|
|||||||||||||||||||||||
|
Charon Warblade wrote:
Yes, it seems that every so often you see These cowled figures. The more you watch these people assembling this structure the more tells you begin to observe, you see the lurching gaits of the workers and it strikes you as familiar, these are most likely undead.
Moving in closer along the periphery of the valley the both of you come into view of this strange ramshackle building. As you get closer you recognize several people carrying up pieces of the building with a number of builders near the exposed top of it assembling those pieces. Most of the external structure appears to be thrown together but as you gain a better vantage you see that it's actually just a ramshackle shell being built around a sturdy frame that peeks out about ten feet beyond the slowly crawling outer wall. As you approach from the south you see the rear end of the structure where it seems a crane is hauling what looks like a very large shiny red circle to the top. Knowledge Arcana DC 25:
That thing being hauled to the top of the tower seems to be a focus of some kind. Though focuses are not unique to any one school of magic oftentimes the color red is associated with either evocation or transmutation. Most believe this to be a purely symbolic value though a handful in the magic community believe those colors actually facilitate specific types of magic.
Okay so we've kind of been stuck in a rut for a while so I'm going to just skip ahead. After some time tromping through the forest you come to a crossroads, those more familiar recognize tracks going down the right path but not the left. Taking that right path it leads down into a shallow valley a stones throw from the river. At the midsection of this valley sits a village that as you look closer to it's center you begin to see houses and buildings that seem to have been canabalized. In the center of this village stands a structure that has to be at least sixty feet tall and still growing taller, a ramshackle affair of wood, stone, and earth. Figures seem to be walking in and out in neat little lines
Sorry for the week's absence. I should have mentioned it in the OOC but I was doing stuff for Aethercon over the weekend. Okay, so you leave then? There are two routes of egress, the stony path that leads back to the swamp or another dirt road that continues past the church into the woods at the base of the small hill.
***AS DOLELAN*** Dolelan paces, eyes on his notebook he speaks while continuing to write in his little notebook. "As far as I can tell there seems to be no indication that these people here are dangerous, theoretically intelligent undead could follow trends similar to those of orcs, goblins, and other of the more notorious races in that every so often there are those who do not deal in wanton destruction. Unfortunately signs here point to the worship of what we consider an evil deity, though that also could be debated. Perhaps they are merely acting in interests in direct opposition to ours, from the position of the livestock we slaughter to put food on our tables we would seem like quite the vicious and barbaric civilization. Sorry, back to the matter at hand. The quick and easy answer is no, they do not seem violent and would probably not cause us trouble in the near future. Acting violently against them would most likely do nothing more than raise their ire, there are far too many of them to be completely sure that they would be all killed by anything short of direct action."
Roshan wrote:
Bump
Dear James Jacobs, I've run into a problem with several ranger archetypes and how they interact with class features that the archetypes don't replace but can no longer function. This thread was posted back in May but it hasn't seen any official response. Could you please clarify if it was intended that certain class features like Freebooter's Bane that replaces Favored Enemy but keeps Quarry or the Infiltrator's Adaptation that replaces Favored Terrain but keeps Camouflage were intentional or just errors? Thanks,
Dear James Jacobs, Does the Feral Speech Witch Hex have any duration or limitations other than the type of animal you are speaking to or was it ever intended to have a duration or limitation? Thanks,
--- Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin.
I know this is probably a no brainer but does the feral speech witch hex have a duration, time limit, or daily limit of any kind? --- Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin.
Rikka Rask wrote: I've got no idea if Ariella dropped. Certainly seems that way. Dolelan Callennan wrote: To move things forward, I plan on having Dolelan re-enter the church via the steeple and take a look around, then (depending on what we discover) attempt to make contact with the congregation. What do you do exactly?
Spell Text:
Summon Minor Monster
This spell functions as summon monster I, except you can summon 1d3 Tiny or smaller animals, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature. As with animals summoned with summon monster I, you may apply one alignment-appropriate template to these animals. Summon Monster This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10–1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10–1 marked with an “*” are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment. I tried to use summon minor monster to summon 1d3 bats and have them use aid another. I'm a witch with the Feral Speech hex and can communicate, unfortunately the DM said that only trained animals can use tactics. So what exactly are the "Other Actions" you can command things to do if you speak their language?
Dolelan Callennan wrote:
The scents in the church are not masked, it's just that there are not the normal scents and smells associated with the rotting dead. There are faint odors of cedar and beeswax but no fleshy smells. The spell effects in place are strangely enough magic circles against evil, the windows make sense but strangely the doors are warded individually. While they are close no creature would be able to approach but anyone able to open the doors pretty much makes the point of warding moot.
Dolelan Callennan wrote:
Knowledge Arcana would be appropriate in this situation, you know that there are various ways to bring intelligence to inanimate objects, behind you down the steps rests Gul Orne, the tree brought to life by an abundance of magic. Such applications with the proper modifications would perhaps bring about an awakening of intelligence within even a lesser undead (Assuming that you know that some of the higher forms of undead are already intelligent). You also know however that such a feat would prove counter-productive as the most common use for undead is cannon fodder. Intelligent fodder makes about as much sense as an intelligent cow or pig.
Rikka Rask wrote: Rikka watches the archivist briefly with faint annoyance before she nudges 'Thyn and points outside for the benefit of Ariella and the stealthy Mael. Putting gestures to action, the samurai heads quietly outside, getting a good distance away from the church before stopping to survey this strange, bleak country. Stepping outside you see that this church has a scenic vista. You can see for miles in every direction and the leafy green of the swamp stretches for most of it. If you look sharp just beyond the edge of the swamp you can see the edges of the ruined, smoldering village in which you found the advance party. Far to the west of that you can see a river cuts through the center of this dense wood and seems to run it's entire length. The rest is lost to greenery and the horizon. Dolelan Callennan wrote:
Though subtle at first you start to notice a pattern in the gesturing of the preacher and the barely audible grunts and moans from his parishioners. It does seem in fact that they are communicating somehow.
Dolelan Callennan wrote:
No altar, strangely enough aside from the creepy bit about the undead and the man at the front this looks like a completely normal church that you'd find in any old town. The scenes on the stained glass are pretty subtle, counterclockwise from the right it's almost as if it's chronicling the story of the first to rise as undead after Urgathoa. The first one is a group of people holding each other over a grave being filled in but the man being buried has a strange look about him. At the next a man bathed in light stands before the man, placing his palm on his forehead as light seems to fill him. Nothing is truly overt in any of the scenes but all of them point to some sort of clue that they're really undead, in a crowd of people walking you see several legs twisted at unusual angles, in one scene where a robe is being put on a man a pair of large canines seem to be poking out of his peaceful smile. Finally there is a man standing at the top of a hill looking out over the huddled masses. You make the connection and realize that this is the story of Dason, the writer of Urgathoa's sacred text Serving Your Hunger and her first Undead Knight-Commander. Ariella, now that you see all the stained glass instead of just those on one face of the church you come to a similar conclusion.
Ariella Moiraine wrote: What does/did detect magic reveal for me and Alyn? The air is rife with the flow of necromantic magic. Though it seems that there are some abjuration auras emanating from the double doors and stained glass. So just a clarification, you guys have stepped into the church correct?
Alenthyn wrote: Oh, um... i didn't mean for Alenthyn's to actually poke one. If its too much if a retcon, that's fine, though. Sorry, that was my bad. I misread your post. They are in fact still locked in what seems like prayer. Rikka Rask wrote: Exactly how many 'parishioners' are we seeing here? Rough estimate, 10 pews on each side, 3-4 sitting at each one. About 100-120.
Ariella Moiraine wrote:
They're a mish mash of many different kinds, there are of course the obvious ones, zombies and ghouls, then there are the less commonly known wight's and even a couple ghuls. Aside from those there are a couple you can't quite put your finger on. Rikka Rask wrote:
Aside from the obvious threat there doesn't seem to be anything else lurking in the dark corners. Aside of course for those in your party who like to lurk in dark corners. Alenthyn wrote: Caution and curiosity play tug of war with the elf, and he debates attempting to poke the nearest pew-sitter with his arrow as he steps up near Rikka. "So this is… unexpected." As soon as you speak aloud and poke a nearby decaying zombie with the tip of your arrow the preacher's head snaps up, his hood casting shadows on his face but a pair of glowing red eyes staring right at you. Along with him those sitting in the pews quickly cock their heads in your direction and soon, the whole focus of the room is on Alenthyn.
Maeltheron Timmerond wrote:
Inside you see a figure making animated motions to a mass of people sitting at the pews, though it looks as though none of them including the preacher are making any noise. Alenthyn wrote: Survival 1d20 + 10. There are indeed tracks here, strangely though none are on the on the doorstep itself, there are tracks leading directly up to it but it seems that once they cross a certain point all tracks, dirt, and mud just disappears. Even those of your companions who happen to be inspecting the doors. Dolelan Callennan wrote: [ooc]Knowledge (religion) 1d20+12, Knowledge (history) 1d20+12: Is there a history of cults dedicated to Urgathoa's worship in this region? You're not familiar with any cults of the Pallid Princess in Jackal's Folly or anywhere in Eastmarch, they take cults devoted to evil deities pretty seriously here and actively work to dismantle such institutions. When you guys enter the church:
Immediately through the double doors is a room with a high arched ceiling. A long line of wooden pews, about ten on each side of the room dominate most of the space, taking up almost all the sitting room are people that look like they should have been put in the ground a long time ago, some are missing body parts, arms or legs. Several are missing their lower jaws or even sections of their heads, all of them staring straight ahead. A long red rug runs down the middle of the room between each row of pews leading up to a pulpit at which a hooded figure leaning over a white podium looks on over the congregation.
Charon Warblade wrote:
You closely examine both the long stairway that leads up to the double doors at the front of the church and the double doors themselves but you find no indication that they are trapped. Maeltheron Timmerond wrote: Perception: 1d20+11 Maeltheron, you likewise find no indication of traps.
Maeltheron Timmerond wrote:
As far as you can tell they aren't trapped. Alenthyn wrote: Perception (for threats) 1d20 + 11. While waiting with your bow drawn while several of your companions inspect the stairs you see what appears to be a shadow pass across one of the windows though it quickly vanishes from sight.
Ariella Moiraine wrote:
Yes indeed, though the religious scenes are bright and colorful you recognize several key symbols and identify these as scenes referencing Urgathoa, the Pallid Princess.
Making your way past the sea of frogs they continue watching but make no move to follow. Continuing down the path you see the ground start to slope upward, gradual at first but soon you're walking at an almost thirty degree incline. As you follow the trees start to thin and the ground grows a little more healthy. As you break the treeline you come to the bottom of a hill, the path stops at a set of stairs that seem to lead up to a stone church. The grounds around the church are completely bare save for the soft carpet of grass that covers the entire hill. The church itself is a two story affair in something of a medieval style with stained glass windows at regular intervals on either of it's sides and a tall narrow roof leading up to a steeple in which sits a bell.
Alenthyn wrote:
No, this is a truly unusual spectacle. Frogs aren't known to congregate in such numbers. As you lead your horses along the path they part a path but soon close up behind you, staring at you all the while.
Alenthyn wrote:
Alenthyn:
You recognize the racket is the pepper-willow tree frog which greets the morning with it's usual croak, it's indigenous to most swamps, marshes, and bogs in this kind of climate. The noise it makes is a result of it's unusual anatomy, when air passes through it's windpipe it causes vibrations in it's uvula sort of like a tuning fork. Perception DC 20:
You suddenly notice that you're not alone, at the edge of the road hundreds if not thousands of frogs all look unblinkingly in your direction.
During the first watch as the moon starts to climb higher it casts beams of pale light through the gnarled branches. Gasses floating up from the marsh surface dance and twirl in these small spotlights almost living creatures in the intricacies of their dance. You're put on edge for a little while but when nothing comes of it you sort of relax back into your watch. As the night wears on nothing seems to jump out of the shadows bent on your destruction but those shadows are pretty menacing. Early the next morning just before the sun rises everyone awakes with a start as the swamp erupts into a chorus of rattles, like a hundred rattlesnakes rattling at the same time. After a short, tense moment it all seems to die down into the same familiar silence.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
