GM Elberion |
She looks mystified, "What is it?"
Johnny Sniper |
Johnny just remains silent when she says What is it. He remains very calm and still.
GM Elberion |
Pricknettle cocks her head, "Now then, have you found Gellion, or haven't you? Eh? What's this Demon's Bile got to do with everything 'n all?"
Grel Veldgott |
Grel, walking out of Pricknettle's, Who of us is equipped with Cold Iron? I do not but can keep my distance. I assume we make for the cemetery now.
GM Elberion |
Remember, you found a cold-iron Morningstar at the graveyard.
GM Elberion |
I appreciate that the boards have been down a lot lately. Would anyone like a recap? Or like to do a recap? When the site gets mire reliable?
Grel Veldgott |
I'd love a recap, may be good to get everyone on the same page as we move into, what feels like, the last chapter.
Harada "The Hammer" |
I thought there was a cold iron weapon some where but couldn't find it looking back through the thread.
Harada looks down embarrassingly at the cold iron weapon found before
"Well, no cold iron weapon but that one."
Verathis Adrazek |
Verathis answers Pricknettle "We haven't found Gellion quite yet. Every time we go to one of his usual hang outs we just find that demonic blight." as he answers he inches toward the door not wanting to leave the conversation half over, but not wanting to be left behind.
GM Elberion |
As the party leaves, Verathis hangs in the doorway.
Majara hesitates a moment, "His usual hang-outs? Did you speak to his parents?"
GM Elberion |
Recap!
You have spoken to all of the apprentice's masters.
You have also fought two types of mutant giant insect, both corrupted by Demon's Bile, as described by Majara Pricknettle.
The raven familiar of Nolaria (the temple apprentice) told you that 'Yellow Boots' took her away.
Gellion owns some yellow boots, made for him by Pavolus (another apprentice).
The general message was that Gellion and Nolaria were the group's strongest personalities.
A note was found in Morvinarr's room, it asked him to meet 'at the usual place'
Nolaria had a secret stash of (very small) quantities of alchemical agents, traces of the same were found in the graveyard.
You found a sap in the orchard.
You found a wand of bless weapon, a cold-iron morningstar and a couple of potions in the graveyard.
GM Elberion |
S̛̭͇̱͡o̬͈̪̰̯̞ͅͅ,̸̮͍̦ͅ ͏̻͔͞a̵̖r͖̝̗̦e̟͇̘̟̲͜ ̣̳͚̦̳̮̞͎͜͢w̞̕͝ͅḙ̼͢͟ ̡̰̙͙̖p̸҉̹̙̬̲̣͚l̜͍̗̱̻͚a͎̲͇̠͈y̜͎̝̬̬̝̫̠̕i̡̲̳̝̥̲̫̬̱͢͞ņ̛̤͚̙g̜͓̠̀͘?̘̠̟̲͉̲̙͓
̡͏͍
Grel Veldgott |
I'm not sure how much more we can learn at this point. The graveyard is where they kept stuff, it is likely the "usual place". I vote we head there now. Taking a rest for several hours further endangers the youngsters.
GM Elberion |
As the night takes hold, your group enters the graveyard once more.
Under pale moonlight, you can make out the raven, preening itself quietly atop the mausoleum.
Otherwise, the cemetery seems quiet and dark.
What light sources are you using?
Carson Stevenson |
By the light of the pale moon Carson examines the area around the mausoleum and then finds a shadow to hide in and watch the area.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Stealth: 1d20 + 4 ⇒ (7) + 4 = 11
GM Elberion |
Carson finds nothing new in his search, but does find a spot to hunker down amid the tombstones.
Grel Veldgott |
Grel mumbles a plead to the earth and a light forms around his warhammer. He takes the opportunity to inspect the mausoleum for and entrance.
perception: 1d20 + 7 ⇒ (18) + 7 = 25
+2 for unusual stonework
GM Elberion |
The mausoleum has an inscribed entrance, honouring the fallen dead. You notice a flurry of young people interred in the same month about one hundred years ago.
The last date on the mausoleum was fourteen years ago, and the entrance does not appear to have been disturbed since then.
However, some of the carvings have been scratched at recently, probably in the last few hours... no, the flecks of grit remaining in the scratches suggest a few minutes go!
Two of the faces on the mausoleum have had crude horns and leering tongues scratched onto them with a small, sharp object.
Grel Veldgott |
There's been recent activity. Watch yourselves.
Grel looks around for other disturbances.
[dice=Survival Track]d20+7[/b]
GM Elberion |
There's been recent activity. Watch yourselves.
Grel looks around for other disturbances
re-rolling that check: 1d20 + 7 ⇒ (5) + 7 = 12
GM Elberion |
Grel also notices that something has been written in the Demon's Bile on one of the tombstones.
GM Elberion |
What does the tombstone itself read? How far from the mausoleum?
it's the top stained tombstone on the graveyard map
The tombstone is illegible, since it is covered in demon's bile.
GM Elberion |
[dice=linguistic] d20 + 6
"This writing looks so familiar but I just can not figure it out."
sometimes the dice gods are such a tease
GM Elberion |
i'm pulling for Verathis to get it right :)
Natural 20s are ten-a-penny.
Verathis Adrazek |
Verathis tiredly meanders over to the tomb stone.
Linguistics: 1d20 + 5 ⇒ (8) + 5 = 13
"When I first got into town I perused Pricknettles shop and I saw a cookie that would let its eater decipher all languages, or was it an apple. Anyway maybe we can buy it from her in the morning.Verathis suggest.
GM Elberion |
Suddenly, a demonic creature appears, chittering above you all in some kind of arcane display.
A wave of emotion washes over you all and the iron tang of fear fills your mouths.
Everyone is shaken and those who fail a DC11 will save are Frightened unless you have some kind of immunity or resistance to fear effects
Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry.
Initiative, please!
Grel Veldgott |
fear: 1d20 + 5 ⇒ (5) + 5 = 10
Demons! Terrible demons!
init: 1d20 + 2 ⇒ (7) + 2 = 9
Grel staggers back and turns to flee.
Move, move to the far mausoleum.
GM Elberion |
Grel, the terrain here allows you to run, and you can take a double move. You can figure out how far off the map you are... :b
Incidentally, you are in luck, my sucky roll means the fear only lasts fro one round.
Harada, did you apply the -2 to initiative for being shaken?
GM Elberion |
A frightened creature flees from the source of its fear as best it can.
The rules say that you would even use spells, items and other resources to get away. So you might cast fly if you needed it to get away, or drink a potion of gaseous form to get through a locked door. If you were threatened then a withdraw would be reasonable, but you are not, so it's running away in terror. Nobody jogs away in terror.
Verathis Adrazek |
Will Save: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20(+2 if this is an enchantment)
Knowledge(plains): 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
Is it fire resistant?
What other spells dose it have?
Dose it have DR?
Init: 1d20 + 7 ⇒ (14) + 7 = 21
spellcraft on arcane display: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10
"Well that's creepy" Verathis says and strolls behind Harada.
GM Elberion |