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Rackham Pulsifer wrote: Anything on divine metaphysics? In the list of titles above there is An Explication of Channeling which presents the accumulated knowledge of the Clerics of Aroden on the mechanics of the transmission and reception of Aroden's divine energies. It also contains a considerable amount of theoretical thinking on the nature of this energy and some essays on the Starstone itself. I'll give you a 20% chance to pick up a lost or apocryphal text on the subject. The Deceiver wrote: The Deceiver's eyes immediately falls on the Book of Abominations. He takes it and looks over its binding, trying to divine the book's authenticity. Many of these books are forbidden or rare in places, their value and censorship is determined by where you take them. The book Cordoba holds contains a catalog of "outsider" beings both horrific and incomprehensible. The illustrations and explanations were either created by a madman or the beings he studied defy sanity. You have no way to know if it's authentic, and it occurs to you that if you did know it was authentic you'd probably want to be as far away from it as possible. There are a lot more books, those given above were about as good as I could do in 10 minutes, so I'm calling them the "most interesting books in the collection that you've found so far". Seeing as there are more books than I could every possibly write out I'll give you odds that there is something on a particular topic if you want it. You name the title and subject, I'll call the odds, you make the roll. As Jon, Syd and Cordoba stand around Vass as Aref and Pulsifer browse through the library. Several interesting patterns emerge: the dates on the most recent of the books end a little less than 115 years ago and the collection seems to be dominated by an exhaustive encyclopaedia of demons and devils. Other books that interest Pulsifer and Aref include: Aref finds 3 more books radiating magical auras, in languages he can't read. Seven massive 50 foot two sided shelves fill the room except for 3 study tables at the southermost end (map above). Books are crowded in from knee to well above your heads. From where you stand, beside the study area, you can already see that the book are organized by topic first and language second, and a good many languages there are. It doesn't take long to see that a good many of the titles concern topics either divine or profane. The Deceiver wrote: Perception; Disable Device (1d20+8=21, 1d20+8=14) You see no traps. From your look at the inside of the last doors you know you needn't hammer out the hinges this time. It's some kind of combination lock controlled by a six inch ring set into the door. You have some trouble prying out the ring that dials the combination to open the door. The cirmcumstance bonus for already opening two of these doors is +2. Give yourself a +10 and use the castle to ring up 10 rolls and I'll estimate the time spent. Everyone refreshes themselves in the well outside the north library door. Syd and Jon are no longer exhausted, although their bellies are sloshing badly. The library doors look the same as the doors to the room that held Vass's cylinder. For tools you have the armorer's tools from the death heap at the entrance. Because the door is basically the same design as the ones you and Ryor opened to get into the prison room where you found the Eye of Aroden and the demon, you have a +2 circumstance bonus and don't need to hammer out around the door for hours. Aref Sami Shahrokh wrote: Lead on. I propose ve make sure to check these upper rooms and make sure there is nothing else up here before we hit de library though... Aref leads the groups around, searching for secret passages and traps. It seems fair after a while to conclude that the upper floor is cleared. There are of course the circular stairs that continued up in the shaft through which you entered this level. And there was also the silken rope that hangs down the core of the circular stairwell.... As you reach down to search the zombies they crumble to dust under the slightest touch. Sifting through the moistureless dust seems to suck the water from you and sap your energy. You manage to poke a few copper coins and some damaged old shreds of armor and weapons, dulled old blades which they didn't even use during the fight. If I remember correctly Jon and Syd(?) are exhausted from the moisture drain. The Deceiver wrote: Roll Call! I just did a three day clean up after a crappy copy editor and a stupid advertiser from Princeton University. Although I'm pretty proud of myself, I'm f#!!ing exhausted. Ian, I'm pretty sure the Princeton graduate couldn't use that word correctly after reading her storyboards. The Deceiver wrote:
Anyone who needs healing can be nearby, but the only damage done was a few drains, I think. Only one remains, let's handwave any movement needed to engage it and whoever can clock it first can have it. Just write something like "so and so charges all the way across the room and...." Then we can move on. Round 4 18 The Deceiver: Init +7 (DEX 16)
Round Summary: Cordoba moves cautiously to assist Aref's pet at the balcony, engaging as the beetle gnashes ineffectually at the zombie. A stone Aref’s sling hisses past him just as Jon steps in and cuts deeply into the creatures torso, dropping it. "Child's play," Vass calls out. Syd’s claymore rings as it hits the stone table between he and the zombie, Pulsifer on the other hand brings the staff handily down on its skull sending a geyser of brain dust out like it was a ripened puffball. He struggles to restrain himself from the consequent gagging. FabesMinis wrote:
Maybe Syd should open a restaurant. Round 4 18 The Deceiver: Init +7 (DEX 16)
Round 3 18 The Deceiver: Init +7 (DEX 16)
Sorry about that guys. Syd brings the paladin's sword down across the zombie's arm, hacking off a dried chunk of bone and flesh - a choking spray of dust curls out of the wound. His mind reeling from opening the doors to the boneyard, Cordoba moves back to let the fighters do their work. (F19) No mapping software yet. Two zombies, reaching out, as if somewhere inside Jon and syd, begin their rasping inhalations again. The two fighters feel their skin tingle and see their flesh wither as the moisture is drawn out of them. Jon and Syd:
Spoiler:
You are fatigued. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. Summoning, Aref moves toward Jon (I21), summoning another beetle behind the abomination. It lunges in and rips the monster's leg half off. The zombie is crawling but still animate, but not for long. Jon, his head throbbing from dehydration, drives his greatsword through the the back of its head and out its mouth. The arms and legs move weakly as the necromantic curse fades. (DMPC) Pulsifer moves toward the zombie fighting Syd. Remaining are the zombies beside Syd and by the balcony rail at C25 and M20. Syd's zombie is still animate and fighting. The zombie at the rail M20 is looking over its shoulder at Cordoba and groaning in agony, it looks like it may crawl over the edge and join its unliving brother below. Round 2 18 The Deceiver: Init +7 (DEX 16)
After Cordoba’s second turning the unaffected zombies focus on him and howl out a rasping bass. Cordoba staggers under the force of an invisible pull and seems to overcome the supernatural power clawing at him. Syd and Jon run at the zombies in the side rooms and begin hacking, Jon’s blade bites deep, but Syd meets uncharacteristic bad luck, his swing hummin high over the zombie’s head. Aref commands his beetle to the zombies in front of the balcony while Pulsifer moves in close and drives a blast of wind into one of the horrors. It staggers and flies out into the main chamber, You hear a distant crunch.
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