A short examination reveals that it is a circular maze.
The walls, floor, and ceiling of this curving corridor are sheathed in rusty plates of iron that have been bolted in place. Scorch marks mar this armor plating at periodic intervals, and the gnawed fragments of blackened bones are scattered here and there. Row after row of tiny runes have been etched into each iron plate.
Knowledge(Arcana) DC20 + reading thassilonian:
the entire chamber is built to be some sort of device to focus planar energies, with the layout of the walls and their rune-infused iron plates designed to create
a thin spot between the planes at the center of the maze. The entire thing is known as a rift siphon.
Another DC20 Knowledge(Arcana) (or an educated guess) reveals that the rift siphon is currently focussed on hell.
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
"That is what I mean. Improving your knowledge still only leads to mediocre results."
"This is a rift syphon." she says pointing with her arms around "It creates some thin point between our plane and one you can choose. In this case hell. I don't know what kind of energy they wanted from hell. But it also drags lesser devils through from time to time as bycatch."
Looks like this lab is the predecessor to the corporation from the newest DOOM release
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
"Or are here any great minds with the ability to change that for the better. Who is up to the task of connecting this thing to the plane of positive energy to create an endless flow of healing?" Tauriell expresses her delusion of grandeur.
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
"What should happen? Either we destroy it wile trying or we end up on the wrong plane. How many planes do you know? How many of them would be dangerous?" Tauriell asks back.
Male Gnome Elemental Sorcerer (16) - Ini +9 - HP 128 - AC 18(26) / 18(18) / 15(23) - Fort +15 / Ref +15 / Will +18 (+5 cloak/+1 Stone/+1 Horseshoe)) - Perception +7 - Concentration +27
"Call me a stick in the mud but I'd say destroy it. I'm no big fan of ending up here with some other outsiders we don't know how to deal with." Abomentolor says.
As Niamh finally aligns her magical music with the resonances of the walls everything starts to vibrate. The sound of the violin becomes unbearably loud and the runes start to glow in a bright white that hurts in the eyes.
Plane selection: Abaddon, Abyss, Plane of Air, Axis, Boneyard, Circle Between, Crypt of the Dying Sun, Dead Vault, Demiplane, Dimension of Dreams, Dimension of Time, Plane of Earth, Elemental plane, Elysium, Ethereal Plane, Plane of Fire, First World, Fleshwarren, Freehold of the Rogue Angel, Great Beyond, Hell, Immortal Ambulatory, Kakishon, Leng, Lost, Machine Armory, Maelstrom, Material Plane, Mnemovore, Negative Energy Plane, Positive Energy Plane, Prison of the Laughing Fiend, Ramlock's Hallow, Runeforge, Shadow Plane, Plane of Water:1d36 ⇒ 25
The sound ceases slowly and the runes stop glowing. But nothing seems to have changed after that is back to normal.
Knowledge Planes:1d20 + 3 ⇒ (1) + 3 = 4
Niamh looks disappointed. "And I really though something would happen now." She says angry and a bit frustrated. "Where are the unicorns?"
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
Knowledge(Planes):1d20 + 8 ⇒ (11) + 8 = 19 "I don't recognize what plane you set it to now. Ask the pig in the mud with the knowledge improving magic item." Tauriell says.
Male Gnome Elemental Sorcerer (16) - Ini +9 - HP 128 - AC 18(26) / 18(18) / 15(23) - Fort +15 / Ref +15 / Will +18 (+5 cloak/+1 Stone/+1 Horseshoe)) - Perception +7 - Concentration +27
Knowledge(Planes):1d20 + 7 ⇒ (8) + 7 = 15
Abomentolor tries to check in a discreet way and as he doesn't recognize it too he tries shake the insult off saying "I'm sticking in the mud here. I'm not interested in your games." and sticks out his tongue at Tauriell.
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
"We can send Carl and Ernard to demolish that later. How about we check the rest of the level." Tauriell suggests and searches her way through the maze.
The maze has one other exit into a room. But in this room a stout iron portcullis blocks the passage to the west. Its winch stands to the side of the other side of the gate. A skeleton, still in the scorched half-plate armor it wore in life, is slumped over the winch.
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
Tauriell sighs. She walks back and tells the others "I found another one of these portcullis. With the opening mechanism on the other side."
"I'd say from former experiences that we can simply walk around to reach the other side." She then walks back to the crossing of the hallways and turns to the left. And then chooses the left door.
The room is empty. There is another door. A bronze plaque, green with corrosion and inscribed with spiky runes, hangs at the door to the southeast. The door is locked.
Elf Ilsurian Archer(10), Archvist(2) - Ini +12 - AC25/16/19 - Fort +11 / Ref +19 / Will +10 (+2 vs Illusions) - Perception +20
"It reads 'Don't leave the cages open.' This will be either really boring because everything in the cages is crumbled to dust or it will be rather interesting because the cages are crumbled and it's inhabitants roam free now." Tauriell explains while working on the lock.
Stone tables line the sides of this room. Atop them are battered iron cages of various sizes, many of which hold the skeletal remains of various occupants. A number of these have been forcibly wrenched open and lie in ruins.
Three creatures live in this room. Composed of half-formed body parts, this creatures stand on two monstrous legs. A mouth full of jagged teeth dominates the creatures' bulbous heads. Their veins pulse just beneath transparent flesh.
Male Gnome Elemental Sorcerer (16) - Ini +9 - HP 128 - AC 18(26) / 18(18) / 15(23) - Fort +15 / Ref +15 / Will +18 (+5 cloak/+1 Stone/+1 Horseshoe)) - Perception +7 - Concentration +27
Abomentolor is happy that the door is less crowded now and moves inside the room and readies a casting of burning hands for when both of the remaining uglies are within reach. "Come to daddy. No need to stay out in the cold."
The first one approaches Abomentolor and tries to bite him.
Bite:1d20 + 3 ⇒ (19) + 3 = 22 Damage:1d6 + 1 + 1d4 ⇒ (2) + 1 + (4) = 7
And with some success too.
As the second one comes into reach Abomentolor sets them aflame.
Reflex Save:1d20 + 3 ⇒ (20) + 3 = 23 Reflex Save:1d20 + 3 ⇒ (14) + 3 = 17
But both evade most of the flames and the second one attacks too.
Bite:1d20 + 3 ⇒ (3) + 3 = 6
Also I'd like to know how we proceed. As of now everyone got to talk with Jimmy, tactics are clear, fun was had. We got a lot out of a sailing trip that is no original part of the adventure.
Do you have something left that you would like to do onboard, or could I write a nice post about two more uneventful days of sea travel after everyone hits the bunk tonight?
I also like that part very much but it would help to have new experiences to talk about. We have to come up with something to still get quality time for these two when Oz jumps in, like him having some time with someone else of the party. We'll see about that.
As for Riddleport, please give me a rough idea what you want to do there, before walking into the woods, as I might have to read up on the town first.
And as a piece of free up front information: You will not get more detailed information about the possible enemies in the Lurkwood. If the prepper in Jimmy should speak up again :o)
@Jimmy
Please take your time to think about Riddleport, because that is tomorrows cup of tea. If you like we could kill that fish together now, or call it a day. Your choice.
You have a big fish on a hook the twine in your hands. The fish is far from helpless, it wildly flays around jumping 3 to 5 foot in te air if you don't hold it.
If you let it go, to fetch something, it will jump overboard again. So you either start grappling and pinning it, until it will fail it's constitution saves for not being able to breath, or you beat it unconscious with whatever you have. Have fun.
@foxy
Feel sorry for you, not only do you have to run a campaign for me over here, you now have to run a separate convo for Oz there, must be wrecking your nerves :P
Have done plenty fishing irl, my dad and grandad used to drag me along, wasnt my favourite past-time. If that's how you want to run it, sure thing, let me edit my post
Hahaha, good fun, good fun. Dont forget the boat nearly getting one of us eaten by a shark. This seems like it is just going to get better :).
@Oz, my first pbp too, great fun
@Foxy, edited my post, is that better?
@Jimmy
It was funny in my imagination and extrapolating from the 1-2 foot fresh water fish I caught I thaught it would be quite the show without the correct equipment. Didn't intend to railroad you that much.
Feel sorry for you, not only do you have to run a campaign for me over here, you now have to run a separate convo for Oz there, must be wrecking your nerves :P
It's rather cool, as he is running in the written adventure.
@foxy
We did fresh water too, puled out like 40 pound catfish, never killed them though, we did catch and release. They tended to flop in place mostly, don't think they knew where the water was
Eastern kentucky. Awful place, honestly. Least my neck of the woods is. Pike county. Corrupt goverment officials, pay offs, closet racists. You name it, they're probably here. Not all that bad, at least. Of course, that assumes you stay inside on a computer almost all day and do your profession indoors.
@Jimmy
If you like to make another roll to cover for that lousy 2 and write out how you make up for it with the aid of your companions, you're welcome.
@Jimmy
I have a 359 word post ready to sum up the Rest of the Journey.
But I could also give you Just the dinner and then decide if you want to take up on the offered jokes?
@Jimmy
Decision made. As Riddleport is the third biggest city in Varisia, you can find almost everything if you want to. As we are still lacking money that wont help much, but as the Info goes it is a bit low on the law abiding.
@Oz
It looks quite good. One more thing I noticed is, that you tend to be saving on paragraphs. For the future you might consider to throw some more in here and there, for example if Oz comes out of his inner monologue and adresses someone.
As for the tense, it's no big thing when receiving and answering your posts. I didn't notice it before I started the editing to prepare them for the gaming thread. It's when you read the story we are writing together, that it becomes an issue. Everytime Oz enters the stage, the time changes to past tense.
As for your stutter. It was really annoying the first time I read it, but while reading it again and again while doing the editing, I actually got used to it. So if you still want it you can have it back.
It will have in game consequences though. Like a malus of -2 on diplomacy or perform (oratory). Intimidate would be even worse. Diplomacy to gather information would be unaffected. At least for questions asked in a sentence or two.
On the other hand you might get a bonus on bluff checks to convince someone questioning you, that you are not worth the hassle. I would decide these bonus/malus things per situation based on your actual conversation and who you are talking to.
But I guess that wouldn't affect Oz too hard, as your CHA dump build suggests you are not planning to rely on these skills anyway.
@All
Timezones make it neccessary that we do some planning. As it seems we are at
GMT -5 Oz Torm
GMT +2 Jimmy Fiddle
GMT +1 Foxy Quickpaw
and I'm back to work, starting monday. We might need to coordinate a bit if we don't want to slow down to two posts per day and person. I would be available from about 5pm to 10pm and might be able to throw in a post or two at work in my breaks. Also real life will impede my free time now and then.
Also I would really like to get the troupe together before the weekend is over as that will take some posts. Your thoughts?
Relations: Because of their shared ancestry, fetchlings
interact most easily with humans, though they also find
kinship with gnomes and other races that were cut off
from their home planes or are not native to the Material
Plane. Their pragmatism and adaptable nature put them
at odds with warlike or destructive races, and when they
do have to deal with orcs, goblinoids, or other savage
cultures, fetchlings will often play the part of the fawning
sycophant, a tactic learned from serving umbral dragons
and one they see as key to their race’s survival. Strangely,
their relationship with dwarves and elves are rather
strained. Dwarves find fetchlings duplicitous and creepy,
while the tension with elves is so subtle and inexplicable
that both races find it difficult to explain.
That will be interesting. I see Abomentolor after being pursuaded not to burn you, getting quite interested in you.
But I'll have to think in what subtle way you creep out Tauriel :o)
- Bright light: everything to see nothing to hide.
- Normal light: dito.
- Dim light: everyone not blind can see everything in dim light, no matter how far away. Gives 20% concealment (or 50% for Oz)
- Darkness: it is dark. nothing to see.
- Darkvision: You can see within the given range centered on yourself as if it were normal light ignoring the penalties from darkness and dim light
- Low light vision: If the source of light is a single point like a torch then the areas for normal/dim light are doubled in size.
Example:
It's a pitch black night. New moon and cloudy sky.
Person A holds a torch.
Person B (human fighter) stands 30 ft away from the torch
Person C (evil cleric) stands 50 ft away from the torch
Person D (pointy hat) stands 70 ft away from the torch
Person E (orc barbarian) stands 90 ft away from the torch
An Elf, a Dwarf and a Human (G) are watching these from 120 ft distance to the torch. All are standing in a line:
A-B-C-D-E--G
The Human can see A clearly, and B in dim Light. C, D and E are hidden in darkness
The Elf can see A and B clearly, and C and D in dim light, E is hidden in darkness
The Dwarf can see A clearly, and B in dim Light. C is hidden in darkness. D and E he can see clearly as they are within his 60ft darkvision.
That might make for some pretty interesting conversation between the three:
Dwarf: I'll whack that Orc, you shoot the caster.
Elf: What Orc? And which one of the casters, the one with the pointy head, or that evil cleric?
Dwarf: What cleric?
Human: What are you talking about? there is just that commoner with the torch, and a human figher besides him.
I'm pretty clear on the lighting rules, so no worries there. As for everything else you've mentioned, I agree. The stutters might not make much of a comeback. You're right in believing the diplomacy skills aren't my forte, either. Apart from that, I'm set to upload everything I've said up to this point when we get to that.