GM Lari's Iron Gods

Game Master Dhenn

Numeria Map

Aldronard's Grave
Through the Secret Door

Scrapwall
Other Scrapwall Locations

Initiative:

dice=Dr. N]1d20+3[/dice]
dice=Ray]1d20+9[/dice]
dice=Selkania]1d20+2[/dice]
dice=Serithial]1d20+6[/dice]
dice=Vaughn]1d20+4[/dice]
dice=Vivilaas]1d20+5[/dice]


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Silver Crusade

50 gp each of free stuff. I assume Dr N was thinking about how to spend the whole total. You're welcome to buy as much as you want with your own money. You can pool together for higher value items (partially charged wand, etc.). Jorram Kyte (the head priest of Brigh) will cast water breathing on you for free, so a swim speed isn't super important (even with the worst possible swim score, you;ll do it sooner or later). Air Bubble might be important for Dr. N's gunpowder, though.

"From what I hear, it's not a long swim. The Weeping Pond is toxic, though. Something foul in the stone. Keeping the drinking water clean was a full time job before they built Crowfeather Palace. Jorram will help get you through safely, though." Jhestine says as she continues to nurse her glass of wine.


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

"This sounds like a grand ol'time." Seri's sarcasm is tempered by a genuine smile. "Still, I got a real positive feeling about this."

If we can buy partially charged at a standard rate per charge, I think it'd be better to have it spread over individual wands. That way if someone is cut off, melted by a toxic pond, etc. we don't lose it all.


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

Ray blinks a few times at Serithial.

"Interesting. What about swimming to your death gives you a positive feeling?"

Ray will splurge on a potion of cure light wounds, unless we're pooling our gold together for a partially charged wand of the same.


Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
Spells:
2nd level: 2/5 remaining, 1st level: 3/7 remaining

"That's good, I suppose." Vivilaas say to Jhestine. "In the River Kingdoms I mostly learned how to stay out of the rivers rather than be in them. And has anyone found anything at the top of the Flame hill instead of under it? There may be some sort of clue as to what's below."

She resists rolling her eyes at Serithial's overeagerness. Charging into the dark without planning is a good way to end up tripped. Still, maybe it's the dash of slipknot rum she poured from the bar for herself or the strangeness of the situation, but Viv starts to become a bit excited herself. Frell! your curiosity's outweighing your fear again Viv...

Ray's question causes her to start a bit. Her posture slouches down slightly. "I am a Samsaran. We're not exactly common around here. Or anywhere near here."

I'd be totally down for using my share for part of a CLW wand.


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]
Vivilaas wrote:
I'd be totally down for using my share for part of a CLW wand.

same here


HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
Per Diem:
Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

I may have misunderstood, but I thought we could buy multiple wands. I'd rather have 5 wands with 3 charges each than 1 with 15. IF I'm wrong, I'll definitely chip in.


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

Serithial is remembering his 1st edition PHB where Gygax wrote something like "don't have your cleric carry all the healing potions; if he falls down a bottomless pit, the party has lost all its healing..." Notice I'm not asking if that's what he's remembering, I'm certain it is. :-)


Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

Depends on how liberal our GM is with partially charged wands... I imagine we'd each buy our own 3-charge wand with 45 of our 50gp of the split (except those who'd wish to purchase other things). Otherwise 1 will do, as I doubt there's any spheres of annihilation we'll need to worry about walking into at this level.


1 person marked this as a favorite.
AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
Spells Active:
Mage Armor

I just feel like it stretches my disbelief less to get one limited charge wand then to suddenly have 6 wands all magically with the perfect number of charges for us to buy, so I was suggesting pooling.

Silver Crusade

See the discussion tab for thoughts on shopping. In the meantime, there's not a lot more for Jhestine to share with you. What would you like to do in the meantime?

Some possible options based on what you've learned so far are listed below, though feel free to go wherever you like, and split up if you so desire:

  • Serithial had expressed interest in checking out the top of the Black Hill (#24)
  • Two councilors (Dolga Feddert and Serantha Olandir) are at the Town Hall (#15)
  • Two are out and about in town (Jorram Kyte and Bazlundi Otterbie)
  • You could go directly to the Weeping Pond (#9)


  • HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    "First thing I learned as a lad. Never split up. I'm all for striking out after them at the pond, but honestly talking to the councilors might not be a bad idea. Let's head to town hall."

    Okay, let's pick up a pair of wands with pooled money.


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    Agreed--don't split the party. I'd vote for heading straight to the pond, but i'll defer to Seri's council on this one.

    agreed on the wands too


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Ray effects something resembling a shrug.

    "Gathering additional information about the flame's origin would enable better preparations."

    "Better preparations increases the probability of our success, which is currently less than 35%."

    After a short pause, Ray bobs his head.

    "I am nodding in agreement. We should visit the councilors, especially since they are so close in proximity to our current location."

    Silver Crusade

    Town Hall

    The town hall is one of Torch’s more impressive buildings, towering over the surrounding houses. Intricate geometric patterns on the facade are inlaid with colorful precious metals and starmetal alloys.

    A human woman in her fifties and a much older dwarf woman sit at a long table piled high with documents, sorting through them with in frustration. Both look exhausted, with dark circles under their eyes. The table sports three empty chairs.

    The dwarf stands with a sigh and turns to face you, revealing a massive adamantine warhammer strapped to her hip.

    ”You must be Khonnir’s students. It’s a pity you didn’t arrive sooner, but I’m glad you’re here now.” Her voice is joyless, almost devoid of emotion.

    "How much have you heard about the situation?”

    There’s a picture of the dwarf (Dolga) under location #22 in the gazetteer. There’s no picture of Serantha, though if it ever becomes necessary I’ll find something.


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    Doctor N holds off on her apparently typical out-loud cold reading, perhaps recognizing the urgency of the situation, perhaps simply because she has met these women before. Doctor N waves her webbed fingers at Dolga and Serantha, a pleasant and wide smile forming on her face, accentuated all the more by her (comparatively) large mouth.

    "Glad to be here, happy to help. Sorry not here sooner."

    Doctor N begins scoping out the documents.

    "Heard much--several teams missing, robot brought back--went crazy, attacked Val, had to shut down--robot, not Val--fire out, so on--more data always useful though."


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    Selkania agrees with his comrades to go to the Town Hall first.

    Do you have any news about the teams send ? I'm not a Khonnir's student but he asks me to come here, and the discovery of a robot and the mistery of the disparition of the flam intrigued me.
    I want to be of help, so anything you could tell us will improved our chance to find Khonnir and the reason behind the flame gone out.

    She adds hastily I'm Selkania, cleric of Brigh by the way.


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    So to sum up we pooled our resources to buy 2 wands of CLW, each with 10 charges. Selkania should carry one, who has the other?

    "Pleasure to meet you ma'am, though I wish we were here sooner. What did we miss? I think we're eager to go after the missing folks, but I'm not eager to rush in if there's information or help you can provide first."


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    Yes, 'student' is a bit too much of an unearned honor but we did know and respect the man as a friend and ally. And we've been told much about what's been happening in Torch, tough it nearly enough. I'm sure you must feel the same. Vivilaas frowns as she gives a short bid to the two women.

    Khonnir went down through the pond to these new caves, correct? That much is known. What concerns me is were those waters always poisonous? If not, there could be even more problems than even the loss of the Flame. And what are these 'headaches' that Val and Jhestine mentioned?

    Silver Crusade

    Massaging her temples, the human woman interjects. ”Dolga, you really should introduce yourself to people. I am Serantha Olandir, chairperson of the council.”

    ”That’s why we put you in the big chair, my dear. You’re polite enough for the rest of us.” the dwarf snaps back. "I'm Dolga Feddert, everyone."

    Ignoring her companion’s attitude, Serantha continues, ”Yes, people all across town started getting nasty splitting headaches within an hour of the flame going out. I’m enduring one at the moment, though some have found them so debilitating they can’t perform basic tasks. There doesn’t seem to be any pattern as to who’s affected.” She rummages through the papers, producing a town map riddled with markings. Examining it closely confirms the lack of pattern, and the number of people affected each day seems fairly constant at ~200 people.

    She continues, "Khonnir went to check out the Weeping Pond when the flame went out. He wanted to make sure that whatever happened didn’t cause even more pollution to the water. Seems just as bad as always, but there were tracks from a large group that seemed to enter, but not leave the water. That led us to discover him to discover the caves, and several teams went in, including a group of your co-religionists, Selkania.

    His first excursion found two glaucite doors under the cave. One seemed to be impassable, but he wanted to try to get through the other. Jorram's water breathing gave each of them six hours to explore. He swore he’d be back by then, though they did take supplies for a few days, just in case.

    Dolga interjects, “Glaucite is an alloy of iron and adamantine. Getting workable adamantine out is damn near impossible, though, so it’s good for building and not much else.” She gestures up at the metal beams supporting the ceiling.

    "Most of the ruins scattered around Numeria are made of the stuff. People always said there was old tech under the hill, but this is the first proof we’ve had.”

    "We put out a 6,000 gp bounty to anyone who could re-ignite the flame. Since Khonnir went missing, we’ve started offering an additional 6,000 to whoever can rescue him. We haven’t had any takers since then, though. I don’t suppose you’d be willing to help? The temple of Brigh has a scroll of resurrection in its vault. If you can bring him back alive, it’s yours as well."

    "At this point all we have is guesses about what happened. It’s possible that he encountered whoever is responsible for extinguishing the flame. He may just be stranded on the opposite side of the glaucite door. We know virtually nothing about what’s down there. Divinations suggest that Khonnir is alive, though we aren’t sure about his three companions."

    Glaucite is treated as similar to steel in most ways (including DR purposes), though it is somewhat more durable (hardness 15). Weapons and armor made from glaucite cost three times as much as steel, and weigh 1.5 times the original weight. Their main value is the cool factor of having a weapon made from:

    Spoiler:
    Recycled starship hull


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Seri tries to stay cool, "Cayden's codpiece, that's quite the reward. Yeah. Yeah We'll find him. We'll get that flame going to. I was already curious about everything here, but a reward and being a hero?!"

    Seri looks around, hoping for smiles from even his more...logical friends.

    "Can you spare any supplies?"

    I'm ready to head out, but by all means, don't let me rush anyone. :-)


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    Vivilaas takes in the councilors words in rapt attention. She even appears unfazed by Dolga's excessively brusque demeanor.

    "Of course we could go in. Khonnir was a friend." the samsaran turns to look at her traveling companions. "If there's even a chance he could still be saved how could we not try?" And the chance to find out what unfathomable things might be down there past the glaucite...

    I would be ready to go if the rest of the party would like to, but could also be inclined to give a quick check of the former site of the Flame topside before we go. If Selkania also might want to wait until tomorrow to prepare different spells, feel free to speak up.

    Silver Crusade

    Serantha frowns. "I'm afraid we don't have much on hand that would be useful. I suppose, though..." she leans over to Dolga, and they begin whispering to one another, doing their best to shield the conversation with you. After a moment, the chairperson quickly writes out a brief note, stamps an official seal on the document.

    "This should help you out in obtaining supplies."

    Dolga gruffly adds. "Don't abuse it."

    The handwritten certificate requests that merchants in town provide a 20% discount to the bearer. The city council will reimburse them, with interest, once the current crisis has subsided.

    One vote for the top of the Black Hill, one for the caves underneath, and the prospect of waiting to prepare new spells has been raised. When in doubt, I'll take the first thing to get three expressions of support.

    I'll be keeping track of days for background events, as well as potential hazards that arise later (like disease). Completing this part of the AP will definitely not happen in one in-game day, so resting is not a bad idea, though there is some urgency, with a missing person and Torch facing increasing challenges as the crisis draws on.


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    Doctor N taps against her belt, pacing about as she listens to Dolga and Serantha. The nervous movement appearing to help her focus on taking-in the situation. When they finish, she stops, holding up a hand to her chin.

    "Don't know much--not good--know that don't know much--good--not good to find tracks first, means people responsible, likely still in there."

    *deep breath*

    "Hopefully not Technic League."

    "Best to investigate torch, torch of Torch, that is--hopefully not for long--more data always good."


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    "I started running off to the erstwhile torch of Torch. Besides it's somewhat in the same direction. Let's do it. "

    Seri turns to the wizened dwarf, "we'll get to the bottom of this. We may look like a motley crew, but we've got it where it counts. " he gives her a wink and a bow.

    -Posted with Wayfinder


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    Finding the fate of my colleages and exploring ruins nobody have seen is as itself a reward. But the bounty you offer is an additionnal weight to my decision to go without adding to the fact that it's Khonnir who asks us to come here.

    You can count on me.

    She turns to his comrades and says

    We need more supplies, food and rope etc... we also need more info. I suggest we first go to Black Hill then we headback to the caves.


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    "Logical as a Brighan! Let's do it! Alons-y!"


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]
    Vivilaas wrote:
    "Of course we could go in. Khonnir was a friend." the samsaran turns to look at her traveling companions. "If there's even a chance he could still be saved how could we not try?"

    Vaughn is quiet, listening to the others, but here he pipes in: Hear hear!!

    After the others input...Sure, check out the not-torch site first, then let's get to rescuing.


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Ray tries to act human while the humans talk, sometimes smiling and showing teeth, then hiding them again when it was pointed out that he was making people uncomfortable.

    "This investigation sounds like it may take several days. We should acquire rations to sustain the organics of our bodies while we are within."

    Ray begins to calculate the cost of five days of rations, at a 20% discount, for the group, discounting the quantity needed to be consumed by a small grippli.

    "Nordim. What is your required rate of consumption of a standard ration for daily sustenance?"

    Ray thinks a detour the hilltop source of the torch is worth making as well. Probably right before the cave, but after we have food and rope and whatever else we'd need to explore.

    Silver Crusade

    The Black Hill

    A long, well-worn trail wraps around the hill. As you climb higher, you get an impressive view of the rest of the town, as well as the lush surrounding plains, with the Seven Tears river at the edge of your vision. Near the top, you come across a lonely squat stone building. It has narrow windows on three sides, but a big picture window facing towards the former location of the flame, though it is currently covered by curtains. Several carts, made entirely of adamantine, sit outside the building, many piled high with slowly rotting garbage. Others are platforms with anvils and other tools for metalworking.

    About one hundred feet from the end of the trail, all plant life stops, and the ground is charred black, except for the tracks of many carts coming and going, which reveal the bare stone underneath. A steep cliff leads down to an assortment of houses, forges, and warehouses below, as well as Torch’s junkyard.

    The route terminates in a large crater, approximately five feet wide. It is almost perfectly circular, though some of the edges appear to have collapsed, while in other sections the rock seems to have melted and re-solidified, forming a shallow pool about three feet deep. The bottom is filled with an inky black liquid, though it is riddled with bubbles of many different colors. At first it smells sulfurous, which quickly gives way to a floral scent, followed in turn by vinegar, ozone, and freshly baked bread.

    Craft (Alchemy) is the ideal check to identify the black substance, though I’ll take Heal, Dungeoneering, or Engineering. There are about six pints of it in the hole.


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Seri looks at the ...stuff Heal: 1d20 + 0 ⇒ (9) + 0 = 9 "What the hells is this?"


    Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    It was Selkania's first time in Torch. Even without the flame, it was quite a view and the strange black liquid was like a flame for her and her passion of strange things.

    She moves near it and began examining it.

    Know. Engineering: 1d20 + 7 ⇒ (3) + 7 = 10


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    As the six of them climb up the Black Hill, Vivilaas looks out at the ever-expanding view of the countryside. It’s bare enough out there it’s a miracle a town like this thrives as well as it does. Of course, that was with the Flame’s allure. If it never turns back on, how much longer could Torch hold itself together?

    Once at the peak, the samsaran walks up to the stone house and peers at the curtained window. It certainly is quitter than the last time. She’s about to give a knock at the door when she hears Serithial’s outburst. Cautiously making her way to the crater’s edge, she picks her way down and observes the bubbling muck while carefully trying to avoid touching it directly.

    Know Engineering: 1d20 + 8 ⇒ (6) + 8 = 14

    Silver Crusade

    Vaughn Heal: 1d20 ⇒ 13
    Dr N Alchemy: 1d20 + 7 ⇒ (16) + 7 = 23
    Ray Engineering: 1d20 + 8 ⇒ (8) + 8 = 16

    Dr. N recognizes that this is a giant puddle of Numerian fluids, a rare and unpredictable drug popular among Numeria's wealthy and powerful. It produces a sense of euphoria and increased sensory perception, as well as a variety of side effects, ranging from miraculous to fatal. Competent alchemists can sometimes predict the side effects of a given dose, though its inherent instability means these predictions are only accurate for limited periods of time. There is some risk of addiction, and a dose (1 pint) is worth ~500 gp.

    Shortly after this happens, the door to the nearby building opens, and an older man walks out, turning back to the stocky half-orc woman behind him.

    "Thank you again, Oskah. We'll see about getting these out of your way."

    As the door closes, he notices you, starting to walk over. A holy symbol of Brigh hangs around his neck.

    "Hello there! You must be the newcomers!

    I hope you don't mind me speeding things along here. Torch is meant to be sandboxy, but at this point it's mainly a bunch of questgiving. If there's anything you want to ask Jorram Kyte, now's a good time to do so, while you figure out any purchases before starting to explore the caves.


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    I don't mind at all!

    "We are."

    Just so I'm picturing this correctly, we're on the hill by the source of the Torch, but no so close that this would be deathly hot? There's opium-LSD coming out of the ground and a man coming out of the house.

    "Greetings. We've wandered this way to look into the Torch, or lack thereof.

    Silver Crusade

    The hole appears to be where the flame once came out. In any case, one of the unique things about the flame was that it was only hot directly over the flame. You could stand next to it and feel nothing. Every so often, though, it would flare up massively, burning the surrounding area.


    Female Samsaran Psychic 5 | hp 30/31 | AC: 18 | T: 11 | FF: 17 | Fort +4 | Ref: +3 | Will: +5 (+2 vs emotion and fear)| Init +5 | Perception +7| Low-Light vision
    Spells:
    2nd level: 2/5 remaining, 1st level: 3/7 remaining

    "New enough, some of us at least." Vivilaas replies to the elder man with a smile. "Vivilaas. Our group just arrived in Torch this morning. It seems a lot has changed since the last time I was here."


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    So the hole that was where the Flame use to come out of...is filled with about a half-gallon of crazy drugs???


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    Doctor N does not share the properties of the Numerian fluids with her companions. She has seen the effects of this drug back in the slums of Chesed, the once-wealthy brought low. She has no interest in spreading that poison about.

    "Greetings, Doctor N, friend of Baine. Going to find him, want information on former torch of Torch--notice anything at all about torch of Torch?"

    *deep breath*

    "All data useful."

    Silver Crusade

    Pretty much, Vaughn. If you'd like to make them into a portable format, pint bottles cost 1 gp each, or flasks, with an identical volume, cost 3 cp, before the town discount. From there you could either use them, sell them, or dispose of them somehow. Selling them would require finding a sufficiently shady character, though.

    Once you're introduced, Jorram walks down the hill with you, filling you in on more of the situation.

    "I was just meeting with Oskah about our garbage problem. Usually everything gets carted up here and incinerated. Never seems to foul the air. Things are about to get unhealthy here, though, so we need to find another solution. Bazlundi was meeting with the guards, trying to find a dumping site outside city limits that won't offend the Black Horses or draw in any ratfolk bandits."

    "I think she was going to visit the Sonders after that. They've been so distraught since their Gerrol went missing with Khonnir. He's engaged to Bazlundi's daughter Emilia, so they're quite close. He's got a good head on his shoulders. I expect he can handle himself."

    "Oskah normally controls access to the flame. She seems to have a sixth sense for predicting its flareups. Always said she could feel it in the ground. Nobody else ever seems to, but ever since we put her in charge, nobody's been hurt up there. She said she didn't notice anything unusual before it went out."

    When you fill him in on your plan to explore the caves, he is eager to help, though he does ask for a few minutes to make the necessary preparations. Once you're ready, he'll walk with you to the Weeping Pond.

    No rush here. Feel free to do anything else before diving in. If you don't do anything major before heading to the caves we'll assume that happens at noon.

    The placid-looking pond is set off from the surrounding area by a crescent-shaped escarpment. No vegetation grows on the banks of this pond, and the waters carry a bitter stink of sulfur and other chemicals, enough to make the eyes water after spending too much time on the shore. The mud is a bright, unnatural shade of orange.

    Once you've made any preparations, Jorram will spend fifteen minutes in prayer, inviting Selkania and anyone else who wishes to participate. Filling an empty spell slot.

    Holding an unusual rod in one hand see picture from the Temple of Brigh slide he casts a spell touching all of you in rapid succession.

    He's hitting you all with an extended water breathing. 24 hours divided over the six of you gives four hours apiece. Leaving after that isn't a problem, but may require Swim checks that can otherwise be handwaved.


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    @GM I'm not sure you saw that I said Doctor N doesnt share the information about what the drug stuff is. It sounded like she was the only person who made the check, so nobody else would know.

    Silver Crusade

    That's fine. Just wanted to put that information out there to give some possible options.


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Ray approaches the edge of the Weeping Pond and tilts his head.

    "We have arrived at the Weeping Pond - also known as The Gross Water by Val Baine, daughter of Khonnir Baine, wizard and scholar."

    He kneels at its side and turns towards the others.

    "It's waters are reported to be toxic. Do not drink them if you can avoid it."

    Strapping his precious "bundle" to his back, Ray begins fastening the straps to his pack.

    "Also, do not bring anything that can be damaged by water. Jorram, priest of Brigh and companion of Khonnir Baine, wizard and scholar, has provided a spell to enable breathing of water but not prevent water damage to sensitive equipment."

    Ray blinks a few times, apparently having completed all warnings he felt were necessary.


    M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
    Double Dagger Attack Routine:
    [dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

    These are some expensive garbage carts...never seen adamantium put to such a...er...mundane use!

    He peers at the sludgy mess in the hole. So...this is also your garbage incinerator. I wonder if this junk put the fire out when someone tried to get rid of it? Huh.

    once the water breathing spell is cast...

    OK, I'm ready. Let's see if I can manage in my armor--but I cna take it off if I can't manage.


    Male "Human" Magus | HP 43/43 | AC 18 (T13/FF15) | F: +7 R: +5 W: +4* | Perc +7 | Init +9

    Ray tilts his head at Vaughn's suggestion.

    "Fascinating hypothesis, Vaughn Elliot, dagger-warrior."

    Ray considers his knowledge base for potential elements, magics or assorted "things" that would potentially have such an interaction with the flame of Torch and could cause a reaction that would result in its suppression or extinguishing.

    Knowledge (engineering?): 1d20 + 8 ⇒ (4) + 8 = 12

    Pretty unlikely.

    Silver Crusade

    Ray doesn't know much about whether or not that could be correct. Knowing basically nothing about where the flame comes from doesn't help matters.

    "Adamantine's one of the few things that can stand the heat for long. Most of them double as carts for the smiths' supplies."

    With Dr. N's comments, he'll also add two castings of air bubble to protect anything that shouldn't be exposed to water. He leads you over to a portion of the pond where the mud is chewed up by the footprints of dozens of people.

    "Just through here. Should be pretty easy to find once you're under."

    Plunging into the water, there's a large cave mouth about five feet below the surface. The foul water, unfortunately, proves too much for Dr. N's amphibian skin, leaving him feeling ill.

    Sickened for one minute

    Fort:

    Dr N: 1d20 + 2 ⇒ (8) + 2 = 10
    Ray: 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18
    Selkania: 1d20 + 3 ⇒ (19) + 3 = 22
    Seri: 1d20 ⇒ 20
    Vaughn: 1d20 + 4 ⇒ (13) + 4 = 17
    Vivilaas: 1d20 + 3 ⇒ (15) + 3 = 18

    Into the Black Hill Caves
    Unless otherwise noted, there is no natural light in these caves. In the tunnels, ceilings average 7 feet, rising to 10 in larger chambers. Water north of the pink line is about two feet deep. For most of you, it's difficult terrain, though Dr. N might be swimming.

    Dampness hangs in the air of this cave, condensing into heavy moisture on the slick, stone walls. The calm, dark waters wind around to the east up north, along a stony, soot-scarred beach. A five-foot-high ledge sporting several stalagmites rises to the east, beyond which a low-ceilinged cave beckons.

    There is light in this room, coming from three glowing beetles. One hisses as you come ashore.

    Initiative:
    Dr. N: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
    Ray: 1d20 + 9 ⇒ (7) + 9 = 16
    Selkania: 1d20 + 2 ⇒ (20) + 2 = 22
    Seri: 1d20 + 6 ⇒ (14) + 6 = 20
    Vaughn: 1d20 + 4 ⇒ (14) + 4 = 18
    Vivilaas: 1d20 + 5 ⇒ (5) + 5 = 10
    Red: 1d20 ⇒ 4
    Green: 1d20 ⇒ 19
    Blue: 1d20 ⇒ 19

  • Selkania, Dr. N, Seri We are here
  • Green, Blue
  • Vaughn, Ray, Viv
  • Red

    DC 20 Survival:
    There are signs that a number of people have climbed up that ledge in recent days.


  • Human Female Cleric AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 |

    May the Fire of the holy forge burn you creature ! Prays Selkania as fire comes out of her hand

    RTA (+PBS): 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
    Fire damage: 1d6 + 1 ⇒ (1) + 1 = 2


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    Survival: 1d20 + 0 ⇒ (3) + 0 = 3 Was there time to have Light cast or a torch lit before combat? If not, do the beetles glow enough to shed light?

    Seri leaps into action to step in front of Ray. On the way by he draws his rapier and takes a stab at the beetle
    ATK: 1d20 + 4 ⇒ (6) + 4 = 10, but his point control is off due to the water on the hilt. (in case that hits FF: DMG: 1d6 ⇒ 4.)

    Considering the size of the creatures, he assumes a guard in the eighth position.


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    @Serithial Someone knows his fencing parries and positions!

    Survival: 1d20 + 2 ⇒ (7) + 2 = 9

    "Small bioluminescent bugs of some sort, likely indigenous, unrelated to trek. Mere nuisance."

    Doctor N clambers onto the nearby ledge (gogo climb speed!), pointing and firing her pre-loaded pistol at the bug directly in front of her.

    Battered Pistol Attack vs Touch AC on Red (point blank shot): 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
    Damage (point blank shot): 1d6 + 1 ⇒ (4) + 1 = 5


    HP 43/43, Init: +6, AC: 18 T: 13, FF: 18, Perception +12 (LLV, Trap Spotter), F: +4, R: +9 (Evasion), W: +2, CMB: +4, CMD: 17 (19 v. Disarm/Sunder)
    Per Diem:
    Resiliancy (6 HP) 1/1 | Tactician (+2 on AoO) 1/1 | Comprehend Languages 1/1 | Detect Magic 1/1 | Detect Poison 1/1 | Read Magic 1/1

    I fenced for UNH in college, same team as Vaughn, but not at the same time.


    AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
    Spells Active:
    Mage Armor

    Nice, nice. I fenced saber casually for a long time, also done a bit of Italian and German longsword in college. I really need to get back to it once I finish getting back in-shape!

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