Pharasma |
Night - Pharast 25th, 4708
Bohdan and Ryor, before leaving the surgery, walk to the top of the stairs down, catching there the unmistakable smell of crypt. Having pushed as far as is prudent, maybe a little too far with only two men, they move back to the south well where a noisy operation is under way.
There are too many bodies to drag every bone and body part, but as luck would have it dragging a completely dried corpse isn’t too much trouble. Much of the pile is moved: a few armloads, a few sacks, and Jon and Bohdan pulling a rope lashed around big pile a dried people.
It’s all pulled into the infirmary, which turns out to have been a good idea when Ryor and Bohdan bring the news that they seem to have found a crypt.
A few good perception rolls. Maybe a tracking roll in the surgery…may elicit blah blah blah…
Aref Sami Shahrokh |
I think we need to either fortify our position in the hospice or check de other two doors by the northern pool. If we aren't preparing an ambush I would like to at least find a good place to secure against the beast. I don't consider the hospice to be one with a crypt below it. The dead sometimes don't rest as well as the should and I would hate to be caught between a crazed sphinx and a legion of undead.
Pharasma |
The Deceiver takes a look at the pools.
You think you can see the bottom, but you’re not sure because your vision is poor in the low light cast by the two torches burning right now.
I will follow Cordoba with detect magic going.
The pools are magical. There appear to be lingering magical auras in the infirmary and surgery, coming from bottles and some powders, but they seem very weak – weaker than the faint aura of simple magic.
Random question: can you use prestidigitation to dig holes?
From the spell description I get the impression that if it’s an easy digging task you certainly can: loose soil, sand, piles of light objects, and so on.
"Hey lets go back over the areas we explored. I feel we are missing something."
You check the north doors to see if they are locked, and they are not. You hesitate to open them with your friends on the other side of the chamber and hastily return, eyes upturned scanning the upper regions of the chamber for movement. You notice that there is quite a bit of light coming from the lens.
Still, down on the main floor it’s not easy to find hidden things even with low light vision, but when you join Cordoba beside the pool you come to an agreement that the bottom isn’t deep… and in fact it looks like there may be something lumpy on the bottom. Could be some kind of pudding, or a blanket, or black leather sacks: you can’t be sure. Would you like to hop in and see?
Knowledge (arcana): 17 + 8 = 25
Knowledge (religion): 12 + 8 = 20
Knolwedge (dungeoneering): 11 + 8 = 19
Perception: 14 + 3 = 17
Assume that, instead of dithering around the pile of bodies in the entryway, that Rackham was doing more religious-scholarly-type things through the few rooms he has now hypothetically passed through….
Pulsifer:
It gets you thinking about the blackness above you, the walls of the main chamber you can’t see now, and you start to wonder if there are upper floors, and if there are upper floor, then maybe there are balconies Certainly in such a majestic hall those who oversaw worship would choose to have some kind of private space where they could look down on the proceedings.
On all the doors you see the winged eye, the symbol of Aroden, although unlike the descriptions you’ve studied, the pupil of the eyes appears to be green crystal. This strikes you as odd.
The writings on the wall in the meditation chamber, Calebra’s lair, are in Kelish and you interpret them to be the precepts common to the ancient cults of Aroden. You find writings in both Celestial and Kelish on the walls of the main chamber, accompanying the relief carvings, and recognize some of the stories being told: Aroden raising the Starstone, his ascendancy, battles against the profane... and many more, some you recognize and some you don’t.
Pharasma |
I think we need to either fortify our position in the hospice or check the other two doors by the northern pool.
Ryor reports that the north door are unlocked, although they're really "f@#king caked in bat s*!t" as he puts it.
All of you are now gathered in the infirmary with one person stationed at the open door watching the hole above. The bodies (there are 13) are laid out on the north side of the room, their magical equipment is set aside (except for the dagger Cordoba took), and the remaining possessions are still on the bodies.
You may have left small odds and ends behind.
I will post a complete list of their crap shortly, time to give my girl a nap.
Pharasma |
You look through the pouches and backpacks of the dead and add all manner of items to the collection you hauled from the entry. The items you have found that are undamaged are as follows (A lot of the armor was damaged when something chewed on them):
You may look under the spoilers, it's just to keep the post short.
- Magic itemsSpoiler:
3 arrows
1 arrow
2 Longswords
Light leather armor (human sized)
Dagger, evocation
The paladin's claymore, abjuration
Half-plate (half orc sized), illusion
2 rings, abjuration
2 potions, illusion and transformation - Ordinary weapons and armorSpoiler:
19 arrows
3 longswords
1 Masterwork Longsword
Heavy Mace
Cold Iron Masterwork Greatsword
Cold Iron Masterwork Morningstar
2 Masterwork Machetes
2 Longspears
Masterwork Composite Longbow (+4 STR) / Quiver 13 arrows.
4 crossbows 27 bolts
12 dagger
Shortbow
2 suits of leather armor (human male, halfling)
1 suit of masterwork plated leather armor for a woman.
2 suits of chain mail armor (1 dwarf, 1 human)
1 suit of masterwork chain mail armor, cleric of Sarenrae (human) - StuffSpoiler:
4 backpacks
6 belt pouches
Spell component pouch half empty
Ink
Quills
Paper
Pipe and desiccated tobacco
Choker of monster teeth
A cap with seashells woven into it.
Crimson robe.
Other miscellaneous clothing
A smashed up lute
A book of handwritten song lyrics, or maybe just poetry
A spyglass
Compass
Thieves’ tools
A set of handpuppets sewn to look like a king, queen and jester.
A huge ring of keys
A partially burned black candle.
Bat guano wrapped in wax paper (as if you need any more)
A bag of rock hard jerky
Map of an unknown city street, written in Kelish.
Dice carved from bone.
Dried herbs.
Small cooking pot
A bundle of dried desert wild flowers.
A romantic novel with a bookmark one-third of the way through.
A poster advertising crew openings in a merchant marine company.
Dessicated rations
8 Blankets
2x Torches
2x sunrods (not including those Bohdan has)
6 pairs of leather gloves of various sizes
A large sack of pitons
600 feet of silk rope in 150 foot lengths.
6 sets of climbing gear
3 holy symbols: Sarenrae. Iomedae, and Calistra - Spell book:Spoiler:
0TH
Abjur
* Resistance: Subject gains +1 on saving throws.
Conj
* Acid Splash: Orb deals 1d3 acid damage.
Div
* Detect Poison: Detects poison in one creature or small object.
* Detect Magic: Detects spells and magic items within 60 ft.
* Read Magic: Read scrolls and spellbooks.
Evoc
* Dancing Lights: Creates torches or other lights.
* Flare: Dazzles one creature (-1 on attack rolls).
* Light: Object shines like a torch.
* Ray of Frost: Ray deals 1d3 cold damage.
Illus
* Ghost Sound: Figment sounds.
Trans
* Mage Hand: 5-pound telekinesis.
* Mending: Makes minor repairs on an object.
* Message: Whispered conversation at distance.
* Open/Close: Opens or closes small or light things.
Univ
* Arcane Mark: Inscribes a personal rune (visible or invisible).
* Prestidigitation: Performs minor tricks.
1ST
Evoc
*Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
*Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
*Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
*Ice Dagger: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage
*Ray of Flame: Ray deals 1d6/2 levels fire damage,ignites subject
*Persistent Blade: Blade of force attacks subject,automatically flanks
Conj
*Orb of Cold, Lesser: Ranged touch attack deals1d8 cold damage + 1d8/2 levels beyond 1st(max 5d8).
Abjur
*Alarm: Wards an area for 2 hours/level.
*Hold Portal: Holds door shut
Trans
*Expeditious Retreat: Your speed increases by 30 ft.
*Feather Fall: Objects or creatures fall slowly.
2nd
Evoc
*Ray of Ice: Ray deals 1d6 cold damage/2 levels
*Snowball Swarm:Snowballs deal 2d6 points of cold damage in 10-ft. burst
Trans
*Bull’s Strength: Subject gains +4 to Str for 1 min./level
Pharasma |
If you guys take anything and add it to your character sheet, don't forget to zero your gold because Book took all of it. And make sure to post that you took it.
This is your shopping and resupply... So...
Be prepared! As through life you march along.
Be prepared to hold your liquor pretty well,
Don't write naughty words on walls if you can't spell.
Be prepared! To hide that pack of cigarettes,
Don't make book if you cannot cover bets.
Keep those reefers hidden where you're sure
That they will not be found
And be careful not to smoke them
When the scoutmaster's around
For he only will insist that it be shared.
Be prepared!
Be prepared! That's the Boy Scouts' solemn creed,
Be prepared! And be clean in word and deed.
Don't solicit for your sister, that's not nice,
Unless you get a good percentage of her price.
Be prepared! And be careful not to do
Your good deeds when there's no one watching you.
If you're looking for adventure of a
new and different kind,
And you come across a Girl Scout who is
similarly inclined,
Don't be nervous, don't be flustered, don't be scared.
Be prepared!
Aref Sami Shahrokh |
My essence is my weapon. I have no need of others. However, I would like to try one of those rings. Shillot!
*detect magic, does one seem more powerful that the other in aura? If so Aref takes that one.*
Who wishes for light? Shirak!
*Casts light on a stone and places it on a table in the hospice. Aref will cast light on anything the party wants, he can do it as much as is needed. They will last 2 hours so he can refresh them when needed also.*
Pharasma |
However, I would like to try one of those rings.
Both seem to have the same aura, although they are crafted by different artists.
Aref
*Casts light on a stone and places it on a table in the hospice. Aref will cast light on anything the party wants, he can do it as much as is needed. They will last 2 hours so he can refresh them when needed also.*
The room is well lit, now. Jon is guarding outside the door and shuts it quietly.
Jon:
...checking out the armour.
The half plate is Syd's size and seems exceptionally... quiet... when handled.
Syd
Aref Sami Shahrokh |
What is the stats for light leather armor? Does it have a spell failure chance? What is the AC bonus, and Max dex? I need to beef up my AC so I wouldn't mind using it if the spell failure % is low enough. I don't think I got any aura idea from it, did I?
Also for Kruely---
Pharasma |
What is the stats for light leather armor?
It's actually 'fine' leather armor. My bad. AC +2 / +8 MXDEX / ?? ASF (muahahaha) / 5 lb. You and Pulsifer should probably roll off for it because it's made for magic users. Maybe some rock, paper, scissors in the discussion thread.
Wetsands |
"Gasta... Wetsands after Cordoba."
Moves to M3. He swings at the scorpion with his axe, taking a chunk out of it. Att: 1d20 4=20, Dam: 1d6 3=4
Aref Sami Shahrokh |
Aref Sami Shahrokh wrote:It's actually 'fine' leather armor. My bad. AC +2 / +8 MXDEX / ?? ASF (muahahaha) / 5 lb. You and Pulsifer should probably roll off for it because it's made for magic users. Maybe some rock, paper, scissors in the discussion thread.What is the stats for light leather armor?
Alrighty then, Pulsifer, we need to see who gets the magician's armor. See ya in the discussion thread.
Pharasma |
Round 1
12 Scorpion
8 The Deceiver: Init +7 (DEX 16)
5 Ryor Saar'Narlok: Init +4 (DEX 18)
4 Aref Sami Sharokh: Init +3 (DEX 16)
4 Bhuka: Init +3 (DEX 16)
4 Sydley Hentooth: Init +2 (DEX 14)
2 Rackham Pulsifer: Init +1 (DEX 13)
2 Jon Qiang: Init +1 (DEX 12)
1 Bohdan: Init +0 (DEX 10)
Pharasma |
Ryor hears the clamor and rushes to the side of the pool but his line of fire is weak with Wetsands dancing around between.
Pulsifer, readying a spell, and Syd running as fast as he can to engage the venemous insect, both enter the surgery.
It's just at that moment that Cordoa, Ryor and Pulsifer notice SCorpions creaping around the edges of the shelving.
MORE SCORPIONS: R2, R8.
Initiative: 11 + 1 = 12
We've got group initiative going, just like Dark Sun.
Wetsands |
Pharasma |
Aref is staying out of it this round to make sure you guys don't get flanked by Calebra. Palmseed and Sandwhisper wait with him.
Jon and Scorpion are guarding outside the south pool door.
Wetsands, Pulsifer, Syd have used their full actions this round.
I'm waiting for a standard action from Ryor (your best shot is the scorpion at R8) and a full round of actions from both Cordoba and Bohdan. I don't know about Jon he hasn't posted for a while.
The Deceiver |
The sudden appearance of the scorpion (R3) galvanizes the Deceiver to end this encounter quickly. He lunges at the creature with his rapier.
Attack; Dmg (1d20+3=20, 1d6+1=6)
In Case Sneak Attack Applies (1d6=4)
Then the Deceiver moves away (P2) to allow Ryor a clear line of attack on the scorpion (R3).
Pharasma |
Can I run to P7?
Jon hears the commotion and charges into battle, leaving his post... You can get as far as Q19 this round.
He lunges at the creature with his rapier.... Then moves away (P2) to allow Ryor a clear line of attack on the scorpion (R3).
Cordoba thrusts his rapier into the creatures back, yet the bog seems no slower for it, as if it were a scratch.