GM Erich's Salvation Of The Sages (Subtier 7-8) (Inactive)

Game Master Thereus, Silver Crusader

The entire Jeweled Sages order gathers where they truly began in order to confront their hidden past, purge an ancient evil that has haunted them for ages, and define the future of the Scarab Sages faction.

Game Maps


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Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Ru looks for anything out of the ordinary, as he heads toward the cabinet to grab the magical item.

Perception 1d20 + 15 + 2 + 4 ⇒ (20) + 15 + 2 + 4 = 41 +4, if for a trap.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Just uh... be careful. It's from the Universal school, so it could be almost anything."

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Doh. Detect Magic is such a mundane spell, it didn't trigger my senses when Cirri cast it earlier to look into this room from the observation window (and subsequently the other trapped room). As this is an important part of the scenario, I'm going to retcon a bit to that moment. I don't think it will change anything up until the new room just entered, but it will highlight how important it is to figure out what is going on down here.
Again, my apologies for missing this the first time.

When Cirri casts detect magic, a sudden cloudiness enters her head. The spell casts, but she seems noticeably... weaker.

negative levels for Cirri: 1d2 ⇒ 1

I need another fort save vs disease from Cirri.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Ack!" Cirri shudders as she seems weakened.

Fort vs Disease: 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14 Nope, time for my GM Reroll.
Fort vs Disease: 1d20 + 9 + 1 - 1 ⇒ (10) + 9 + 1 - 1 = 19

If it matters, Riddywhipple's Magic Circle vs Evil is still up...

Cirri coughs. "Oh boy. I think I caught something when I looked at that. Riddy, can you use this? Also, make a note to buy a scroll of lesser restoration."

Does Cirri know she caught a disease? If so, she will ask Riddy to use the scroll on her.

Riddywhipple, go!:

UMD vs DC 28: 1d20 + 14 ⇒ (16) + 14 = 30

Riddywhipple uses the scroll of Remove Disease on CIrri.

Caster Level check vs Disease: 1d20 + 5 ⇒ (8) + 5 = 13

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

As characters you would know it is likely the effect of either a poison or disease. Given the nature of the adventure and what you have heard, disease is obviously more likely. You definitely noticed the symptom, though. When you cast the spell, you immediately felt worse (the neg level).

Despite Riddy's best efforts, Cirri still feels mysteriously odd.

---------------------------------------------------

Back to the room at hand

There are copious notes strewn about the laboratory. On the shelves along the far wall are forty numbered canisters. The sealed metal one on the floor is numbered "14".

The cabinet that Cirri identified as detecting magic before holds a single unnumbered vial. Nothing looks trapped.

Amenopheus steps into the room. "This was my...the plague laboratory. Those are..." He almost continues, but stops.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sickly looks over at Amenopheus with alarm. "Your laboratory?" He whispers.

He looks over at the others, to see if they heard what he did.

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam shudders to see Cirri suffering as such but does not have a good way of helping him.

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

Well, if plagues were studied here, then maybe there are notes on how to cure them.

Loxx starts looking around for any notes, being careful not to touch anything in case they are delicate with age.

Perception: 1d20 + 13 ⇒ (15) + 13 = 28

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Loxx finds a few pages of notes that are particularly interesting.

pertinent information in the notes (Ancient Osiriani):

...A fresh harvest from the village arrived today. They seem healthy and strong and I’m giddy as an artist with fresh canvas. The plague grows stronger with every potion I feed them...

...The fourteenth trial failed. One in 10 survived. Unacceptable. The survivors stared at me in gratitude as if things had gone properly. I killed them on the spot, and will send them to gather their replacements from the village. I’m sure their families will appreciate seeing them...

...Strange crystals formed as a waste product from the infected. They radiate a pure aura, one the plague cannot tolerate. Until I master my fate, I’ll set some aside as a precaution and put the distillation notes in the south archive...

...I found Kabede snooping about in the incubation room. I don’t know what he found and cannot trust the div. I’m tired of their constant betrayals! If his mind is the problem, I have just the place to put it...

...A holy warrior crashed into my laboratory, leading an insurrection against me and speaking of the justice of Osiris. His pain at watching the villagers die is only the beginning...

...He succumbed at last! I will cherish forever his horrified pleas to Osiris as the plague set in. No one is immune! His soul will find no rest in death. My plague is ready, my immortality at hand. Soon Jistka, the Pharaoh—all will feel the plague’s touch. I am called to court to deal with a Sarenite uprising, but all should be ready when I return...

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam further shudders as he reads the words over Loxx's shoulders, almost unwilling to speak them aloud.

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

I don't understand what it says...

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Ru reads the words aloud so that everyone could hear the madness and evil contained therein. ”I’m not sure if I want to touch this vial or not. It might be a terrible plague. It might be best to leave it here and check the rest of the place before coming back.”

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri steadies herself against her staff. "It's okay Riddy. We'll... have to be careful on the way out, alright?"

Cirri listens carefully as Ruprecht speaks."I would prefer to take the vial with us. If this place collapses the vial could spread into the river bed." She takes a deep breath, trying to deal with the energies about her. "More importantly though, it sounds like the plague couldn't deal with those crystals. We should definitely get the sample of the crystals and her notes in the southern archive. Cause I don't know about you guys, but I am definitely gonna need to speak to a cleric or four afterwards."

"Hey, Amenopheus! You alright? Don't lose focus, here. We gotta exorcise and destroy her, quick!"

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

"I think I am fine." Amenopheus begins "I think that my jewel seems to be speaking to me. But it may very well be Tahari that does so. The spirit of each jewel offers its bearer wisdom and knowledge from the past, but this second voice whispers and drives darker impulses. I feel like I may be able to help you greatly in discovering the true meaning and purpose of these archives and laboratories down here, but I do not know at what cost. That is why I am repressing these thoughts unless you truly want their aid."

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

With encouragement; Ru picks up the magical vial. He lets anyone tty to identify it and then stows it away.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

"Very well, I shall remain silent and offer no insights to this complex, unless you change your minds." Amenopheus says after a few silent moments.

The substance in the vial is a clear viscous fluid that spontaneously crystallizes into fractally complex formations before melting back to a liquid state. No one can seem to identify it any further than that.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

With the potion (hopefully) safely stored, Ru heads back to the open area. ”Any if you casters able to identify what that muck is in the floor?”

Perception 1d20 + 15 + 2 + 4 + 4 ⇒ (11) + 15 + 2 + 4 + 4 = 36 if for a trap.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Uh, if it's magical, and it doesn't try to kill me..."

Cirri tries to tell if it's magical.
Spellcraft: 1d20 + 14 ⇒ (7) + 14 = 21

If it's alchemical, she has no idea.

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam warns Cirri "Be careful, last you you tried detecting magic you went all pale in the face."

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Woo. Tell me about it. But sometimes you gotta take risks..." Cirri leans upon her staff.

Spellcraft check is 20, not 21 due to her negative level.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sickly looks at Cirri with some concern as she endangers herself again.

He still refuses to step into the plague lab though, eager to be moving on.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

@Cirri, you can keep the concentration up on the previous detect magic for several minutes (just move at half speed). Or you can cast it again, but I will need another fort save vs disease (and thus potentially more negative levels) if you do that.

Cirri checks out the muck, which seems mundane. Wall alcoves hold rust-covered stone pits into which the soupy liquid covering the floor spills. Along the north wall stands a complex gold and bone framework linking dozens of crystals set into the stone. Ancient, rusty blood covers bronze shackles bolted to plates in the floor near the mechanism.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Ewww." Cirri shudders. "I'll just maintain my concentration and move carefully. Nothing magical in the goo."

"The crystals may be important- the plague couldn't infect those according to the notes. I could fly over there and try to pick out a few, if no one sees any traps or poisons or whatever."

If it looks OK, Cirri can use her Flight Hex to fly over to the crystal lattice and see if she can retrieve the crystals.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Is there an obvious source for where the liquid is coming from?
If its spilling into the pits, yet still all over, it must be replenishing from somewhere

Sickly, looks at the next room worriedly. "This is the memory extraction room?"

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Amenopheus winces and nods at Sickly's comment, careful not to elaborate...

There is no obvious source for the liquid, perhaps the shifting of the rooms from the seismic activity has caused a slight imbalance that causes it to spill over now. It is more of a consistent dripping than constant flow.

Once satisfied there are no obvious dangers, Cirri flies over to the crystals. Just as she is about to reach them, a humanoid-shaped distortion manifests on the ground near her, as if bound by the shackles. Note: Activating your flight hex will break your concentration on Detect Magic.

DC 23 Knowledge (arcana or planes) or DC 28 Spellcraft check:
The distortion is the entrance to an immersive mindscape that can remove or retrieve memories. It can be entered by an adjacent being as a free action.

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

know planes: 1d20 + 7 ⇒ (7) + 7 = 14

Hassam looks to his allies to see if any of them understand what's going on.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri stops focusing on her Detect Magic spell and calls upon the wind to fly over to the crystal.

K Planes: 1d20 + 10 - 1 ⇒ (20) + 10 - 1 = 29

"This looks like... a mindscape." Cirri hovers in midair. "If you enter it, you can remove or retrieve memories from there." Her hair flaps like wings as she stalls in the air. "Should I enter it, or..."

Does Cirri know the risks involved in entering a mindscape?

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sickly shuffles nervously, looking around at the others.

"But its the memory extraction room." He finally says quietly.

"Are you sure it's for retrieving memories instead of... you know... removing them...?" His voice trails off, clearly not trusting the device to work as Cirri expects.

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

Well, there must be a reason for ex.. extra.. taking memories out. Maybe it is so you can study them later. Would we all be able to enter?

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Cirri:
Cirri spellcraft: 1d20 + 14 - 1 ⇒ (17) + 14 - 1 = 30

A mindscape is typically a surreal puzzle environment where you must accomplish tasks by navigating the mindscape and deceiving or satisfying the controlling mind, overcoming its defenses, unlocking its doors, and learning the secrets buried deep within.

Cirri knows that they can be dangerous.

More than one of you can enter it at the same time.

Luckily thanks to the roll above, she also knows how to set it for the safer "retrieval mode".

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"The good news is I know how to enter it for retrieval and not removal. Lucky me!" Cirri ponders some more. "They can be dangerous, so I'd love some backup in there. Basically we can find out more if we can deceive or satisfy the mind and overcome its defenses."

"This may have valuable information on it. I'd love to look into it if it gives us any insight on what's-her-face's weaknesses."

"So, anyone wants to hop in there? I'm not going alone. No offense, Riddy."
Yes, multiple people may enter at once. Cirri figured out how to set it to 'memory
retrieval mode'.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Let me know who wishes to go in with her. I'll give it some time so we can include all who wish to make the "trip".

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam will go with Cirri.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

"What happens to us... ?" Sickly asks. "While are brains are in there."

He points at the muck on the floor with dismay. "That doesn't look sanitary at all."

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Cirri again:
While a creature's consciousness is within a mindscape, that creature's body in the real world can take no actions but it isn't considered helpless, as the unconscious parts of the creature's mind still provide resistance to the creature's destruction. While in an immersive mindscape, the mind gets no information about what the body sees, hears, smells, or touches. Thus, if the body takes damage from an attack in the real world, the mind remains unaware of it.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Oh! Well, the good news is that we're not helpless. It's not like someone can walk up and slit our throats- we'll still defend ourselves. The bad news is that all of our senses are in the mindscape. So if we ARE attacked in the physical world, you won't realize it in the mindscape." Cirri ponders a bit. "Oh! Sickly! Do you want to maintain watch from the doorway?"

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

”You’ll need someone to find any traps in that mindscape. Guess that means I’m a volunteer. We do need to leave a guard or two out here, though,” Ruphrecht volunteers.

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

I can guard if you need. There really hasn't been a lot of plants around, which is the other thing I know.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sickly seems to shrink in on himself, at Cirri's suggestion... becoming even more withdrawn, if that were possible.

"I... I guess." He mutters.

He looks at the doorway, and then back at the muck-covered floor and the strange crystalline device, and shrugs resignedly.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Looks like Cirri (+Riddy), Hassam, and Ruprecht will go in. Loxx, Sickly and Niko will remain outside.

Loxx and Sickly and Niko stand guard next to Amenopheus. As the others enter the distortion, their bodies simply relax and sway.

Inside the mindscape:

As you step through the distortion, you find yourself in the middle of a north Garundi village. Squat buildings dot the landscape and a warm breeze circles you, barely lifting up the fine sand at your feet. There is no movement of people or animals, but you quickly hear slow footsteps and a smiling shaitan appears before you.

"Ah, visitors. How wonderful. I am Marouf, I am your guide here."

GM rolls:
1d20 ⇒ 11d20 ⇒ 41d20 ⇒ 16
1d20 ⇒ 20

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam looks around before responding "Greetings Marouf, is there a library or other such font of wisdom you might point us to?"

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

"Library?" Marouf looks around before heartily laughing. "My friend, there is no library. And yet, everywhere here you can find knowledge and wisdom!" Might I suggest you and your companions travel through this door to see the memory within... it was from when I first started working here. Most enlightening."

He gestures to the closest building, where you see a vague door manifest.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sickly looks at the saying forms of Cirri, Ruprecht and Hassam with a worried frown. He then goes over to examine the crystalline device wondering if they might have to figure out how to disable it to get the others back.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

This was a quite new experience for the elf. He’d never been to any sort of realm like this before. He headed in the direction the guide suggested. Almost by second nature, he checked the area for traps. Maybe you cant even trap a memory...who knows?

Perception 1d20 + 15 + 2 + 4 ⇒ (17) + 15 + 2 + 4 = 38 +4, if for a trap.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri is scribbling as many notes as she can. How does that work, anyway? If she's committing them to memory, is writing them down simply a metaphor? If she forgets a distant detail, will the words simply blur and disappear? Cirri begins wondering about the theoretical implications of viewing her own memories when Marouf greets the group.

"That would be great, actually. Also, if I scan for magic, will bad stuff happen to me?"

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Ruprecht is surprised to see how real this all feels and looks, knowing that it is but someone's lost "memory". It does not appear trapped (whatever form that might take in an astral playground).

Cirri feels very similar to before and is reticent to cast a spell again.

"Do not fear, young girl. Everything will be fine. This place will take care of you." Marouf reassures her.

Just waiting on if Hassam will enter the door, as well.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Sickly ponders the contraption. The only sounds in the room are the unsteady buzz of the humanoid "prisoner" that they entered and the occasional drip of soapy liquid into the floor-pits.

1d20 ⇒ 91d20 ⇒ 151d20 ⇒ 61d20 ⇒ 15

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam nods and enters as well.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Mindscape - Door #1:
As you pass through the shadowy door, each of you, individually, enters a more dreamlike state, more akin to a proper memory. You each feel yourself in the same man's body as you stumble back through some sort of a worksite. Suddenly, you trip and fall backwards down a long well. You splash at the bottom and water rushes up around you. Clawing at the walls, you try to escape. A silhouette appears at the top of the well, but instead of helping you, they pour more water in along with crunching heaps of debris that bury you deep under water. Struggling for breath, your life force dwindles away.

DC 22 Fortitude save from each of the four of you to avoid a negative level. If you fail, it is then a DC 20 will save to even realize that it harmed you.

Just at the moment of "death", you are expelled from this dream-like state and land on your knees just outside the door you entered.

Marouf smiles "Did you find what you seeked? Perhaps another door?
This one, maybe. Oh what a lovely feast it was..."

You see the vague outline of eight other doors now, stretching out on the buildings behind him.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Memory room

Spoiler:
Fort save 1d20 + 12 ⇒ (1) + 12 = 13
Will 1d20 + 9 ⇒ (2) + 9 = 11

Ru feels much worse fromthe experience, but has no idea why.

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