ProfPotts' Legacy of Fire PBP

Game Master Alexander Scott


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Sagging with relief that the gnolls are gone Bahram puts his back to a wall and slides down into a sitting postition with a long sigh. Whan the waterskin comes his way he gulps down on it greedely before passing it on.
Only half listening to his fellow 'freed' slaves, he wants nothing more than a soft spot to put his head and forgett his troubles in a deep dreamless sleep.
"Rest. Yes, rest is in order. It worked! I can''t believe it worked!

As the party goes in search of better quarters and rifling through the spiders web, Bahram follows as if dazed aiding were he can with his minor telekenises.

The Exchange

With the most immediate threats (finally) passed, the escapees take but a brief few moments to enjoy the sense of relief before focusing on the issues of their more long term survival.

At first (now that the need to drag them from harm's way has diminished) Rashid judges it best not to move his patients any more until they're at least conscious: which fresh water, his constant ministrations, and Saul and Keldar's sturdy constitutions that proves to be an hour or so later as the two slowly revive.

In the meantime Lavender investigates the spider as Yousef leads the hunt for food (as Bahram follows, trying to shake the memory that only last week he was asleep on silk cushions, the taste of fine spiced wine on his lips, Chef Akbar's best herb-roast goat happily filling his stomach...):

The giant arachnid does indeed turn out to be dead - having crawled a short way into one of the far corners of the room below before dying from several grevious spears wounds which still ooze a glistening dark-reddish gunk as the explorers cautiously approach it. After Bahram confirming the thing's deceased status with several trepidatious prods from a mystically levitated piece of broken packing case, the trio go in for a closer look. As Yousef deduced, the spiders obviously haven't laired in this place by mere accident, as sifting through the webbing in the room produces several web-mummified dead rats, lizards, a fox-like bushtail fennic, and even a couple of long-tailed jumping jerboa rodents. Most likely such small creatures wonder into the building to seek shade from the harsh midday sun and get ensnared in the webs of the spiders.

Once his patients seem stable enough, Rashid takes the time to check over the remains of the giant spider. Although he's by no means a member of the esteemed Poison Maker's Guild, Sarenrae's church teaches the healing arts by both study and practice, and any healer worth the name in Katapesh learns at least a little about the dangers of poison early on. With the right knowledge, avoiding the creature's poisonous parts proves a relatively simple task (although without the relevant alchemical know-how there's no way to preserve the venom for later use just in case anyone was so inclined...).

With the aid of the dagger recovered from the burnt gnoll as they fled, and a few of the scattered splinters of wood which are available in abundance in the abandoned guild hall, the group soon has a not-altogether unappetising selection of 'meat on a stick' victuals to go with Sarenrae's gift (via Rashid) of fresh, crisp, clean water. A few subtle applications of arcane power by Lavender (combined with the ravenous hunger which seems to come over each of them once their more immediate thirst has been quenched) results in a meal fit for the gods themselves - warmed or chilled and flavoured to suit! Yousef's spider-leg suprise even tastes like crab!

Watered, fed, a little rested, and with Saul and Keldar back to hobbling along under their own steam, the group make the move down to the next floor - where the second spider laired before its untimely demise (and conversion into substitute sushi) - to further explore...

... This floor (the middle floor, between a ground floor below and the attic storerooms they entered the building by) proves to have the slits high in its outer wall allowing illumination in (although they're rapidly losing daylight in any case) on all three outer walls. The rooms are somewhat larger and less uniform, and are decorated with the arabesque mosaic patterns they noted when first glancing into the second spider's room. Smashed remains of furniture can be found, seeming to indicate some rooms were living quarters, others perhaps offices or reception rooms of some kind - although any soft furnishings have long since been raided by rats and other creatures making nests, leaving nothing but fragments of filth-coated fabric which (once Lavender offers some mystic cleaning) prove to be the remains of once brightly coloured silks. One of the rooms they discover proves to contain a large sunken bath, now dry and spattered with rodent droppings, with broken benches along the walls and smashed bottles which probably once held fragrent oils for bathing.

On the far side of the building (the rear of the wing they're in) they find the stairs leading down, although for the moment they're blocked where a lifesized marble statue of a man clad in the finery of a merchant prince has toppled, plinth and all, and smashed into several pieces. Although the resulting rubble looks clearable (and, after all, they've all had practice...) none feels restored enough to even contemplate such an effort before a good night's sleep has been had. For the moment, from what they can see past the broken statue, the ground floor looks to be quite open-plan, with floors of expensive marble tile, and at least a few more statues.

Feeling relatively secure, the group retreat back to one of the mid-floor rooms, arrange what watch shifts they feel necessary (on the lookout for more giant spiders if nothing else), and finally get some much deserved rest...

Phew! Everyone still alive? Cool! Okay, so crunch-wise all non-lethal will be healed, Rashid's efforts mean that everyone (except him) regains 2 lost hp (he can't tend to himself, so regains 1), and everyone's conscious (even if still on negative hp, if anyone is). By the morning you'll all have done enough resting, and will have enough time to jump through any other necessary hoops, to regain your daily use abilities! Woot! Go ahead and post any descriptive stuff to cover what your character does during the brief exploration, the night, and the morning power-up; then take stock, get your heads together, and decide what to do next.


Male Human Barbarian

Saul moans as he slowly regains consciousness. Realizing where he is he jumps up, scaring most of the group. It takes him a second to realize he is safe, and still hurting very much. When water is offered he accepts and gulps mightily before realizing that it should be rationed. The seeing food offered he eats it hugrily, hoping to regain as much strength as possible. Saul thanks everyone who helped him before taking another sip of water to wash down the spider.

Saul bids everyone goodnight and tells them to wake him up for watch if needed. He then finds a comfortable looking piece of stone floor and goes to sleep.

The next morning Saul wakes up and makes small talk, being in much better spirits than the day before.


Going through the motions of exploring and setting up the resting area in a daze Bahram can hardly believe where his is, yet alone that any of them are still alive.
The past few days run unbidden though his mind as he goes through the motions at his companions biding. After camp is set up, and he has had some food in him, he looks around the motley bunch he has started to consider his companions. He had never met any of them untill today, yet he felt stronger bonds to them than anyone he had ever known.
Lavender! remembering the strange sensation of when theire eyes met out in the ruins as his eyes rest on her again. She feels so familiar. I must know her!
Trying to sit by her as the party quies down after sharing food, he tryes to initiate conversation.
"So you are a merchants daughter? Maybee your father is someone I know? practicly having been raised in by uncles buisness myself. he says awkwardly, not knowing where to begin.


Rashid al-Gahiji wrote:

Rashid gives a thin smile.

"As long as you avoid the poison glands, it should be fine. I should be able to extract those without too much trouble."

"You wouldn't happen to have a create melted butter spell as well, would you?....didn't think so. Thanks for the water and making sure the meat wasn't poisoned. I usually never know until its too late.

After the meal, Yousef also lays down, curled up in a corner and places his head on his arm. He mentions that he can see in the dark so wake him up for a night shift. Then he is out.


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min
Yousef olan Ahmad wrote:
"You wouldn't happen to have a create melted butter spell as well, would you?

Lavender waves her hand over a makeshift container full of water.

There you go! Not the real stuff but it will get you by...(wink)

After the meal, Lavender gives the now bare spider leg a dissatisfied look as she flicks it away like a very long used toothpick.

Anyway, now that we have all been fed and watered, maybe we can talk about each other and our...Skills? err, abilities, I mean what can everyone do? I think it might be good if we all knew about our strengths and weaknesses just in-case we confront the gnolls again. ...I'll go first! I'm not much of a fighter, but I'd like to think I'm pretty tough, and you have seen a bit of my magical skills. When well rested I can create an illusion of colors that knocks people out and I can coat things with a slippery magical grease... It's alot more useful that you'd realize! I can also create electricity from my hands, which can be pretty useful. I'm also good with dicking around with magical items and getting them to work. So what about you guys?

Bahram Zarishu wrote:
"So you are a merchants daughter? Maybee your father is someone I know? practicably having been raised in by uncles buisness myself.

Hmm...Maybe...my stepfather's name is Arthur Irongaurd, He is a pretty well known human merchant in Katapesh. Him and my mother specializes in ancient art and magical items found in the desert ruins. Me and my mother were on our way back from one of these ruins when...

The smile on Lavender's face seems to fade as she trails off, however it returns almost instantly.

...A-anyway, I have the strangest feeling we met before, does my stepfather sound familiar?

Once everyone is rested up...
I agree that we should find a more defensible area to hold up in this place. Also if we look around we're bound to find something we can use. Lavender heavily eyes the pile of what was once a spider Also if we can find something else to eat I would be eternally grateful...


Male Dwarf Separatist Cleric (Foundation of Faith) 7 (HP 59/59) (AC 26/12/25) (CMD 24) (Fort +10, Ref +5, Will +11) (Init +1) (Perception +18)

Rashid looks thoughtful for a moment, and then sighs.

"Well, I used to a merchant, but that was well before your time, Lavender. I spent many years on the streets in Katapesh, before I was introduced to the teachings of the Dawnflower; that's when I got this."

So saying, he pats a tattoo of the symbol of the Dawnflower across his chest, before continuing:

"I am a fairly decent healer, and my skills only improve when I am able to use Sarenrae's blessings, so I should be able to keep you out of the Boneyard for a while yet! I can also use the glory of the Dawnflower to make you more charismatic - Saul, you might benefit from that if you want to try intimidating more Gnolls...

In a pinch, I also have a little skill with the blade."

A little later, after realising how uncomfortable Lavender and Bahram are, Rashid offers the following suggestion:

"You know, that big bath-tub we found a while back looked fairly solid - We could clean it out, I could fill it with water, and if you heated it with your magic, you could have a nice warm bath - an excellent way to relieve your tension, and help you to feel like a new person!"

In the morning, Rashid pumps a Rebuke Death into Keldar 1d4 ⇒ 4, and then uses a channel energy to heal everyone 1d6 ⇒ 4 He then converts a Shield of Faith to pump a CLW into Saul 1d8 + 1 ⇒ (8) + 1 = 9 (leaving me with two prepared Blesses) By my calculation, including resting, Saul regains 15hp, Keldar regains 10hp, and everyone else regains 6hp (I regain 5hp); so Saul should have a slight scratch, Keldar will be moderately wounded, and everyone else should be fully healed!

After the 'healing session':

"I know that this floor has probably been picked clean by scavengers, but we should still check to see if we can salvage anything before clearing the rubble to allow access to the ground floor...

...Yousef? Do you think you might be able to help with that? You seem to have a fairly good pair of eyes!"


"No, sorry. I don't know your father..." Bahram says his heart sinking from the pain he obviously caused. "I'm sorry I brought that up. It's just that I feel that I should know you better that I do."
Looking away he continues, "You say you can produce lightning? Maybee that is our conection." Knowledge-plains 1d20 + 6 ⇒ (13) + 6 = 19, knowledge-arcana 1d20 + 6 ⇒ (10) + 6 = 16 Bahram holds up his hands at chest height, palms facing each other, and electicity plays between his fingers.
"That's about all I can manage in my current state of fatigue." he says, lowering his hands. "You see I was blooded by a djinni, a genie native to the plane of elemental air, in my youth. So I too can shot lightning."
"You ask of my skills and abilityes. Well I was a merchant before all this, working for my uncle who is fairly successfull. But I have a deeper interest in the workings of the arcane and a deep interest in knowledge of the plains. Forbiden knowledge that has most likely resulted in me beeing here. Giving a nonchalant shrug, "My magic has mostly been centerd on making my life easyer, I can manipulate force to form armor of sorts and I can create a pocket around a person so he can exist comfortably even at high noon or in the dead cold of night.

Chatting on into the night comes naturally to Bahram, but as the night wears on he eventually falls asleep in an as comfortable postition as possible. He will suggest the group huddle together to concerve body heat and to make the beding as comfortable as possible, using each other as pillows.

As morning comes, Bahram will find a quiet corner and face it kneeling with his palms to himself. Recite a prayer to Nethys, the god of magic and knowledge for a quarter of an houre before joining the group in worrying about theire excape or revenge stating that he is replenished.


Male Human Barbarian

"What you mean make Saul more charismatic? Saul very charismatic, can't really be more charismatic? You not make sense. You good at heal though. Saul feel like new man. Saul ready to bash some dog-heads." Sauls bunching his fist into his hand and cracking his neck, looking rather intimidating, especially with the new huge scar in his side.


m dwarven page 18 druid 5th

3rd time trying to post [b]thank you for saving life and for the healing rashid. i have been slave for long time, but i met an old man who taught me some spells and to rever nature. i can mend things and purify food and creat water. all very helpful when a slave. was at -3 so spend most time rest and healing upa . memorize 2 clw. cast one on self. 1d8 + 1 ⇒ (3) + 1 = 4


m dwarven page 18 druid 5th

at 10hp now will save last one for emerginces. will take what watch yall want me too.will cast mend on clothes to fix. so what happened while i was out/ listen to partys stories.


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min

To Bahram
Oh, no. Don't worry about it, I'm not the only one who lost something or someone in the past few days… Lavender says as she turns her head to look at the others. WOW! So you were...Blooded? Lavender tilts her head …does that mean that you have djinni blood from an ancestor? My mother always told me that there was djinni blood in our family… I never believed her...you know, until I started accidentally electrocuting people… Lavender listens intently to what Bahram can do. Good, I’m glad between us were pretty versatile, besides the lightning thing, of course. Lavender makes a similar weak display of lightning, just as Bahram did.

To Rashid and Saul
So… Mr. Rashid, are you saying that Mr. Saul and I are not Charismatic enough? Lavender says with a playful wink. Seriously though, I'm glad your with us. Between the water and the healing I’m not sure if we would have made it without you. Thank you. Lavender makes a quick prayer/gesture to thank Sarenrae as well. Do you mind me asking how you came to be a cleric of Sarenrae? I’ve never seen a dwarf cleric of the sun goddess before.

Lavender listens to Rashid’s Idea about the bath…Hmm… I don’t want to sound spoiled, but maybe a bath would be a good idea… She sniffs the air and looks around …for everyone… She says with a wry smile.

To Keldar
That all sounds very interesting, The purifying especially… Lavender begins to describe an overly exaggerated version of what happened while Kelder was out, allowing others to join in on the telling if they wish.

Once the conversations die down Lavender goes to see what she can do to resurrect the tub.
… Something about that tub makes me want to take a closer look… just in case.
Perception
1d20 + 1 ⇒ (8) + 1 = 9
Take 20 if appropriate 20 + 1 = 21

In response to Rashid’s last comment.

I agree, lets check out this floor first and see if we can find anything interesting around here…


Yousef listens to the others as they explain their backgrounds. He chuckles to himself, thinking that it is funny that only days ago folks such as these would never even have looked twice at him. Of if they did, they would have held their purses tighter, or crossed to the other side of the street.

"Not much to say. I do what I need to do to live. On the streets, many times it is to take what you can, however you can. I guess what I have learned may be useful since I am fairly quiet and can kick a little ass. I'm not great at anything though. Just a little good here, a little good there... He goes into a brooding silence. "A bath sounds nice though. I guess I can help clear it out."

Perception 1d20 + 3 ⇒ (2) + 3 = 5

But he doesn't notice anything useful in the rubble.


Male Dwarf Separatist Cleric (Foundation of Faith) 7 (HP 59/59) (AC 26/12/25) (CMD 24) (Fort +10, Ref +5, Will +11) (Init +1) (Perception +18)
Quote:


So… Mr. Rashid, are you saying that Mr. Saul and I are not Charismatic enough? Lavender says with a playful wink. Seriously though, I'm glad your with us. Between the water and the healing I’m not sure if we would have made it without you. Thank you. Lavender makes a quick prayer/gesture to thank Sarenrae as well. Do you mind me asking how you came to be a cleric of Sarenrae? I’ve never seen a dwarf cleric of the sun goddess before.

Rashid gives a quick smirk.

"I would not dream of suggesting that the two of you were not charismatic enough; I merely think that the grace of Sarenrae could be used to enhance your natural charisma to supernatural levels.

I am simply happy to do what I can to help make Golarion a better place."

Rashid's countenance saddens momentarily when asked about how he came to serve the Dawnflower.

"Aye, I know it is unusual, but then again, I have not exactly had a normal life. I used to be a merchant, but my business collapsed, and I was forced out onto the streets to survive.

It is hard to admit, but when you hit rock-bottom, anything that lets you escape from your miserable existence seems worthwhile - I started taking pesh, and lots of it...

A devotee of the Dawnflower found me, took pity on me, and helped me find my feet again, giving me a new purpose in life. I joined the priesthood to follow their example, and make sure that as many people as possible get a second chance - after all, if it had not been for the bounty of Sarenrae, I would probably still be wasting away in some gutter in Katapesh."

Quote:


Lavender listens to Rashid’s Idea about the bath…Hmm… I don’t want to sound spoiled, but maybe a bath would be a good idea… She sniffs the air and looks around …for everyone… She says with a wry smile.

Rashid raises an eyebrow, and gives a wry smile in return.

"Well, it probably would not hurt!"

Once the bath has been cleaned, Rashid begins to methodically mutter a repetitive prayer to the Dawnflower, and gradually fills the bath.

Quote:


In response to Rashid’s last comment.

I agree, lets check out this floor first and see if we can find...

Once everyone is cleaned, healed, and rested, Rashid starts organising a methodical, thorough search of the middle floor...


To Lavender
"No blooded as in he gave me this scar." Bahram says, tracing the thin zig-zaging scar from his forhead down to his jaw. "My origonal apprenticeship was to an uncle who had an unwholesome interrest in genies and matters of the planes. He died in one of his summonings, and the djinni's power somehow found me succeptable becouse shortly after I began to be able to do minor tricks. The power seems to grow with age and learning though, that is why I am so interrested in planar knowledge. I want to know where my power will take me for I must not be overcome by it."
Bahram joins in the exageration with Lavender, throwing in a sandstorm and a various elementals harrying them. Bluff 1d20 + 8 ⇒ (5) + 8 = 13. But if he seems to believe them to gullably he will goodnaturedly rebuke theyr lies, laughing them out.

to Saul
"It's good you are on your feet big guy, but I think you had better rest for now.

To Yousef
"I know the street you talk about. It is no easy task I would presume to live them, I have only stood on theire sidelines from my uncles shop, but they are indeed harsh. You have proven your skill to me at least if noone else. Bahrim says solemly placing a hand on Yousefs shoulder.


Male Dwarf Separatist Cleric (Foundation of Faith) 7 (HP 59/59) (AC 26/12/25) (CMD 24) (Fort +10, Ref +5, Will +11) (Init +1) (Perception +18)
jjaamm/Keldar wrote:
at 10hp now will save last one for emerginces. will take what watch yall want me too.will cast mend on clothes to fix. so what happened while i was out/ listen to partys stories.

Rashid casts a professional eye over Keldar. (Heal take 10 = 17)

"Hmmm... You are still quite injured. I can spare a little more healing, if you like."

Rashid converts a bless to a CLW 1d8 + 1 ⇒ (6) + 1 = 7

That should leave you completely healed!


m dwarven page 18 druid 5th

thank you Rashid for that, much much better


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min

To Yousef
Now that things have calmed down a little...Thank you for helping me with that mysterious guy from earlier. Lavender says as she gives a respectful head bow.

To Rashid
...Sorry if I brought up painful memories, but I must admit, that is quite an inspiring story.

To Bahram
Oh? And here I thought we might be distant relatives... Hey, maybe the same Djinni that gave you that cool scar is the one I am related to or something like that? What would that make us?...Step cousins twice removed? This is starting to get confusing Lavender trails of into thought as she tilts her head the other way.


Male Human Barbarian

"Saul really only like baths when bath given by purty girl!" Saul winks at Lavender. It's almost impossible to tell if he joking or actually being serious.

Assuming Lavender isn't going to give him a bath, Saul will try and wash some of the sweat and grime off, without actually taking a bath.


"Second.. wha.. cousins?!" looking thourougly confused he look away. "Well I suppose your right in a way. he shrugs. "Could be we have the same sire, so to speak."
Fading of into uncomfoetable silence he suddenly perks up and slaps his hands. "So! How about that bath?

The Exchange

With some manual effort and a lot of Lavender's magic the bath is eventually spotless - a which point the half-elf insists on spending a minute or so going over every inch of it with the proverbial fine-tooth comb... just the be sure... (as they say, 'you can take the princess out of the palace...') Eventually it seems to pass her exacting standards, and Rashid begins his chant of prayer to Sarenrae causing water to miraculously begin to rise in the empty bath until, after a few minutes, it's full. Lavender's efforts to heat the water fall short as her magic effects far too small an amount to cause much overall change in the temperature - but with the sun's rising even the shaded air in the abandoned hall starts to heat up, and most agree that a cool bath would be better in any case.

As each takes his or her turn bathing, Keldar takes the opportunity to exercise the mystic skills he'd just begun learning in his long captivity, passing his hands across each individual's ragged clothes, the sylables of some strange, primal, language on his lips, as slowly, over the course of several minutes of such chanting, the garments seem to flow back together until they are once more whole. Amongst the various shredded and ruined trappings of the hall's wealthy former residents he also - with the eye of one who's been forced to survive by scrounging and hoarding what little he could - manages to pick out the repairable pieces and repeats the process of magical restoration.

After Keldar's Mending and Lavender's Prestidigitation-based cleaning there's enough clothes for everyone to select a new outfit. The clothes from the guild hall are things like loose-fitting silk shirts, baggy trousers, turbans, fez, brocaded vests, pointed curl-toed slippers, silk sash belts, and the like - all of fine quality. Nothing heavy like armour, fur, or desert robes though. So - what are you wearing this season in Kelmarane?

The group's methodical search of the middle floor seems at first to turn up nothing but broken debris, but after witnessing Keldar's efforts with the clothing, the escapees realise that, by finding broken things with all the pieces still present, the dwarven artisan can use his gifts to meld them back into workable equipment... with some time and effort...

So, with Keldar on repair duty, and everyone else scrounging, you can 'find' any items of equipment from the 'adventuring gear' and 'tools and skill sets' lists of Table 6-9 Goods and Services which weigh 1 lb or less, except liquids or foodstuffs (no oil or trail rations). There's even a single repairable (and obscenely valuable) spyglass to be had! Technically it takes Keldar 10 minutes to repair 1 lb (more if it's an item with lots of hit points) so keep your choices within reasonable limits (no claiming 'two dozen belt pouches' for example...). The only weapons you find which can be repaired are two curved daggers with ivory hilts. Basically, don't go mad, but feel free to take what you feel are the essentials (even if it's just essential to complete the look of your outfit!).

By the end of the day the group's salvaged everything they can, with no more signs of any giant spiders stalking them. They do, throughout the day, hear that horrible inhuman scream echoing through the town, sometimes close, sometimes far in the distance, as if its' source was constantly on the move.

Rashid:
As you praise the Dawnflower throughout the day, you slowly notice the brand of Rovagug on your arm begin to fade, as if driven away by your very Faith and the grace of Sarenrae... More so than ever you sense the goddess watching over you and your companions during this time of trial, as if preparing you for greater challenges yet to come...

Bahram:
Over the course of the day you begin to realise that your facial scar starts to ache whenever you get near Lavender and, if you spend a lot of time near her, you begin to feel that your arcane lightning is only just being held inside you - like it's constantly dancing just beneath your fingertips and wants to arc to her...

Lavender:
As the day passes you start to notice small gusts of wind and breeze blowing through the dust here and there and, when they blow through your hair, it's almost as if you can hear whispers carried on the breeze... for some reason you're reminded of the voice of your mother when she used to sing you to sleep when you were very young...

Keldar:
Working the mystic skills your mentor taught you out in the open, not having to hide them from cruel overlords, seems to bring you an unfamiliar sense of calm: as if you've been tense for so long you didn't realise until you suddenly started to relax. Pride in your craftsmanship begins to replace fear of failure and you can feel your long-forgotten sense of just what it means to be a dwarf finally returning... although now also animated with the deep, steady, fires of the forge you feel burning within your soul...

Yousef:
It's strange watching the others as they slowly adapt to their newfound situations throughout the day: although nothing quite like this has ever happened to you before, on one level it seems like just another day surviving and you can face it with the emotional detachment you've developed over a lifetime of facing life and death choices on a daily basis; on another, you have a nagging feeling that there's something big about to go down... something which could be the chance of a lifetime, or simply the death of you...

Saul:
The strong survive - that's the simple truth which has directed your life to this point. As the day passes, you take stock of your companions: the dwarf priest seems tough enough, and the orc seems strong in that sneaky sort of a way, while the other dwarf seemed too long a slave, but now looks to be regaining a measure of confidence quickly. The foppish man you know you could snap in two... but he showed courage you'd not expect from a pampered city-dweller against the gnolls. The girl... well, primal urges tend to override any other thoughts you may have had... In any case, you have the strongest feeling that you need to protect these people - they are your people now after all, and woe betide anyone who thinks of harming them...

I'll say that's taken the best part of a day to all sort out... what now?


Male Human Barbarian

Saul digs around finding loose fitting brown pants that are just about long enough to fit his huge frame. He then finds a white silk vest to use as a shirt. For shoes he find a pair of leather boots that come up nearly to his knees. A large leather belt with a two pouches finishes his outfit. He takes the time to clean the spear the gnoll so kindly gave him earlier.

"To stay safe, we need move, not stay in one place. We all stick together, Saul keep safe. We not get caught by dog-head again."


As Yousef climbs out of the tub, anyone looking might notice that the coffee colored skin around his chest and shoulders bears the pock scars indicating that he had once suffered from some kind of pox-disease. He thanks Keldar for repairing the clothing that he had scavanged, and Lavender for cleaning them.

After his bath and new clothes, he feels cleaner and more regal than he has ever felt in his life. Never has he been dressed in fine clothing like linen and silk. Matching new sandals feel good on his feat. After he is dressed, he continues to scrounge. He ties a belt pouch to the silk sash. He finds a basket in the debris, and after Keldar fixes it he carries it around as he continues to look, but all he finds is an intact glass bottle and a bolt of canvas, both of which are cleaned by the young sorcerous he just met.

To Saul, he says "We've been here for quite a while. We have plenty of water to drink and rats to eat. I think one more day will be fine.


Male Dwarf Separatist Cleric (Foundation of Faith) 7 (HP 59/59) (AC 26/12/25) (CMD 24) (Fort +10, Ref +5, Will +11) (Init +1) (Perception +18)

Heh. Well, I won't be naughty and loot all of the 1lb superior locks in the building :-P

After having a refreshing bath, Rashid eagerly dresses in his new garments - a red silk shirt, tight-fitting leather breeches and a broad leather belt with a large copper buckle, some white silk stockings and a pair of sturdy, camel-hide leather boots. He also finds the remains of two bleached white cotton rolls, sews them together, and wraps himself an enormous turban.

"You know" he adds conversationally, "If you soak a turban in water before wrapping it, the moisture trapped in the cotton weave will slowly evaporate over the course of the day, keeping you nice and cool, and limiting the risk of sunstroke."

Once his new clothes have been dealt with, he joins the general scouring of the middle level for equipment that Keldar can fix.

Over the course of the day, he finds a couple of cracked and chipped bottles, a few twisted fishhooks, some bent pitons, a few sticks of chalk, some flint and steel, a tarnished whetstone, a couple of ripped belt pouches, two holed water-skins, and a warped and stained steel mirror.

Towards evening, however, he finds a real prize: a soiled healer's kit, and a small tarnished and bent silver holy symbol of Sarenrae!

This discovery, coupled with the fact that the brand the Gnolls gave him has started to fade away, truly makes him feel that the Dawnflower is watching over him, granting him a sense of peace, and a renewed confidence that they just might be able to escape, and ultimately turn the tables on their former captors...

Rashid will scrounge the following:

Glass Bottle (2) - 2lbs
Chalk (3) -N/A
Fishhook (2) -N/A
Flint and Steel -N/A
Small Steel Mirror -1/2lb
Piton (10) -5lbs
Belt Pouch (2) -1lb
Waterskin (2) -2lbs (empty); 8lbs (full)
Whetstone -N/A
Healer's Kit -1lb
Silver Holy Symbol -1lb

I recommend that Bahram and Lavender get the two matching ivory-hilted daggers - Saul and Yousef already have spears, and I have a scimitar.

As evening approaches, and it becomes clear that they have probably looted everything that they can from this level of the building, Rashid's attention turns to the rubble clogging the stair-well down to the next level.

"We should probably start to clear that. I think that the best time to try to escape would be at night - Whilst Gnolls can see in the dark just as well as Dwarves, their vision is poorer at night than during the day, meaning that we are probably more likely to effect a quick escape at that time."

He then sits down to sharpen his scimitar with the newly-acquired whetstone.


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min

Ohh? Lavender narrows her eyes at Saul...Oh, I can give you a bath Mr. Charisma... Lavender looks at Saul as if he were a little kid refusing to bathe....But I don't think it would be the kind of bath your talking about... Lavender grabs the biggest, cleanest piece of cloth or towel, rolls up her sleeves, cracks her knuckles and attempts to drag Saul to the bath...

Lavender sports a pair of neutral colored baggy trousers and tries to find a sleeveless silk shirt, and a blue vest, making her red hair even more noticeable. If there is any cheap jewelery she sports a choker and a bracelet or two. If there are any cloaks around she chooses one that matches the local colors of the city to help her blend in, or at the very least to hid the flashy silk clothing when moving around the city. Lastly she plucks those cute curly toed slippers. As for equipment Lavender takes some chalk (5 pieces if possible), Candles (5 if possible), a belt pouch, 2 waterskins, and a sewing needle. Once everyone else seems to have taken what they want, and if one of the ivory daggers is left she takes it. Not sure if she will ever use it, but it might be useful in a pinch.

When everyone is available, Lavender places a few items in a neat little pile;
signal whistle(s), bell(s), Small steel mirror(s), and the spyglass.

I think if we (each?) take a whistle or bell, it might be useful as an alarm if gnolls attack or a way to communicate from a distance, if we split up. If there is enough of each per person, we can use the bell as a generic signal and the whistle as a danger signal. The mirror could be useful for a signal as well to reflect light, and we can also use it to look at hard to reach places or at least around a potentially dangerous corner. Now this... Lavender picks up the broken spyglass, Once Keldar fixes this, it could be our ticket for staying away from the gnolls. If we can keep a diligent watch with this we should be able to spot gnoll slavers before they get close enough to us! And keep an eye on their base too.

Does anyone else...hear that? Lavender tilts her head as if listening...

Perception 1d20 + 1 ⇒ (1) + 1 = 2; Lavender tries to make out what she is actually hearing, and if possible the source.
You know, unless she rolls a 1...


"Oh, this is just wonderfull." Bahram moans as he slides into the bath. Washing himself thouroughly and in no hurry he emerges a new man.
Feeling much better after a relaxing scrub he will feel much more chatty and at ease than before, the troubles of the gnolls almost forgotten.
Almost, but not quite. As the party starts discussing escape and evasion again, Bahram seems to loose his smile a little as the severity of the situation sets back in.

Bahram will select for himself a fine set of traveling clothing. White wool baggy pants, soft sandals, a white loose silk shirt, a blue vest finely embroided in warious shades of blue, white and silver, a broad red silk sash and a light-blue wool jacket with silver embroiderd sleves and plenty of pockets. Taking Rashids word for the the effects of a water soaked turban he find a lengt of white cloth and drapes it over his head then fastens it with a length of black rope, it will keep the sun off his head and fuction as a mask in a sand storm.
Looking rather pleased with his selection of clothing he rumages through the debris and selects for himself a bell, a small mirror and a whistle as per Lavenders suggestion, flint and steel, 3x waterskins, a sack and 3 torches.

thats 12Ibs of equipment with the clothin, will rise to 20 as the waterskins are filled.

Accepting the ivory hilted dagger with pleasure he gives it a critical eye, examening the craftsmanship and testing the edge.
Is it mwk? appraise 1d20 + 7 ⇒ (20) + 7 = 27

As the day passes and the party gets equiped Bahrim will join in the planing. "I agree we should relocate our selves. Perhaps to the buildings at the far side of that 100ft run, perhaps further. I am of course blind as can be in darkness, but if it is what you want then I will trust you to guide me through it."

Looking to Lavender as she listend to the empty desert, with a bit of concern evident. "What? What is it? I hear nothing."

The Exchange

Quote:
Is it mwk?

Bahram assesses the dagger with the trained eye of a merchant, determining that it is indeed of a masterwork quality, as is its' twin. The blade of each dagger has a word etched in flowing Kelesh script: 'sun' on Bahram's dagger, and 'moon' on Lavender's. The ivory hilts are carved with intricate detail depicting on Bahram's dagger a heavy-laden camel train descending in a spiral from a boat carved near the pomel to an oasis scene near the blade, and the reverse journey on Lavender's dagger. Obviously a set, Bahram thinks the pair would be worth more if sold together than if sold apart - more as works of art than as weapons.

Quote:
He then sits down to sharpen his scimitar with the newly-acquired whetstone.

By the looks of the thing, Rashid gives the blade more attention in an hour than it's ever gotten since it was forged. Clearly not of masterwork quality, the scimitar is still sturdy enough to have stood up to the careless abuse its' previous gnoll owner seems to have put it through. After cleaning and sharpening the blade, and re-wrapping the hilt for better grip, Rashid finally feels the weapon worthy to represent the favoured armament of his goddess.

The whetstone session will grant the scimitar a +1 to damage on its' next successful attack.

Quote:
He takes the time to clean the spear the gnoll so kindly gave him earlier.

Assuming Saul also makes use of a whetstone to sharpen the spear whilst cleaning it, that too will get the +1 damage on its' next successful hit.

Feeling prepared for anything... well, prepared for some things at the very least... the escapees begin to think about moving on: they've salavaged everything they can from this floor of the building's east wing, so could try to exit via the spider-infested attic of storerooms, or could clear the rubble and descend to the ground floor. Along with the periodic inhuman scream, throughout the day they've been able to (just... when the wind's in the right direction) also make out the muffled sounds of gnoll voices passing the building as they traverse the road outside. The seem to be patrols of some kind... although there doesn't seem to be much of a regular pattern to them (so it seems they likely patrol 'whenever Ugruk yells at them' to do so...).

So... what's your next move?


Sitting crosslegged and examining the daggers and seeing the fine craftsmanship of the twins Bahrim has a nagging suspission that they might be more than just simple daggers. Tracing a sign in the air and muttering a few arcane words. His eyes glow a dim blue and he holds up the daggers, one at a time, and examines them in a different light.
Cast detect magic and examining the daggers for 3 round each. If magical will attempt to identify. Spellcraft 1d20 + 6 ⇒ (7) + 6 = 13

Discussing theire plan of action, Bahram agrees with Rashid. "We are safe enough in here it seems, as long as we do nothing to attract the gnolls. Maybee exploring the rest of this building will yield more treasures we can use.

The Exchange

Bahram detects no magic from the daggers (the lingering traces of Keldar's Mending having faded by then), but within his 60ft cone emanation happens to be the rubble-blocked stairs, from which he detects a moderate magical aura... he traces it to the head of the broken statue, but fails to identify exactly what the magic is...


Bahram will call over Lavender, "Hei Lavender. Come look at this, I se a magical aura eminating from the statue but am unsure as to what it is. Maybee you have better insight in this." Looking over to the dwarfes he adds "Keldar! Rashid! Come look at this!


m dwarven page 18 druid 5th

I search around and choose yellow silk pantaloons with a green silk shirt and blue silk vest. some of those pointy shoes 'real shoes, wow'. (yes too much color, but is over comping for being slave so long). looking around find a sack to put in a canvase for shade in the deaert, a tankard, 2 ink jars and pen for notes and maps, parchment(5), oh and 2 water skins YES. throw in the bell, candle, chalk, and fis hook given him thank you. oh and 3 needles. and gets very exsites finding a master tool compase for that needed help in survival. and some rope to tie sack so can carry on back


m dwarven page 18 druid 5th

"Keldar! Rashid! Come look at this!

sorry cant help, know very little about magic


m dwarven page 18 druid 5th

"You know" he adds conversationally, "If you soak a turban in water before wrapping it, the moisture trapped in the cotton weave will slowly evaporate over the course of the day, keeping you nice and cool, and limiting the risk of sunstroke."

good advice, but uh, could you teach me how to wear one of these things? nice yellow one


Male Human Barbarian

Saul will have indeed made use of the whetstone on the spear. Seeing the gear that others are able to scrap up, Saul finds himself a few items as well.

1 Whetstone
2 Waterskins

and if it's not asking too much, a hastily fashioned:
Backpack.

If the last is not possible I understand.


m dwarven page 18 druid 5th

[
Accepting the ivory hilted dagger with pleasure he gives it a critical eye, examening the craftsmanship and testing the edge.
Is it mwk? appraise 1d20+7

can i borrow that knife? use knife to do quick work to make club better to use. add leather grip too. now have shillelagh.


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min

...Ohh, Yeah sure...

Lavender casts detect magic and studies the pile of statue...

Spellcraft:1d20 + 4 ⇒ (9) + 4 = 13

Lavender will use one of the masterwork daggers, but seriously, if someone wants or can make use out of it, please take it, she will probably never use it, and if a more combat orientated character is willing to use it, Lavender gladly gives it to them. a +1 to hit could be crucial with this dicebot we have...


Bahram will lean in close and watch as Lavender doeas what she does. Offering his oppinion on the nature of the magical effect, touching her shoulder as he points and tries to explain.

Aid Another (if it's allowed?) 1d20 + 6 ⇒ (8) + 6 = 14

I'll be out for the next 12-16 hrs.

The Exchange

Quote:

and if it's not asking too much, a hastily fashioned:

Backpack

No backpack per se (to be honest more because it's not really the sort of thing I picture the rich merchants who lived here having in their rooms - they had caravans of camels, rather than camping trips - than the weight) but there are sacks a-plenty and with a bit of sturdy cord (and taking 10 on a basic Craft check) you can fashion someting to sling over your shoulder... okay, maybe not Saul taking 10 on a Craft check, but I'm sure someone... um... smarter... will be willing to lend a hand... ;)

Quote:
use knife to do quick work to make club better to use. add leather grip too. now have shillelagh.

Great idea! Keldar can do this by taking 10 on his Craft skill. Are you making a club or a quarterstaff? Both are possible, although the quarterstaff would obviously have superior utility.

Quote:
...Ohh, Yeah sure...
Quote:
Aid Another (if it's allowed?)

Of course - teamwork rules! ;)

Examining the broken statue Lavender detects the same moderate aura of magic coming from the decapitated head, but even with Bahram's advice and suggestions can't work out exactly what is causing it.


Male Dwarf Separatist Cleric (Foundation of Faith) 7 (HP 59/59) (AC 26/12/25) (CMD 24) (Fort +10, Ref +5, Will +11) (Init +1) (Perception +18)

Sensing that Keldar does not really know how to properly arrange a turban, Rashid is more than happy to offer assistance.

"Of course Keldar, I would be more than happy to help! One should always know how to tie a turban properly."

Noting the Arcanists clustering around the the statue head, Rashid moves over to see what he can do to help...

Rashid casts Detect Magic, and then tries to work out what is so special about the head... Spellcraft 1d20 + 4 ⇒ (10) + 4 = 14

Rashid nods at Bahram's words.

"I am reluctant to head back upstairs - those spiders could wreak havoc on us with their poison. I think we should clear the stairs, go down, and search the ground floor. We could then get into the other wing, to search the ground and middle floor for anything useful...

There is only one other wing to the building, right?

...once we clear the building, we should make a break for it (preferably at night) - although given the number of patrols, and that strange howling, we should probably do it in stages - I think we should wait until the howling comes from the other side of town, and then go to a building on the edge of town, hole-up until the next night, and then escape into the wilderness."


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min

Sounds good Mr. Rashid....
Lavender starts moving the rubble out of the way. Well, at least some of the smaller pieces...

The Exchange

Quote:
There is only one other wing to the building, right?

Yup - you're all in the east wing, there's a west wing as well... nothing to do with White House drama though... ;)

Despite all the magical observation of the statue head, none seem able to figure out just what sort of mystical effect is producing the aura. However, once the clearance of the rubble gets underway and the group (by necessity) move closer to where the thing is laying, its' mouth suddenly smiles, the begins to speak Kelesh in a clear, resonant, male voice,

'Honoured guests of the Katapesh Trade Alliance, welcome to the Kelmarane guildhall. Please treat our house and servants as you would your own. Praise Abadar!'

The statue's head falls silent after that, and doesn't seem inclined to speak further (although further examination of its' magical aura reveals the power of its' enchantment has not dimmed).

Once the stairs have been cleared enough, the group cautiously descend to the ground floor...

This floor of the building looks to be fairly open-plan. The wing of the building the escapees are in appears to be about thirty feet square, although there are no walls seperating it from the rest of this floor: the building's back wall (to the north) stretches over a hundred feet, including the east wing, under the great dome, and through to the matching west wing. The central portion of the building, under the dome, appears to be maybe fifty feet square (based on what the group can now see, and what they'd previously observed from outside). That means there's a corner to the south where the central part of the building extends further towards the road outside than either of the two wings.

Underfoot, the group find expensive marble flagstones, and the remains of two rows of three fluted marble columns run parallel, east to west, along this wing. Matching columns can be seen in the west wing in the distance. All but one of the columns looks to have been smashed or battered down, leaving bases on the floor and crowns on the ceiling. Pieces of broken statue can be seen scattered throughout the remains of the marble columns - an arm here, a foot there. The one surviving column is the far north east one in the wing the group is in: carved into the column is a life-sized statue depicting a finely proportioned young woman clad in harem-style trousers, a small vest, and a veil - the scene has been carved as if her arms were suspended above her head by a length of chain which runs up the column to the ceiling. She's depicted with her eyes respectfully lowered.

Perception DC 12:
Glancing over the other remains in the area, it seems likely that each column had such a carved figure, although the mixed bits and pieces of broken statue look as if they depicted different characters.

Narrow slits high in the external walls provide some light, although most illumination appears to come from high in the dome - even though it looked to be opaque from the outside. From what the group can see, the area under the dome appears to be fairly clear, although the floor looks to have some sort of ornate mosaic covering much of it - it's impossible to see more without getting closer. Beyond the central part of the building, in the west wing, a set of stairs (mirroring the ones to group have just cleared) can be seen leading up...


Perception 1d20 + 3 ⇒ (7) + 3 = 10


perception 1d20 ⇒ 4

Walking through the once impressive guild hall fills Bahram with awe. "This guild must have been wealthy indead. Look at this marble, and the colums!"
Admiring the statue of the slave Bahram passes it without a second thought heading for the stairs to the west wing. "We're going up here right?"


m dwarven page 18 druid 5th

Great idea! Keldar can do this by taking 10 on his Craft skill. Are you making a club or a quarterstaff? Both are possible, although the quarterstaff would obviously have superior utility.

taking staff, since can swing two handed

perception1d20 + 7 ⇒ (17) + 7 = 24 keepingan eye out for those spiders.


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min

Perception 1d20 + 1 ⇒ (20) + 1 = 21 keeping a fine eye out for anything of potential use or danger

Lavender feels a bit of sadness when seeing the column girl. Had the people of this once great city been no better then the vile beasts that reside in it now?


Male Dwarf Separatist Cleric (Foundation of Faith) 7 (HP 59/59) (AC 26/12/25) (CMD 24) (Fort +10, Ref +5, Will +11) (Init +1) (Perception +18)

Perception 1d20 + 3 ⇒ (8) + 3 = 11

Rashid admires the craftsmanship of the open foyer area, and of the statues.

"They certainly took a lot of pride in constructing this outpost. It is such a shame that it was abandoned..."

He spends time carefully searching the open ground floor area, hoping to find something of use.

He will pay particular attention to the statues; who knows? There might be something hidden in a niche!

Once he is satisfied that he has searched it thoroughly, he will move on up the stairs leading to the middle floor of the other wing...

The Exchange

Keldar and Lavender:
As the group start to move through the remains of the colonnaded east wing, towards the centre of the bulding (under the great dome), you could swear that, for just a moment, you saw the eyes of the statue of the chained harem girl rise to observe you, before once more lowering in respectful submission...

Reaching the central section of the building, Rashid (and any who have followed him) see that the main entrance is a pair of great bronze-bound wooden doors, which seem securely closed (although not barred - despite the hooks for a bar being present). The circular mosaic under the dome must be a good forty or so feet across, and now that they're closer, proves to be a map of some kind. Depicting a town with a large circular building on a hill in the centre, a river to the east, and what appears to be a temple of some kind to the west, it doesn't take much deduction to realise that it must be a map of Kelmarane... at least what Kelmarane looked like before it was abandoned. There appears to be a docks area by the river, with a water mill and another building on the far side, across a bridge. Locating the guildhall the group is in, it looks like the town's road passing outside continues to wind down the hill, under a gatehoues, before reaching a road which leads out of town both to the north east (over the bridge and past the mill and other building) and south.

Further out it appears that the southern road leads through fields of some kind (most likely pesh in a town in this area) and passes by an isolated building with a religious look to it, before eventually joining what was the main trade route maybe three miles or so away. The north-eastern road leads to an older looking building in the moutains which, even on this map, is depicted as a ruin. In the mountains to the north west there's a fortified tower or fort of some kind, and the river to the north and east (further north than the ruins) has an impressive looking waterfall marked on it.

As people step across the surface of the mosaic, phantom sounds rise up, in keeping with the areas each individual is near: although no intelligible speech can be made out, there's muffled chanting raised when one steps by the temple or the religious building to the south, the sound of rushing water by the waterfall, the noisy bustle of a busy market place by the circular building in the centre of the map (the 'citadel' they were held in when they first arrived), the creak of timber and the sounds of dock workers near the warf, muffled noises of a lively auction house from a large building near the docks, and so forth. The guildhall's sound, apparantly, is the distinctive 'chink' of gold darics being counted...

Glancing upwards it can be seen that, amazingly, the dome has vanished! Thirty feet up the ceiling is a circle open to the sky!

Perception check DC 15:
On more careful examination you can just make out, here and there, smears of dirt and dust outlining the dome above you... and there, a desert vulture perched happily in what appears to be mid-air! The dome must still be there, but invisible from this side...

As the group variously look about and marvel or not... YMMV ;) at the wonders of the guildhall their attention is rapidly focused by a thunderous impact against the outside of the main doors... followed a few seonds later by another... then another... each impact causing the doors to creak, dust showering from them, as they look to be starting to buckle and give under the assault...


perception 1d20 ⇒ 13


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min

Lavender puts up her detect magic and observes the tatue more intently...
knowledge arcana?1d20 ⇒ 20

Upon coming up to the mosaic, lavender lets out a Whoa... She attempts to see if this thing has any actual use beyond what it does:

Spellcraft1d20 + 4 ⇒ (15) + 4 = 19

If lavender cannot identify how to use the device (assuming it does anything else) she tries to wing it.

Use Magic Device: 1d20 + 11 ⇒ (17) + 11 = 28

Perception:1d20 + 1 ⇒ (13) + 1 = 14 (for the above spoiler)

When the Pounding on the door begins lavender sees if she can spot something to bar the doors, and then readies and action to cast grease on floor in the area directly in front of the door when whatever breaks through.

Guys, see if you can bar the door with something and get ready, I'm going to make the floor slippery so that they hopefully fall when they rush in...

The Exchange

Quote:
Lavender puts up her detect magic and observes the statue more intently...

Lavender:
The statue appears to have a moderate magical aura. Wracking her brains (and wishing she'd studied more...) Lavender recalls seeing something like this before - animated statues used as defensive measures by the very rich: something less than a true golem these things can usually only be set to attack people under certain conditions, or to return to their 'statue' state - they're not the generic helping hand a well-built golem can be. Considering that this would seem to have been a fairly 'public' space for the guildhall, this one is most likely set to 'go off' either at some command or other (presuming there'd usually have been someone here) or in response to violence or other aggressive acts...
Quote:
She attempts to see if this thing has any actual use beyond what it does:

Lavender:
Both the mosaic map and the dome above radiate moderate magic, as does something in a pile of smashed statue by the west wing stairs - quite possibly another 'recorded message' like the one they heard from the merchant statue's mouth...

Pondering for a while, Lavender begins to mumble generic mystic phrases, trace her fingers through the air in the standard patterns, and compose her thoughts into likely seeming arcane formulae... Suddenly a small (palm-sized) glowing ball of light fades into being, floating above the map next to Lavender. After a few moments of experimentation, Lavender realises it seems to be responding to her thoughts - specifically, when she thinks of the citadel, it zooms over the map to the representation of the guildhall, then traces the path winding up the hill until it gets to the depiction of the large circular citadel in the middle of the map. It hovers there, until Lavender thinks of another location, then it pops back to the guildhall, and traces a new path to the destination she'd pictured. She can't seem to get it to do much else other than zoom about the map tracing paths... (She tends to think it's, at the end of the day, pretty much just a flashy and pointlessly expensive map).

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