Dragonlance: Heroes of a New Age
Game Master
Shalafi2412
It does have a name and an Ego score however I don't think spellcraft and detect magic alone can identify what that is. You'll need something more powerful like a Legend's Lore spell or Analyze Dwemer to get that kind of information.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Ok. Maybe when I get back to the Tower.
He will grab a an extra piece of cloth, perhaps even the robes of the Revered Son, and wrap the dagger in it and place it in his back pack.
Terevalis does so and the dagger seems content to be silent... for now. Soon the others leave the shrine below and rejoin Terevalis in the Shrine of the Sun.
BTW is Terevalis also going to take the ring and medallion of faith from the high priest?
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
He will. Is the symbol of the dragon, the triangle or the tree?
It is the Triangle but also with 3 dragons flying around it. Probably something that showed he was a the high priest.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
He will take the ring and the medallion of faith.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Can he spellcraft the ring
1d20 + 16 ⇒ (4) + 16 = 20
The ring is a Ring of Wisdom. It gives a +2 enhancement bonus to Wisdom when worn.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Priestess of Zivilyn or Kagonesti, this ring, formerly worn by the Revered Son, might be of use to you. states the Black Robe, showing them the ring. This ring has the ability to impart prudence on the wearer.
Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9
Alathea smiles at Terevalis, "Thank you my friend, I shall wear it in memory of the Priest and hope that we can avenge his fate. Unless you believe you can benefit from it Mithas.
Tell me, now that you have inspected the body, do you think moving him to the shrine of Paladine and having Gabriel say last rites over the corpse would help reduce Chemosh's hold here? This may be something we wish to do before we follow the boys trail..."
Would help me for sure. Mithas do you use Zen Archery? This would help you as well yes?
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
I believe that the taint of Chemosh must be scrubbed out of this place before it can be rededicated by the knight.Perhaps this Temple would be a good place for any elven refugees to find sanctuary or can rise as a Citadel of Light in this part of the continent of Ansalon or even a school for the Orders of High Sorcry.
Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9
"Perhaps a place where Sorcerers and Wizards, Priests and Mystics can come to learn from each other and learn to co-exist with one another".
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
At the suggestion that those who utilize ambient magic would be welcome here he slightly shakes his head.
"Let us not dream too far into future before we accomplish what we came to do. The betrayer headed west from these doors. Let us do the same and see what visions we run into or what we find."
Good work Terevalis, I hope that dagger doesn't end up in my back ;)
HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
I sure it will be in my back before yours seeing mr evil has disliking to me.
Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9
Evil types usually dislike Kender cause they are so damn cheerful :-)
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
She is one if the depressed thieves not the happy go lucky thieves.
Shroud says, "Well we could go and follow that skully guy but what about these doors in the temple? They might have things in them."
oh, missed doors in the temple.
"Sorry Shroud, I must have overlooked them. Yes they could provide more insight with visions as well. Let us check them."
Gabriel heads to the closest door and opens it.
Heading through the west door first you find yourself in a room that perhaps was once a Devotional Chamber of some kind. The room of course is covered in dust and cobwebs but a small altar is in the room with seven miniature stone statues of the seven Gods of light are on the top of the altar. They do not look that valuable but could perhaps might sell for a few coins on the open market or a temple to the Gods.
Shroud being the nosy fellow that he is starts poking around the room for any hidden secrets more specifically looking at the altar.
Perception: 1d20 + 13 ⇒ (8) + 13 = 21
He looks around the altar seemingly finds something and says, "I wonder what this does."
He presses some hidden switch at the back of the altar and a grinding noise comes from a wall to the west opening up hidden door.
Taking a look into the new room you find what looks like a private sanctum. The room has a warm feeling and those of good alignment can sense this location is Hallow. A comfy cushion is on the floor that looks brand new and the entire room is lacking of dust. There is also a small altar with a small gold statue on top. The statue has a rounded top with 6 rays of sunlight modeled on it and is clearly made of solid gold.
"This looks like a private sanctum for prayer. What is this statue?
K. Religion: 1d20 + 8 ⇒ (7) + 8 = 15
The Small Statue is one generally depicting Paladine (The Sun) and the Gods under him (The 6 rays of sunlight). He feels some power from this statue but it will take someone more adept in magical items to clearly identify what it does. (Aka Detect Magic + Spellcraft)
HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
Athola follows Shroud, and into the smaller room, and looks around to see anything else beside the gold statue.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Athola sees nothing else of interest in the room.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Before he enters into the room with the paladin he will offer respect to the statue of Solinari.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Detect magic
1d20 + 14 ⇒ (14) + 14 = 28
Ok this statue has the power to Commune with a deity of good alignment once per year but it has some pretty stringent requirements. First the person must be a Cleric of the deity they want to contact. Secondly it only works if the statue is on Hallowed ground (So generally it has to be at a Church of the God of Light). Finally it can only contact Gods that are currently Gods so you cannot commune with Paladine using this statue.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
The statue has no bearing or meaning to us right now since nonearly of us are clergy devoted to the gods of Light. reports the elven wizard.
Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5
Alathea can have the +WIS item. They benefit clerics far more. If we find better ones, I'll just take the older items.
"You know Terevalis, for someone who used to be so dedicated to helping his people, you seem very quick to dismiss their traditions. We should not leave such a thing of beauty in a place such as this."
I don't know if grumpy elf shared the properties with the rest of the party.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
He did not since there is no cleric of good in the group.
There are other ways that the elves can be helped Wilder elf. he says in elven.
Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9
Alathea nods to Mithas, "You are quite right. I will carry the statue. Perhaps someone in the Legion can use it. Shall we check the last room before moving on to see where the trail of this heroic young man leads us?" Alathea moves to take the statue.
Alright Mithas, will do. That does help as I get another 1st level spell per day with a 20 Wisdom!
I know she's a grumpy Kender Terevalis but people all assume Kender to be happy go lucky so I doubt those with evil hearts make distinctions...
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Is the statue small and light enough to carry. I kinda understood it it be a permanent part of the area.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Those who are tainted by ambient magic should not touch that which is and was sacred to any of the gods be they the gods of darkness, light or twilight. says the elf.
The statue is small enough to carry with you. It is not a permanent fixture to the shrine so it can be taken away from this temple. It just does not function without a holy site to empower it.
The party leaves and goes to the east room of the shrine of the Sun. Entering the room it looks like it was once a Storage room for useful religious ritual items. Long hardened holy candles, spoiled incenses, rotting clothing and tapestries line the numerous shelves in the room. All of it looks far too old and I'll maintained to be of any use or value. Still Shroud cannot help to poke around and pocket some items in his pouches and look for hidden secrets.
1d20 + 13 ⇒ (19) + 13 = 32 Perception
Poking around near a wall a Shroud says, "Humm, wonder where this goes."
He presses a panel and a secret door grinds open.
Inside is more shelves with rarer components for divine spells but love the previous room have long spoiled from age and lack of maintenance. Only two candles and one block of insense looks like it has avoided spoilage, probably more due to its shelf location.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
The candles and the insense are invocation materials used for good aligned magical rituals. They have a mild magical aura to them.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Spellcraft 1d20 + 16 ⇒ (13) + 16 = 29
"Your curiosity pays off once again shroud. Let us explore the last door now. Perhaps it will bring us closer to the truth of this place."
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
The truth might be terrible indeed but if we can slimy the influence of the Lord of Bones, so much the better. says the Black Robe cryptically.
Well you have searched the two side doors attached to the Shrine of the Sun so it is thoroughly searched. The only two doors you have not searched on this floor is the doors above the shrines of the Night and Evening (With the Betrayer having headed to the western door.
Lets search the one he didn't go to first.
Heading to the eastern door that is above the shrine of the Night and pushing it open you find the room has a lingering stench in it and the walls are stained a greenish tinge as though once there was a gas in this room that has long dissipated. In the room you find a stairway leading down although the stairway is blocked by a number of thick webs. You could technically move through the webs but doing so will risk getting stuck in them. These webs clearly were created magically, perhaps to prevent others from going down these stairs.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Spellcraft 1d20 + 14 ⇒ (1) + 14 = 15
There is a LONG expired Stinking Cloud spell in this room and a Web Spell on the Stairwell.
HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
"Maybe we can burn the webs away to make it easier for us to descend the stairway."
"We have little arcane magic for that Athola. That is why the swarm above was such a problem. Terevalis will a torch catch them on fire? Do we even have any torches? We may need to ask assistance from the sorceress. Or we can check the door the betrayer went toward."
Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9
Alathea rummages through her backpack and produces torches and flint and steel, 'That I am prepared for".
"Very good Alathea, here allow me." Gabriel takes the torch from her and holds it so she can light it. Once this is done he approaches the webs and attempts to start to light them.
The Webs light up easily and quickly burn away although it does leave the area rather smokey forcing the group to leave the room for a few minutes until the webs burn out. Going back inside the burnt stairwell is clear of webs and leads down into the darkness.
|