This is my homebrew world Arcaia. This particular setting is the free city of Opal, a lush equatorial city set on the edge of an immense jungle rife with undead , ancient civilizations, and dinosaurs.
Jo suddenly feels a wave of dizziness as she handles the statue. Strange voices seem to swirl about her, and the statue seems to grow, its black stone tentacles quivering in her hands.
As the group crowds about the chest they notice Jo stagger and collapse against the wall.
Joleesa attempts to drop the staue as she stumbles into the wall, hiting her head as she starts to slide down it, a strange expression on her face and blood starting to pour down her temple into her eyes.
Joleesa hits her head against the wall. (1d4=4)That I roll high on... *sigh*
When the chest is first opened, San will scan the contents again for magic, trying to determine which ones are enchanted. When Joleesa collapses, however, he will rush over. While Ten is coming over from his 'strategic vantage point' from the fight against the spider, San will detect magic on Joleesa, to see if anything's affecting her and if he can determine what kind of an effect it is.
Joleesa attempts to drop the staue as she stumbles into the wall, hiting her head as she starts to slide down it, a strange expression on her face and blood starting to pour down her temple into her eyes.
"Jo!" Tobias stands there, in shock over her collapse. After a few seconds, he snaps out of it and begins to play with his mace. (Twirling it, tossing it from hand to hand, that sort of stuff)
"Alright, anyone else feel like just smashing this thing?"
"The idol gave forth a burst of necromantic magic. Since it only detected as having residual stuff on it before, it looks like our octo-lizard friend left us a magical trap of some kind."
DM, any kind of Knowledge or Spellcraft check that would let me identify what happened?
"The idol gave forth a burst of necromantic magic. Since it only detected as having residual stuff on it before, it looks like our octo-lizard friend left us a magical trap of some kind."
DM, any kind of Knowledge or Spellcraft check that would let me identify what happened?
Ten Foot Twin Eater(Male Half Orc - Half Human- Half Something Else (I know that is 3 halves, but he is a big chap) Cleric Level 4)
Ten Foot who was busy wipping icor off his axe, drops it once again and rushes into the room, still giving the smear where the spider thing was a wide birth. He checks the ceiling several times as he moves over to Jo.
"What happened, I didn't see?" he asks in a loud concerned voice as he bends down and cradles her head in his lap and tends her head wound.
"Not quite sure. She picked up this cursed figure, and collapsed, hitting her head pretty hard against the wall on her way down."
Izkrael says, releasing a burst from his Lay-On-Hands (1d6=2) into Joleesa before he steps back to let Ten take over.
In his arcane studies, he has heard rumors of several cults associated with the fallen civilization beneath the Sky Spear Mountains. One type of magic the ancient cults were adept at was the transference of souls. Terrible soul receptacles were constructed by these bygone ancients that would facilitate the swapping of souls, or the housing of stolen souls for fell designs. Considering the necromantic flare Sanvoros sensed, and the carvings he perceives on the onyx idol as he squints closer at it, this could be one such artifact.
Jo feels as if several voices call out to her in her mind. The concerned faces of Iz and Ten swim into view and the voices fadeYou can continue on as normal
"This may be serious. I have heard stories of ancient cults, most of which were a part of a fallen civilization under the Sky Spears. They used artifacts as receptacles for souls, and these artifacts could result in the swapping or tranference of those souls. I'm afraid this may be one such artifact."
DM
Spoiler:
Has San read anything of how to reverse a transference, once it happens? Obviously, with Joleesa's reaction, he's suspecting at least an attempt at such a tranference. Knowledge (Religion) also seemed appropriate here, due to the cults and souls aspect.knowledge (arcana), knowledge (religion) (1d20+9=19, 1d20+11=28)
Joleesa's eyes open groggily, her vision swimming into focus around Ten and Iz's concerned faces. She shakes her head to clear it and puts her hand up to wipe away the blood on her forehead with her sleeve.
She looks blankly at Ten, seemingly distracted like she was listening to somone far off calling to her. She blinks her eyes afew times and realizes he was saying something. Pausing for amoent to think, she finally answers, "uhhh Mary. Why? What the hell happened to me and how did I end up down here?"
She uses the wall to rise to her feet, unsteady for a moment and looks around the concerned faces of her freinds... all except Vilya that is, who is busy rifling through the chest.
"Ten, this magic is akin to a magic jar spell. Not sure there's anything we can do here, assuming Jo was even overcome by it. I think we'll need to keep an eye on her for the foreseeable future."
DM,
Spoiler:
just a reminder that we also used detect magic on the individual items in the chest, also.
"Ten, this magic is akin to a magic jar spell. Not sure there's anything we can do here, assuming Jo was even overcome by it. I think we'll need to keep an eye on her for the foreseeable future."
"Alright ... everything in the chest is magical, except the coins. Let's camp for the night now, set up watch shifts (no offense, Jo, but I think you can skip a shift), and we can work on identifying these things."
EDIT: Pat, I made a big mistake - I just realized San doesn't have detect magic prepared. I know several of the others did, so probably not a huge issue, but San wouldn't have been able to do that stuff. With regards to appraising the loot, I will prepare detect magic first thing in the morning, and since each check only takes 3 rounds, I can do it then. Really sorry about that; I play casters in most of my pbp's, and all of them typically have it prepared, so I didn't even think to look.
"Alright ... everything in the chest is magical, except the coins. Let's camp for the night now, set up watch shifts (no offense, Jo, but I think you can skip a shift), and we can work on identifying these things."
OK, for brevity's sake I am just going to go with camp and then ID. I am not going to draw this all out, you all deserve your goodies. I tried to put something in for everyone, enjoy!
After setting up camp and spending the night in the ancient temple, San manages to ID the items:
Brooch of Avoidance
Rapier +1 Dinodoom [Raptorstrike]
Bow +1 Hunting[Avrvalea]
Greatsword +1 Incorporeal Binding [Ghostfetter]
+1 Greataxe Sacred Burst [Cyndrig the Fiendhacker]
+1 Mithril Chain Shirt Woodwalk
Ring of Piercing Spells
Charm of Countersong
Phylactery of Positive Energy
Wand of Invisibility [15 chg]
5 +1/+2 vs. dinosaur arrows
5 +1/+2 Vs. Undead Arrows
10 Arrows of Exploding
EDIT: Looking over my loot list there were 2 items I had forgotten to mention:
Ring of protection +2
Githborn Talisman
Assume they were hidden under the other stuff .. :P
Cool stuff, but I have to admit I'm not familiar with a few of them (no Magic Item Compendium). What's the incorporeal binding ability do? And the ring of piercing spells and Githborn talisman?
Githborn Talisman: Immediate action, Three times per day, +2 Insight bonus to attack rolls and weapon damage rolls against aberrations, and +2 to Will saves against extrodinary/supernatural/spell-like abilities of aberrations for one round.
Ring of Piercing Spells: Swift action, next melee touch spell against target you are flanking deals 2d6 more damage.
Incorporeal Binding: As Ghost Touch, and an incorporeal loses its 50% miss chance when hit with this weapon.
Sacred Burst: Acts as a Sacred weapon (when active, deals an extra 1d6 damage to undead, 2d6 to evil outsiders, and counts as good-aligned for damage reduction.), deals extra damage on a critical hit (2d10 to undead, 4d10 to evil outsiders)
Hunting: Increases bonus damage against favored enemies by 4.
Woodwalk: If you have Woodland Stride, you can step into a tree and go out of a different one as if using Tree Stride. Three uses per day.
Dinodoom: I have no idea. I can only assume it works like the Dragondoom enhancement. (Can smite a dragon of large size or larger three times per day. Attack deals 1d6 extra damage per size category larger than medium. 1d6 for Large, 2d6 for Huge, etc.)
Brooch of Avoidance: Three times per day, can activate as swift action to get +4 AC against AoOs.
So from my original list:
a brooch
* a rapier
* a mithril chain shirt
a ring
a charm
a wand (but only if it has a 'Ray' spell in it)
I suppose I want:
The Rapier if noone else wants it (although I'm not sure how "Wheezy"'s gonna react to Dinodoom!) ;)
I'm assuming the Mithril Chain Shirt is for Egan or Sanvoros as Joleesa can't use the Woodwalk if you need Woodland Stride. So as much as I'd like it, it's a bit of a waste.
Maybe the Brooch if noone else wants it
Maybe the Ring of Protection if noone else wants it
Maybe the Githborn Talisman if noone else wants it
Anyone mind if San grabs the greatsword and the ring of piercing spells? San has a few combat touch spells ...
Well, I don't have any touch spells and Seven disappeared again, so go ahead. Also, I'll take the wand. The ring could be useful, but it would be more useful in the hands of someone who gets attacked more often.
Egan of course salivates over the Bow, and the arrows, but will certainly be willing to split the arrows with any others. I would also love to have the Mithril chain shirt, but don't want to seem too greedy...but if nobody else claims it ;-).
Sacred Burst: Acts as a Sacred weapon (when active, deals an extra 1d6 damage to undead, 2d6 to evil outsiders, and counts as good-aligned for damage reduction.), deals extra damage on a critical hit (2d10 to undead, 4d10 to evil outsiders)
Hunting: Increases bonus damage against favored enemies by 4.
Woodwalk: If you have Woodland Stride, you can step into a tree and go out of a different one as if using Tree Stride. Three uses per day.
Dinodoom: I have no idea. I can only assume it works like the Dragondoom enhancement. (Can smite a dragon of large size or larger three times per day. Attack deals 1d6 extra damage per size category larger than medium. 1d6 for Large, 2d6 for Huge, etc.)
Brooch of Avoidance: Three times per day, can activate as swift action to get +4 AC against AoOs.
All correct. The Dinodoom is a tweak on the Dragondoom power. You will face some big dinos down the line. I had meant to include a +1 Impaling Longsword for Iz, so include that in the mix.
Vilya notices a small brooch glimmering among the gold coins. She pins it onto her jerkin, where it is quickly lost among all the other accumulated small trinkets.
Joleesa drawsa fine looking Rapier out of the chest, it's hilt carved to resemble a large hunting dinosaur. The dinosaur's tail curves around to form the hand guard, with the body forming the grip and it's mouth open in a silent roar as it's pommel.
She also draws forth a plain band, surprisingly free from any kind of dirt or grit.
She attempts to swing the weapon in a test, but finds herself still a little woozy from her fall. "I suppose we are camping here for the night then?"
OK, Joleesa is claiming Raptorstrike and the Ring of Protection +2.