GM Ska |
Dskani and Isidora tear into the grass in the direction of the cottage. Kildel stays behind to buy them some time.
The terrifying bird pops its razor sharp beak from out of the soft ground. Then it rears its head and tries to land another devastating peck on the barbarian in front of him.
PECK!: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d8 + 6 ⇒ (4) + 6 = 10
as Dskani and Ilyana run through the grass, the remaining birds give chase. You can see grass rustle to the sides of you and hear taloned footfalls behind you.
If you take the run action you make it out of the field
Then Dskani bursts out of the grassy field into the front yard of the simple cabin. Ilyana busts out moments later. No birds follow.
the simple cabin lies before you. nothing terribly special about it by looking. its got a few windows, a simple porch, a front door and back door.
Exits are Field, Front Door, Back door, and Window
Isidora Volus |
Isidora runs to the front door and tries to open it, hoping it isn't locked.
If she does find the door locked, she calls out for Dskani to cover her and whips out a lockpick.
Disable Device: 1d20 + 10 ⇒ (20) + 10 = 30
GM Ska |
Inside you see a simple bed, desk and chair. Sitting on the bed but leaning against a wall is a human skeleton. Sitting on the desk is a couple old books, a letter and a faintly glowing blue key.
the letter reads: If you've found me, I am probably dead. I am too weak to make it back to Castle. Take the blue key and open the way to the Eye. I will likely be inside.
Isidora Volus |
Following Dskani inside, Isidora shuts the door behind her, hoping the next creature to pass through would be their friend Kidel and not an angry bird.
Picking up the note and looking it over Isidora feels a pang of sorrow for the poor soul who wrote it.
"An unfortunate end for another brave explorer. Obviously on a quest for the Eye of Amrion as well, I wonder where he found this blue key? Perhaps it works in conjunction with our yellow one."
Kildel Kursaand |
Wielding his blade like a man possessed, Kildel brought it down again at the bird, hoping to kill the thing and make an opening for himself to escape.
Mwk Cold Iron Greatsword Power Atk.: 1d20 + 8 + 1 - 1 ⇒ (17) + 8 + 1 - 1 = 25
Damage: 2d6 + 5 + 3 ⇒ (6, 6) + 5 + 3 = 20
Dskani Ilyana |
Mwk Cold Iron Greatsword Power Atk.: 1d20 + 8 + 1 - 1 ⇒ (17) + 8 + 1 - 1 = 25
Damage: 2d6 + 5 + 3 ⇒ (6, 6) + 5 + 3 = 20
Remind me never to get on Kildel's bad side.
Dskani skims the books, looking for any information that might help them. "What's the letter say?"Isidora Volus |
Isidora looks over the note again, puzzling over the last line.
"The skeleton belongs to someone else who passed this way looking for the Eye, but they were lost or wounded and didn't have the strength to make it back to the castle from here. They claim the blue key will unlock the way to the eye. I'm not quite sure what they mean here at the end though..."
"I will likely be inside."
GM Ska |
The final Axe Beak in the clearing with Kildel experiences an unfortunate parting of ways between its head and body.
Kildel is left alone in the tall grass, but he knows which way Isidora and Dskani ran off.
Kildel Exits are Grass, Grass, Grass, and Grass.
D/Isi: Exits are Door.
GM Ska |
There are still Axe Beaks elsewhere in the grass.
Kildel: make either a stealth check to sneak past them, a Reflex save to dodge their attacks, or an initiative check to just rush out of the grassy are and into the clearing.
GM Ska |
Opposed Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
one is fast enough to clip your leg on the way out of the brush. They actually take a out a sizeable chunk of your leg.
damage: 1d8 + 6 ⇒ (3) + 6 = 9
and you move at half speed until that damage is healed
But you explode out of the brush and into the front yard of the cabin. behind you you hear the footsteps of the axe beaks on the edge of the grass, yet none follow you. as if they are afraid to leave the shelter of their grassy domain.
What do you guys do next?
Isidora Volus |
Isidora breaths a sigh of relief to see Kildel emerge from the tall grass.
Rushing outside to meet him she fills the barbarian in on what was inside the cabin.
"We found a blue key, it apparently unlocks the path to the Eye of Amrion. We just have to find our way back to the castle first. The key's last owner was unsuccessful in that endeavour."
Kildel Kursaand |
"Yes, if we have to go out where those birds are, I would like some time to rest." Kildel looks to Isidora, "If the last owner could not make it, then perhaps we should rest up before trying ourselves?"
GM Ska |
no objections. This is an opportunity for you to get creative. I don't have a 'right'answer for you. So I'm open to whatever you guys want to try. .
Judging by the sun it is late afternoon. It looked like morning when you arrived in this strange place. Time seems to have flown by.
Isidora Volus |
"Thank you for the healing Dskani, that feels a little better. Judging by the sun, perhaps now would be a good time to rest. Time seems to be passing unusually quickly here and night could be upon us before we know. I for one don't want to be outside when it arrives."
GM Ska |
You guys rest the night in the lonely cabin. the moonlight seems extra bright in this strange place. the soft blue light of the strange key coupled with the sound of the wind through grass makes the night a peaceful one, notwithstanding the occasional distant squawk.
The morning comes quickly. almost too quickly. yet you each feel well rested as if you received 8 hours of sleep. The night of rest has invigorated you and you feel a newfound strength in you.
YOU LEVELED UP! WELCOME TO LEVEL 4
GM Ska |
The sunlight streams in though the cabin windows and the warm breeze races through the expanse of grass that surrounds you. The clear blue day invites you to adventure.
Whats your plan?
Exits are Grass in all directions. You can see a small mound of shrubbery in the distance below the bluff you are on.
Isidora Volus |
After the night's rest, Isidora wakes feeling energized and ready for the journey back to the castle. She has a nagging sense of curiosity though and can't help wondering where they are exactly.
She tries to piece together the clues she has gathered since they arrived. The length of the day, the taste of the air, the flora and fauna. Maybe something would jog her memory.
Knowledge (planes): 1d20 + 8 ⇒ (3) + 8 = 11
Stepping outside the cottage, Isidora climes up onto the roof to gain a better view of the landscape. As she surveys the wide expanse of tall grass and the mound of shrub she tries to gather any clues as to the direction of Amrion's Castle.
Knowledge (geography): 1d20 + 8 ⇒ (20) + 8 = 28
GM Ska |
Planes 11: Demiplanes have their own rules for time.
Geography 28: The horizon is too curved. You may not be on earth anymore. You seem to have left the castle at some point and popped out of that large shrub in the middle of the grassy expanse.
Isidora Volus |
Isidora climbs back down off of the roof and communicates her findings to the others.
"We definitely left the material plane when we stepped through that doorway. The curvature of the horizon and the changes in the flow of time suggest we're on a small demiplane somewhere. I think our best chance of returning home lies back at those shrubs where we first emerged, we can only hope the portal works both ways."
Dskani Ilyana |
"I must admit, I don't like our odds of finding whatever patch of shrubbery leads back to the castle amid the long grass and birds. But, I don't see any other choices."
Would detect magic aid in finding the portal? Or is the whole area too magical to find it?
Kildel Kursaand |
Demiplanes? Magical Shrubbery? This was getting insane, even for the standards of insane wizards. "Why can't they just get a dog like a normal person?" Kildel muttered to himself as he finished packing up his gear and stowing it for the day's travels. Now that he had a chance to really waken and look about the building they were in, he decided to do so. The others were better suited to handle this, after all.
Perception check to see if I can find any hints as to how to get back or move forward.
Perception check: 1d20 + 9 ⇒ (5) + 9 = 14
GM Ska |
The path that you made through the grass yesterday is clearly visible from this vantage point.
Perception 14: As you spend some time searching the house you find assorted junk, some of it magical some of it not. A few items of are of interest to you...
so this is a loot mechanic I'm trying out, since its not the easiest to shop for stuff. Each character finds 1000g worth of items. You can pick the items you find, just tell me what they are and where in the cabin you found them(no wrong answers). You can roll-over your characters loot to the next time you 'find loot' and get more expensive stuff later, but it can only be rolled over in 100g increments for ease of book keeping. Ask questions in Discussion.
While searching the outside of the house, you also find a locked cellar door with a sign on it which reads WARNING: SIDE QUEST!
tee hee
Isidora Volus |
Isidora will roll over the full 1000 gp, saving up for some magic armor since I'm the most fragile.
Approaching the cellar door, Isidora kneels down and pulls out her lock picking gear.
"I could probably try and pick this lock if you two would like? It would be a shame to leave this demiplane without exploring all it has to offer."
Perception: 1d20 + 10 + 4 ⇒ (18) + 10 + 4 = 32 Checking for traps, with Canny Observer talent bonus.
GM Ska |
Perception 32: You notice incredibly small runes carved into the Padlock to the cellar door. The padlock contains a Magical Trap! (assuming you detect and spellcraft yadda yadda yadda)its is a Hold Monster Trap, anyone who touches the padlock carelessly will be affected by Hold Monster.
Isidora Volus |
"Whoever locked this door definitely didn't want anyone else getting through. There are runes carved into the padlock. We'll have to be careful here."
Isidora has the Trap Finder campaign trait, allowing her to bypass magical traps with a disable device check, as a rogue with the Trapfinding ability.
Kildel Kursaand |
Kildel will spend that 1000gp on a cloak of resistance +1.
Kildel found the cloak hanging there, just on a hook along with a few others, but this one, it actually fit. So he pulled the cloak on, and set out. Following Isidora to the cellar door. "More than likely, we will, but hopefully we will be able to handle it. Whatever it is."
Isidora Volus |
Isidora nods to Kidel and starts to work away at the lock, carefully working to disarm the magical trap.
Disable Device: 1d20 + 10 ⇒ (11) + 10 = 21
GM Ska |
DC 20, close one.
The lock clicks open and falls into your hand. The magical Hold Person trap will not reset until the lock is locked again a swift action. The padlock can also be used as a melee or ranged touch attack or as you know, a lock
The wooden door creaks open and a dark staircase leads downwards.
You are currently standing outside the cabin.
Exits are stairs, grass, and cabin.
Dskani Ilyana |
Dskani locates a wand of cure light wounds, two bottles of lightning, a tangleburn bag, and a flask of alchemist's fire. Catching up to the others, he sees the stairway leading down into the dark. "I think we've found everything there is to find in the cabin." As he begins to make his way down the stairs, he draws his shield and urumi as his holy symbol begins to glow (casting light on it).
Isidora Volus |
Isidora slips the padlock into her bag, careful not to let it lock again. Then she pulls on her pack and follows Dskani down the stairs, holding her pistol at the ready.
GM Ska |
You descend down the narrow creaking staircase. Eventually your torchlight reveals a basement room. a variety of bugs and insects scurry away from you as you disturb what was likely their very peaceful home up till now.
There is a dusty bookshelf along the wall and a long table with various potions and vials. Small harmless insects skitter to and fro along the dirt floor.
On the bookshelf are different several books most of which are about farming. Some are journals or informational texts. Strangely many of the books on this shelf have the same binding.
What questions would you like to research?
The lengthy table against the opposite wall looks like it could have once been an alchemists lab. aside from the usual alchemist trappings, there are 4 clay planters with long dead plants poking out of them, one of which looks much longer than the others. That particular one stretches over the table and almost onto the floor, and shows signs of bugs chewing away at it.
Isidora Volus |
With Dskani already skimming over the books, Isidora satisfies her curiosity by approaching the clay planters, attempting to identify the shrivelled remains of what once grew here.
Knowledge (nature): 1d20 + 8 ⇒ (18) + 8 = 26
Kildel Kursaand |
Kildel ran his fingers over the books idly, as he walked about the room. He wasn't really interested in all this fancy reading and alchemy stuff. Frankly, it wasn't even all that useful, anyway.