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[e20 PF] And with strange aeons...

"Gerhard, you attack one face, i attack another and we another for the third, sound good to you?"

Hedron takes his heavy mace, which seems to still have an enchantment and takes aim.

greater vital strike, mace of disruption (this is going to be fun!)

if undead, make a dc 14 save (fort) or be destroyed.

Also, did Hedron see the rune in the mouth that was facing him at the time of trouble?
 
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ooc: Oh gosh, I missed the initiative rolls.


Gerhard: what sword are you using? The one that was temporarily disjoined?

Thadeius: roll damage for the first round.
 


in answer to your question FITD:

In case of fast healing, Gerhard grabs his (temporarily unmagical) greatsword and runs back towards the creature. If he isn't stopped, he will plunge it through all of it's three heads, keeping it down longer and hopefully killing it.

[sblock=actions]Round 1: run
Round 2: coup de grace

Attacks ignore 10 points of DR.

Also, unless it has some appropriate defensive ability, it has to make a fort save (DC 81-(DR-10)) or die.[/sblock]
 

OOC: Both swords were disjoined, along with all my other items. Will saves are the bane of fighters.

Gerhard accepts Hedrons invitation and stabs his assigned head furiously once again, timing it with the rangers attack.
 

The non-magical sword strikes the creature, and a strange ripple goes through the negative energy seen only by those with Detect Magic available. It's flesh parts in a strange way, and does not move afterwards.

Thadeius then hits it, but this time the flesh is destroyed by the dragon's breath. It is clear that the regeneration it enjoyed is disrupted by, of all things, non-magical weapons!

Knowing this it is a simple matter to simply dissolve the rest of the flesh, leaving only the adamantine shell. The shell begins to shrink: if some form of fabrication isn't done to it now, its mass will be lost, possibly to the size when it was only a head, possibly smaller; in fact, the metal could change into useless dust.
 

Thaddeus shifts back to his own form and casts fabricate seeking to cover the groups expenses! Attempting to change the metal into daggers.

"Sreggad otni latem siht nrut sreggaj kcim sa egral sa spil!"

Once his work is done he turns to the others, "I suggest I teleport us to Absalom so we can sell this off, try to replace the items lost, and find accommodation so we can recover ourselves."

[sblock=Fabricate]Using Arcane Bond spell to cast Fabricate - it was not prepared.

Turns up to twenty one cubic feet of adamantine into daggers - succeeds on the craft check by taking ten. If the thing is counted as a corpse and has adamantine in it it should create 1 adamantine dagger for every pound of adamantium. Each dagger being worth 3,002gp[/sblock]
 
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A shower of adamantine daggers falls through the air, tinkling all over the grounds of the fortress. At least one ton of Adamantine (someone do the math for gp value for me? I'll adjust as needed).

Note: the setting isn't Epic, nor high-level. In fact, selling them isn't as simple as going to a pawn shop. You need to find a buyer who'd want 100+ or so Adamantine daggers, AND who has the money to pay for them.

Making the magic items will also be time consuming, unless you'd just come back here and do it. You'd need people to enchant the items, unless you plan to do it yourselves.

Where to go?

Locations in the setting:

Varesia: backwoods wilderness sitting on ancient haunted ruins. Two cities of note, but otherwise lots of forests. Varisians are wandering gypsies. The cities, etc., are run by the Cheliaxian invaders (basically standard european humans whose society worships devils).

Absalom: Island city, center of civilization. A bit on hard times. Think New York meets Ancient Rome. There's a monument here that, if you enter it and survive the challenges, you become a god. Otherwise: if you can find it, it's here. If you can make it there you'll make it (ba ba) anywhere.

Irrisen vs. Linnorm Kings: two norse-style realms. Irrisen is ruled by Baba Yaga, and her snow queen daughters. Linnorm Kings (land of) is ruled by barbarian tribes who don't like Baba Yaga or her armies of trolls and giants. Lots of snow, mead, etc.

Osirion: egypt, except the Pharohs worshipped strange cosmic beings. Ergo the Pyramids are spooky.

Taldor: Think Revolutionary France. Democracy. it's so-so, but the food is amazing and the literature is fantastic. And the wine. And the countryside. And the women... Just don't show up like a pack of idiots expecting something: relax, take it in.

Ustalav: Ravenloft, basically, but not a demiplane. Evil epic lich king was defeated by a legion of Paladins, and locked up in a mountain which is now basically haunted (folks don't go there). Now the lands are covered in mists and old castles.

Cheliax: as mentioned above, but the homeland they come from. Highly civilized, lots of wealth. And, yeah, pay no attention to the fiend behind the curtain.

Riddleport: pirate haven, somewhat independent. Watch your purses.
 

[sblock=Math]2,205 lbs in a ton. So 2,205 daggers. 2,205 x 3,002 = 6,619,410. Sale value 3,309,705gp. Divided by 6 = 551,617.5gp per individual share.[/sblock]
 

"If we have item troubles, I can rebuild some of your items...for a price of course," the necromancer states cooly. "I would need some components, but I could proabably do it."
 

Into the Woods

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