Goragg Gashnose |
I'm fine, you worrying...worrying...
Goragg is too sick to even finish telling everyone how much he's not sick.
But if you want to rest, I won't stop you.
Fort, CON-2, Healed: 1d20 + 6 - 1 + 4 ⇒ (19) + 6 - 1 + 4 = 28
Perception, diseased: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
I'm just gonna take a little nap...nap...napsy...napsy...zzzzz
Grim The Wanderer |
Fort Save vs Disease: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
CLW Extract: 1d8 + 3 ⇒ (7) + 3 = 10 on himself
of course Cale that i will be figuring out the Formulae behind these.
after making camp Grim will take Kalasin and show her around his portable lab.
The color are indeed type to a one of the 7 schools of magic (arcane and divine). The first nodules we got were from the same Hecate. A rather swamping land. My original assumption was that all creature from a hecate were tied to one specifics school. The Fly we fought and the nodules we got clearly demonstrate that creatures from the same hecat can be bound to different schools of magic. At first with only the small sample i had my working theory was that: in order to power a level 1 Necromancy spell a Necromancy Nodule at the cost of 2 for 1 was needed. A necromancy Nodule dose could power spells from other schools at a ration of 3 Nodule dose for 1 spell.
He show some vials. and these she her the news nodules
You don't see it but this Nodule is also necromancy aligned while this one is Divination aligned.
he shows her an other nodule that his twice the size.
Now as you can see this one came from a much larger creature and holds more magical energy. As it stands out the Medium size Nodule. With this i was able to make a comparaison. and The reusults is the larger the creature and the deadlyer it is. The more powerfull is the nodule.
he shows her the fly nodules See with this you can empower the usage of a level 1 spell, while the bigger one has more energy and can empower a level 2 spell or maybe higher. I can't really test it for the moment.
he pause again
But more importantly now that i have had some experience with these nodules i can better refine them. And the formula comes down to: A level 1 Nodule can empower a Level 1 Spell that doesn't have its school opposed to the one from the Nodule. Illusion (the opposite of divination) would require two orange nodules. Anything else would require one. And divination spells would require half an orange nodule. Conjuration (Creation) would require 2 black nodules (Necromancy/death/destruction), divination would require 1 black nodule, and necromancy would require half a black nodule.
he pause again letting her intake all the information
These other Nodule, the bigger one, would be considered Level 2 nodules. I haven't really worked on them yet in term of powering a lower level spell yet in order to get a proper Use / per lower level spell ratio.
He hands her back the divination level 1 fly nodules
Keeps these one too. I don't use divination stuff most of the time. Just keep in mind that these degrade so its used them of loose them. i would say you have about 10 days.
Oh and of course all that info i just gave you if the results of my experimentation so its my property. Don't divulge it without my consent.
Goragg Gashnose |
Since we're resting, do we heal any? I think I'm gonna need it.
mdt |
Yes, you heal back your normal amount per night, 1 hp per hit die, please feel free to RP. You'll need to rest at least a day if you want to get some healing. A week for Goragg to get back 1 pt per stat lost. I'm waiting until you, as a group, say you're ready to continue.
Goragg Gashnose |
Goragg struggles out of bed after a few hours, feverish and lurching, and attempts to shoulder his backpack. Falling over in the muck, he passes out again.
Cale Pavel |
Within a single breath, Cale is there in an instant and lifts Goragg up.
"The bunny is going to need some rest."
Carrying the unconsious Goragg, Cale brings him over to the espied area and puts him at resting position.
"Kalasin? Where best to place him?"
mdt |
As Cale steps into the clearing, his feet begin to tingle with pins and needles. He notices that there are no animals in the clearing, but there are thousands of small white bones. In the center of the clearing is a black crystal about two feet high, and a foot around at it's base.
Cale needs to make a Fort Save, DC 15 to avoid taking a negative level. Goragg does as well.
Goragg Gashnose |
Thanks, buddy! Remind me to kick you in the shins later. ;-)
Fort, diseased: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14
Aldrah Furyblood |
"And we lose another bunny this way..." Aldrah sighs, exercising her arm using the bow string, figuring Cale's bringing Goragg somewhere safe.
Cale Pavel |
Heh Heh ummm Oops?
Fort Save vs DC 151d20 + 8 ⇒ (14) + 8 = 22
Does Cale feel anything when he makes the save?
Feeling his soles tingle, Cale notices the bones at his feet.
"There's some black gem here and it's huge. Grim maybe you wish to take a look at it?"
mdt |
Cale feels a wave of fatigue wash over him, but pushes through it.
Cale notices the tingling in his legs and the bones and stops.
Goragg, on the other hand, shudders in his arms and groans in his sleep. The hobgoblin goes pale and begins to shake and shiver violently.
mdt |
Grim also feels his feet and legs begin to tingle, and has to push through a wave of fatigue to check Goragg.
Grim and Goragg are both 3 shades paler than they were seconds ago. Cale's rocky hide doesn't show anything.
Grim The Wanderer |
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Grim Will pull Gorrag back toward a safer zone.
I'll Deal with him, that he nods in the stone's direction Can wait for a moment
Grims starts to check on Him
Heal: 1d20 + 7 ⇒ (15) + 7 = 22 to know that he has been infected with a disease
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
Then he starts working with his portable lab to wipe up a batch of something that could help his patient
Craft Alchemy: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 Vs DC 25 to craft an Antiplague for remedy
mdt |
You're going to need materials to make the antiplague from. You can use the black nodules, each counts as 10 gp worth of materials. However, because you'd making a curative from necromantic magic, it would require twice as much (IE: You only get 5 gp credit per nodule). The orange nodule would count as 10gp of materials.
Cale Pavel |
Cale nods as Grim directs him away from the gem and keeps guard as Grim whips out some items that the oread cannot begin to comprehend.
Perception 1d20 + 8 ⇒ (3) + 8 = 11
He doesn't notice anything much.
Goragg Gashnose |
Ungh...ahhh...cold...no... Goragg thrashes in his feverish dreams.
mdt |
The frog nodule would have dissolved by now, you spent a couple of weeks traveling, we kind of glossed over it, but the travel through the swamp from the fort to the southern edge took a week alone. However, you have enough fly nodule to make up the difference. Gorugg can use the alchemy boost on his next save vs the disease. Unfortunately, he needs to make 2 consecutive saves
Goragg Gashnose |
Goragg made one successful save (with Kalasin's healing bonus) already. Does that count toward the two?
Goragg Gashnose |
The first save vs. disease was this
Fort, CON-2, Healed: 1d20 + 6 - 1 + 4 ⇒ (19) + 6 - 1 + 4 = 28
Then this was for the negative level
Fort, diseased: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14
So I think I have one success under my belt, but not the one you're thinking of? I'll gladly trade a day of sickness for a negative level if I can switch those rolls. :-)
mdt |
Ah, nope, negative level is applied (fortunately for you, it only lasts a few hours after you leave the clearing. So we'll assume the party is camping. Go ahead and make your fort saves to get rid of the disease
Goragg Gashnose |
Goragg takes the medicine sleepily, grumbling about the awful taste.
Fort, diseased, -1 level, medicine: 1d20 + 6 - 1 - 1 + 5 ⇒ (20) + 6 - 1 - 1 + 5 = 29
Then sits up with a start, coughing and spitting the foul-tasting concoction from his lips.
Gah, what are you trying to do, kill me? I was doing fine!
Still weak from his brush with the strange black crystal that haunted his dreams, he allows himself to fall back into bed.
When Grim turns his back, however, he may occasionally overhear mutterings under Goragg's breath.
...incompetent maniac...
...clearly trying to kill me with that poison...
...I feel like I swallowed a fly...
...why not just stab me instead...
...guess I feel better, despite that disgusting fly-guts cocktail you shoved down my throat...
...thanks...
Goragg Gashnose |
So, am I clear to remove the temporary effects, assuming we stay for a day and I keep clear of that nassssty nassssty crystal?
Cale Pavel |
Fort Save vs DC 15 1d20 + 8 ⇒ (18) + 8 = 26
I assume that's for everybody who needs to make a fort save...
Goragg Gashnose |
Excellent. After this day's rest, do I get +1 CON and DEX back, or is it too soon?
Aldrah Furyblood |
Aldrah decides to tease Goragg a little, seeing him on the floor like a baby.
"Aw, he's kind of adorable like that, isn't he? It's like a giant green kitten or something!"
Man, we have awful luck.
Goragg Gashnose |
Careful, demonblood, Goragg grumbles, displeased with being the butt of her joke. It's kittens that have the sharpest claws.
Goragg Gashnose |
After a day of rest, Goragg feels much better and is ready to move on.
Grim The Wanderer |
identify / taking a small sample and break it into its component with alchemy / looking at its possible interaction with its environment (=> does the negative energy affect everything in its radius: plant / small animal. Is it a constant effect? it is a pulse effect? it is triggered effect by body mass. etc...
mdt |
Grim Craft(Alchemy): 1d20 + 9 ⇒ (12) + 9 = 21
Kn(Arcana): 1d20 + 7 ⇒ (20) + 7 = 27
Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25
The tingling get's strong as Grim get's closer to the gem, and his extremities go numb as he get's within 2 feet of it. There's no life within the radius of the clearing, no plants, no animals, and no insects as far as he can find.
The gem emanates a very strong necromantic aura. Taking some of his alchemy tools in his numb hands, he breaks a small shard off the crystal.
Damage: 2d4 ⇒ (2, 1) = 3
A wave of purple black energy expands out from the gem, washing over Grim, and anyone within 20 ft of the edge of the dead zone of the clearing. Plants droop, flowers lose petals, flies drop from the air crashing to the ground dead.
DC 15 for half damage, reflex
Leaving the area, once his fingers and toes have feeling in them again, Grim can examine the small bit of crystal he took. It appears to be the same material that the nodules in the flies were made of, but condensed and denser, but also adulterated with non-magic things.
Grim feels it could probably be used for spells, but the adulterations in it could make spells erratic if they're powered by it. Also, it's not stable, which is why it's giving off necromantic energy, which could be deadly if exposure extends too long. Grim is unsure of how to purify it though. At it's current density, it's about 3 times as powerful as the nodules, cubic inch for cubic inch. Purified and stabilized, it might be as powerful as 5 times per cubic inch.
Aldrah Furyblood |
Seeing Grimm run off to investigate, she keeps watch on him from about 25 feet away. After he breaks off a piece of the crystal, she approaches him cautiously.
"I would highly suggest you don't try to interact with some of the local wildlife and the scenery. You might end up regretting it, like the kitten on the ground." she warns before heading back to camp, peering at Goragg to at least make sure he hasn't died yet.
Grim The Wanderer |
Reflex: 1d20 + 6 ⇒ (9) + 6 = 15
would it be possible for me to refine the crystal and created a more stable compound if i included stabilizers in the mix?
i am still up an't I? he says not really looking up from his vials
The crystal is pulsing with so much necromantic energies that they are hurting everything in range. Tks for the warning Aldrath but i had figured out on my own you know he says with a smile
mdt |
Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26
You suspect that you would need to magically refine it. Actually, you suspect you'd need to turn it into something to stabilize and refine it. Basically, you suspect you will need some form of magic item crafting feat to process the raw materials into something usable. You suspect Aldrah might be able to confirm something like this, as this crystal reminds you very much of the accrette armor and weapons the natives had.
It appears to be some form of natural accumulation.
Cale Pavel |
Meanwhile, Cale watches over their makeshift campsite..............
Grim The Wanderer |
mdt |
The dirt under the bones (which are about 8 inches deep) is a pasty white clay, and you suspect it may be heavily adulterated with calcium. There are no crystal structures in it though. Digging close to the large gem is hard, as your hands and legs go numb quickly. Digging down about 6 or 7 inches you hit something hard. Scraping it, you find what appears to be granite. Digging close again in another spot also finds the granite. It appears the crystal is growing out of an upcropping of granite that provides a very solid base, perhaps explaining why it didn't sink in to the swamp.
Grim takes one of the camp shovels, and digs around in a dozen places in the bones of the clearing.
By the time he's done, he's trembling and stumbling, his lips blue and his face a pasty rose color.
Another fort save, DC 15 to avoid negative level
Grim The Wanderer |
Grim The Wanderer |
Stayed too long he says still shaking but this is rather marvelous he shivers.
he catches his breath
i'll be fine all that necromantic energy tired me. But i will live he says with a grin.
It is from crystal like these that the people from the Hecate make their magic weapons, armor and other wounderous items. So much raw power that is waiting to be refined.
he says sitting with his back on a tree
mdt |
Grim is partially correct. They can use crystals like this, but they also use the accrette the harvest from creatures as well. The magic users have some way of manipulating accrette to make it useful and stable so it doesn't leak magic or evaporate, but you're not sure how they do it, other than it can take days.