Aundair's intentions were peaceful. The old man had said as much himself when he'd mentioned pursuing the throne of old Galifar.

But she'd be a fool to refuse the Lord of the Towers to his face. Moreover, she was one of the very few people she trusted to dispose of that kind of weaponry responsibly...and it would be much easier to do with the backing of Aundair.

"Two questions," she said. "First...we will inevitably meet some of these expeditionsfrom other nations. Do you have instructions on how we should approach them? After all, if we assume their sponsor nations will disavow them should things come to violence, where does that leave us?"

"Second, the Mournlands are hostile and extremely dangerous even for seasoned explorers like ourselves. What degree of material support for this expedition can we expect?"
 

SelcSilverhand

First Post
"Numerous treaties are still in the works on how to treat spoils of war. Right now the prevailing arguement is, what is that old saying, oh yes. "Finders, Keepers." You may not be the first to reach the Archon and even if you are the other expeditions will likely reach it before your business is concluded. I can give you past examples from both extremes, where two expeditions worked at opposite sides of a ruined Xen'drik city and even compared notes. At the other end of the spectrum are those times when only one expedition returned from several sent to a site. A case of winner takes all, if you will.

While your destination and objectives are secret you can freely operate under the Aundair banner. It may cause freelance groups to consider some of their choices knowing that you have political backing. You are free to take any course of action that results in the completion of your objectives.

Now is a good time to discuss the particulars of what I need you to do. You are familiar of course with the elemental ships traversing our skies, seas, and land. Each vessel uses an elemental magically bound to a crystal shard from one of the Three Dragons from the creation of our world. The energies from these bound elementals are channeled to power these vessels. The moving city of Archon utilized such bound creatures. However, given the size of the vessel it required more than the standard shards. The crystals are massive, as wide as a horse and as tall as a man. They had to be large and exceptionally pure to contain the beings within. The elementals inside are larger, older, and far more powerful than anything else we are capable of summoning today. They're known as Monoliths, as they are the pinnacle of elemental kind, just short of the minor deities of the inner planes. These creatures moved the city, powered their weapons, provided heat and water, and helped launch their air crews. There are four, one for each of the primary elements. It is paramount that you recover these crystals intact. There may be other things aboard the ship that may be valuable to our research or control of the elementals and if you come across such items we will take them as well. Also of value are any military documents. Though outdated they may help us learn more about their capabilities and former plans. Any other valuables you find are yours to keep of course, extra payment for your hazardous duties.

In answer to your second question, we have numerous resources to draw upon here in the Towers. I have already prepared transportation and a means of carrying supplies. In addition are the tools you will need to extract and recover the Monolith Crystals.

 


jkason

First Post
Midian Rightson, human druid

Midian frowns at the description of the monolith crystals, but says nothing for the moment.

"I suppose the first step, then, is to see what you've already prepared, then we can talk about supplementary resources we might need," the druid offers.
 

SelcSilverhand

First Post
First Warlord Adal nods and rises. He holds out his hand over his desk and spreads his fingers wide. The surface ripples and a black metal staff rises up from under its surface to his waiting grasp. The leaves and small branches growing from the desk shudder as if in relief. Adal grips the staff and turns it upright. It is utterly plain and without adornment. No crystals or runes mar its perfect black surface. In fact after a bit of staring at it, you can't see any of the lights of the room reflect from it. It seems to drink in the light around it. Adal says "Follow me." and moves towards the corridor he emerged from.

The passages he leads you through look like they belong in a royal castle or a great cathedral. The ceilings vault high overhead and are roofed in glass. Richly stained wood lines the walls, carved with a thousand figures, beasts, and designs. Dozens of dancing orbs of light appear above you and follow your group as you make your way down the passage. You pass several huge double doors before Adal stops before one. The door seems to sense his presence as it swing open before him without waiting for a command. This new hallway lacks adornments and is instead made of stone. It must have been magically created as you can find no signs of mortar, nor any seams from where the stones were fit together. Behind you the doors boom shut and vanish, replaced by a solid stone wall. The corridor curves back and forth in an S shape twice before you reach the end of it. It appears to be a dead end but as you approach the wall splits and opens to reveal an octagonal room. 4 looming figures stand along the walls at the edges of the room. Two of the figures appear to be golems, one of flesh and one of steel. The third looks like it was created from the bones of monsters. It is quadrapedal with a dragon-like snout, long grasping talons, and two tails. The fourth figure is shrouded in darkness that writhes like a pit of snakes. You can see that it stands on two legs and is roughly humanoid, but can make out no other features.
Immediately upon coming into view of the guardians Adal raises his staff. The heads of the creatures turn and watch as you enter but otherwise do not move. Directly across from you the wall splits again and reveals a workshop. Adal urges you on ahead while he stands in the center of the room. Once you are all clear he follows you through and the door seals again behind him. The workshop you have entered is like nothing you've ever seen. Only some of its features are recognizable. Here bubbles an alchemist table filled with colored and roiling concoctions. There lies a research desk piled with books, scrolls, and papers. Over here are experimental animals such as rats, rabbits, and birds. The rest leaves you bewildered by all the strange implements, machines, and magical components. Several figures move rapidly around the room as they scramble to look busy as Adal enters. A small figure, a gnome, wearing a thick apron hastens over to greet Adal. He doesn't bother exchanging pleasantries but immediately inquires after the expedition preparations.
"Oh yes, they are going quite well, quite well indeed. We have four carts prepared for transporting the artifacts along with a fifth designed for rapid insertion. We are in the process of reinforcing its wards and control reins before we provision it." Adal nods his approval and introduces your party to Weyls Huppo, the foreman in charge of the project. He talks rapidly as he walks towards the next room, eager to show you what he has been working on. The next room is bustling with activity as workers move around five huge spheres studded with patterns of spikes. One is made from stone while the other four are made from some sort of bronze colored metal. Weyls takes a short steel pole from a nearby bench and taps the side of the stone ball. It splits open revealing two tiers of seats, a set of poles protruding from the ground in front of one of the front seats, and a cargo area behind the seats. Weyls describes it as Rumbleball, a design he helped create. He explains that deep inside it is a bound earth elemental that drives the sphere forward. Special goggles allow the driver to see with the elemental's senses and navigate accordingly. Instead of tumbling round and round inside the hollow sphere, the platform automatically levels out so that the riders have a "comfortable and safe, very safe ride". He seems to stress that last bit quite heavily. The other spheres are designed to be drawn to the earth elemental and will follow your craft. "However, the attraction has a very short duration profile. We're hoping to expound on it by the addition of ionized plating along the anterior and posterior slopes of the primary sphere which could add at least 2x10^3 seconds to the overall dwell time of the containment vessels..." He continues to rattle off his ideas that all seem highly technical, magical, and ludicrous all at the same time. Adal moves silently up behind you and waves Weyls into silence. "What he is telling you is that your primary craft is what you will enter the Mournlands. You will ride in inside the Rumbleball while a air vessel waits at the borders. We have crafted a signalling method so that you can alert the crew when you have secured the craft and are ready to transport the Monolith Crystals out. The aircraft will not land, but rather will fly over and drop the containment vessels from several miles over the fog. Their enchantments should allow them to float to the ground where they can be recovered by you. Once in proximity to the Rumbleball they will follow you long enough for you to extract the crystals and roll to the edge of the Mournlands. Do not tarry or you may have to push them the rest of the way. Weyls assures me that they will be ready soon. We plan to use the Gates of Xabra to transport you to the edge of the Mournlands as soon as you are ready. This is the fastest way possible to get you to the region and should give you time to overtake the other expeditions. I have a guide waiting for you on the nearside of Lake Arul who will show you the way to your destination."
 
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