Edmund DeCarth |
Dotting
Eamon Valda |
dot
Alexis "The Odd" Trismegistis |
"'A true student of the Eye lives seconds ahead of others'...NOW I understand."
GM Batpony |
Called once more to the duty of "Explore, Report, and Cooperate", your
adventure begins in the Twisting Garden Lodge in Merab, an expansive garden maze surrounded by a few small buildings that house caretakers, residents, and visitors. The maze build of tall green hedges looks impressive, and may cause folks to be nervous at the incredible size of it! Fortunately for you, a guide has been waiting to walk you through this elaborate maze. After a minute or two, you perhaps feel a little worried that you are lost... even with the guide.
We have not yet officially started, this is just some flavour before the adventure officially begins. You are free to make any introductions during this time, and also please peruse the Maps & Handout link at the top of the page and in my header "UI 2" to update some simple character information for my benefit to ease the gameplay.
Edmund DeCarth |
Edmund wanders through the garden, attention diverted to the hedge walls. Places like this always provide a grand opportunity to train his skills. True, it's not as beautiful as a real wood- but the challenge of keeping your bearing and tracking your way through the maze does manage to keep his interest.
Still, the repetitive nature of the garden began to take its toll. Soon Edmund finds himself reflecting on the events that have brought him from Cassomir all those months ago now to Thuvia. Remember travelling all those days without Kissan? I can't imagine it!. His eyes dart to the jet black jaguar loping by his side. He reaches out his hand instinctively to touch her shoulder.
His thoughts return back to the moment. Edmund looks back to the sky, reorienting himself to north, and their now eastern movement. Was that two passage ways, or three?
Glancing around he makes note of those travelling with him. Desna had brought him many companions over the last several months- but all of those he now found himself with where new. Someone has to kick this off...
"My name is Edmund, and this is my companion Kissan" he says, gesturing to the cat to his right. "I am originally from the Verduran Wood, but Desna has guided me to this place. I am pleased to make each of your acquaintances. How come you to Thuvia?"
Benedict Ignatius Stark |
Benedict looks around not so impressed at the sight of the garden maze. "Interesting." He mutters to himself. He turns to Edmund when he makes an introduction to respond in kind. "Greetings Edmund. I am Benedict Ignatius Stark. You can call me Mr. Stark. I am here for the same reason that I suspect that everyone else is."
Iddo Blackstone |
Iddo walks quietly behind the guide. No matter how much he tries to put his mind off of it, his eyes constantly jump to and fixate on the black jaguar. Eventually, he gets too worried about being lost to notice what he's looking at.
"A pleasure to meet you, Edmund, Kissan, Mr. Stark. I'm, uh... Blackstone. Iddo Blackstone."
Iddo is a young human, about 17 years old. He wears simple robes with a tint of green over a shirt of fine, shining metal links. A poorly crafted shortbow and quiver hang from his back, and a gleaming Wayfinder labelled IB is pinned to his chest.
"I was called here by the Pathfinder Society... obviously. It's been a while since my last assignment. I took a short vacation from adventuring to take another course at the Kith. Uh, my last assignment, speaking of which..." Iddo blushes and waves, with minimal movement of the arm, at Alexis.
"We're lost, aren't we? Oh no."
Alexis "The Odd" Trismegistis |
"Why, Mr. Iddo Blackstone, fancy meeting you here!" Replies an exceptionally-short Gnome as she rounds the hedge the rest had been approaching from the other direction. She cuts a strange figure, to be honest: Her skin and hair are rather drab for a Gnome, but the enigmatic glint in her eye, almost as though she had liquid opal for vitreous humor, somehow makes up for it. Hanging by her side is a heavy, dark, carefully-bound book of fine and exotic materials, like that of a rather seasoned wizard, but unlike most any wizard, she is weighted down in breastplate and heavy shield; no article of faith does she carry, but sewn, stuffed, and otherwise bedecked into her clothes and armor are numerous tiny trinkets, tassels, and charms of unguessable significance. All this is topped off with an exceptionally beautiful (though some might say gaudy) hat - a sort of tall, deep-purple fez bearing a scarab beetle inset with a stylized eye, all intricately constructed from a combination of precious metals and stones, like a modern foreigner's amateurly-informed-but-technically-skilled attempt to replicate certain Ancient Osirian symbols of power, on its back.
"Such a pity you couldn't make it with the rest of us, She continues to address Iddo. "You missed an opportunity of an eon! What we did in the Djinni cosmopolis of Armun Kelisk may yet lead to a paradigm shift in the history of the planes!"
She looks to the others. "To the rest of you, allow me to introduce myself: Alix Enki Agrippa Brunhilde Copernicus Eohippus Magnus Makoidees Von Junzt Dee, True Silvered Throne of the Esoteric Order of the Palatine Eye!"
GM Batpony |
After a couple more twist and turns in what might seem forever (5 minutes)! The path eventually opens onto a spacious courtyard with a large pavilion at the center. A voice calls out, “Please, join me, before the food grows stale!” The guide gestures to the pavilion, where cushioned benches line the edges of the shaded area and surround a large table covered in delicacies. There Diya awaits, wearing a loosely wrapped red and white headscarf affixed at her shoulder with a scarab pin.
“I am Venture-Captain Diya Akan. Please, eat. Then we shall talk.” Her eyes, though clouded with blindness, betray her elven heritage. A dog with sand-colored fur snoozes at the venture-captain’s feet, his ears giving the occasional twitch when someone speaks. Diya continues. “If you have spent any time in Merab these past few weeks, you have no doubt witnessed the ongoing construction as this city expands to meet its fast-growing demand for housing. You may have also heard that an archaeological dig team accidentally loosed an angry spirit on the city when they broke into an ancient section of the undercity. Rumors are swirling, and the creature is causing serious harm. Usually this would be left to the city watch, not the Pathfinder Society, but— well, I will let the Sapphire Sage explain.” She hands a letter to whoever is nearest. “Read it aloud, would you?”
Refer to handout 1 in Maps & Handouts, and I'll assume one of your reads it out loud!
“Merab’s officials have requested that your first order of business be to inspect and clear the ruin. You may learn something of the creature’s purpose in the process. I suggest you interview the dig team and speak with the scholar Obahar, who is probably already nosing about the site. You can trust his assistance. After investigating the ruin, follow up on these leads, and any others you discover. We must discover what this creature wants, as Amenopheus asked.”
Refer to Handout 2
She allows you to take some time to digest the information. "I hope you understand the matter at hand, and take any time you need to equip yourselves before you head out. You will find there are many markets in Merab that will suit your needs."
Now is the time to declare any purchases in advance, and also ask any questions to the VC
Edmund DeCarth |
The only purchase is the mithral chain shirt
Edmund tries his best to enjoy the feast and company of his companions. Kissan moves careful, eyes constantly darting back to the sandy dog beneath Diya. Once she has gained the dogs attention- she makes a show of ignoring him and curling up at Edmund's feet.
The meal progresses, and soon the purpose of the pathfinders is made known.
" Venture Captain, what exactly lies in the undercity of Merab? I am not very familiar with the history or development of this city state. Also, do you know who was leading this archaeological team? Perhaps it may be valuable to check in with them as well..."
GM Batpony |
With regards to Edmund's queries, she shakes her head, "My knowledge of the matter is somewhat limited, and I would not be lying if I said I was guessing. The city as I've understood as been in various states of development, so anything could be hidden under the current structures atop."
Diya Akan shakes her head sighing at the mountain of questions, "Your guess of the endeavours surrounding this mystery is as good as mine, hence why we need able bodies like you to seek the answers we need." She explains.
"I expect more than kicking and mindless killing. As Pathfinders, we have an archaeological obligation to Merab to document discoveries in the ruins below. I expect only the best out of you lot."
Eamon Valda |
Eamon sets down his half eaten finger sandwich and takes a sip of mild tea. The long journey had wrecked havoc on his sensitive stomach. He was still a bit ill from the journey and had just managed to make it on time to the meeting with the Venture Captain this morning. Wiping his hands on an eloquent napkin, Eamon clears his voice, Captain Diya Akan, I too am not a particularly good student of Histories or cultures of peoples. This spirit however,does fascinate me much like my friend here ...Eamon pauses for a second looking at Benedict, Um er..I'm sorry friend I didn't have a chance to catch your name yet...I am Eamon Valda of Taldor. I'm a bit extrinsic in my homeland as I have chosen the faith of Iomedea.. Eamon stops his monologue suddenly, realizing he's droning on about himself again..But, enough about me...back to the topic on hand...I was asking the Venture Captain if she had any further information on this angry spirit and what or who it might be? Or is this a question I should reserve for the scholar Obahar? Eamon says a small prayer to Iomedea and ask for guidance while trying to recall any history he may have read about angry spirits or the Sapphire sage.
k religion the spirit: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
k nobility Sapphire sage: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
GM Batpony |
Looks like we're still waiting for 3 more to pop in, we'll give them another 24 hours.
Also as a forewarning, I do like to run my games in a timely fashion, and want to be fair to all my players to keep to time. So if you're unable to keep up / think I'm running too fast please do inform me about it and let's discuss it. In the meantime, let's keep things moving, here are some knowledge checks regarding what you might possibly know of the area.
Diya Akan shakes her head, "Indeed it would be best reserved for the scholar. My guess of the endeavours surrounding this mystery is as good as that, a guess, hence why we need able bodies like you to seek the answers we need." She explains.
Eamon, with regards to the spirit, you don't have enough information to make a relevant Kn. check at this time.
Eamon has heard of the name Amenopheus, the Scarab Sage, and knows he is somewhat allied to the Society, but knows very little beyond that. Mainly hearsay about wizardry, espionage, and interplanar endeavours.
You may make some kn. checks below to learn more about the town and ancient ruins beneath Merab. Open any spoilers which you meet the minimum roll.
You ponder about Merab, perhaps you might have heard a thing or two in your travels.
Kn. Local or Diplomacy (Gather Information)
Kn. Dungeoneering or History
Iddo Blackstone |
Diplomacy to Gather Information: 1d20 + 10 ⇒ (3) + 10 = 13
Knowledge (history): 1d20 + 7 ⇒ (9) + 7 = 16
Iddo goes to ask around a bit to see what he can learn about Merab and Thuvia, but fails to actually strike a conversation with anyone. He does, however, remember reading in some history book about what is known as Merab's "undercity", layers of buildings which were demolished and on which a new layer of the city was constructed. This is likely what the Venture Captain was talking about.
Iddo reveals the information he could find to the group.
Alexis "The Odd" Trismegistis |
Diplomacy to Gather Information: 1d20 + 7 ⇒ (5) + 7 = 12
aid Iddo's Knowledge (History): 1d20 + 7 ⇒ (2) + 7 = 9
Benedict Ignatius Stark |
Local: 1d20 + 1d6 + 14 ⇒ (3) + (1) + 14 = 18
History: 1d20 + 1d6 + 14 ⇒ (20) + (3) + 14 = 37
"Normally they discover ruins as they expand the city outwards. This time, it was found in the middle of the city. Fascinating."
Edmund DeCarth |
Diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13
Edmund spends some time retracing his steps in the city, trying to recall anything he may have heard in passing at the many public areas or taverns he amused himself with when he arrived. I suppose next time a little less ale, and a little more attention might be warranted crosses his mind, as he fails to recall any snippets of information.
"Thank you Captain. I believe our best course would be to check with Obahar about his impressions of the circumstance. He will certainly be helpful in filling in the gaps in our own knowledge of this city and it's customs."
His attention turns back to the Pathfinders he is travelling with, and settles between small talk and speculation about what awaits the team in the days to come.
Eamon Valda |
Having spent a few days sick at the inn before attending the meeting with the Venture captain Eamon had a chance to ask around a little about the new place he found himself in diplomacy gather info: 1d20 + 7 ⇒ (4) + 7 = 11 Alas Eamon soon grew tired, of listening to chamber maids and petty merchants gossip. He soon retreats back to his room.
Eamon listens quietly to the more learned Pathfinders share their knowledge of Thuvia. He feels a bit of a stomach cramp coming on but does manage to blurt out while standing, Perhaps the archaeologist or developers have dug up some ancient tomb or holy site to provoke the wrath of this spirit? Following Edmund's lead, Eamon takes his leave of the Venture Captain as well.
After a lengthy stop using the Diya Akan's latrine facilities. Eamon steps outside the Villa where they met shaking the water off his freshly washed hands, Where to next? I believe Edmond wish to speak with this Obahar? That's as good a place as the next to start I suppose! Feeling a lot better after that restroom break, Eamon feels ready to get at it! Shall we stop for some Couscous along the way? I'm famished!
GM Batpony |
Before you leave, Diya asks only that the members of the Scarab Sages stay a few moments longer.
With no other leads, you head straight to the dig site in search of Obahar. The dig site is as you possibly imagine what it would be like, nearly a dozen workers mill about the area as a wide array of excavation tools gather dust in the corners. A bearded man busily examines charts and objects laid out on a wooden table shaded by temporary awnings. A muscular young man in his late teens walks up and says, “I am Anaref. If you’ve come to cleanse the ruins of evil, I’ll tell you all you need to know!”
Edmund DeCarth |
As the travelling party approaches, Edmund glances around the archaeological site with a sense of wonder. Imagine the story nature tells over the thousands of years... Still though, he always felt more comfortable with grass under his feet and leaves over his head. He refocuses on trying to quickly size up the area.
perception, clues/things out of place: 1d20 + 7 ⇒ (7) + 7 = 14
"Anaref- pleased to meet you. My name is Edmund DeCarth, of the Great Verduran Wood." Edmund allows the other introductions and formalities before pressing on in the conversation.
"You guess correctly regarding our purpose- though exploration and investigation may be more appropriate than 'cleansing'. We were told to seek out a scholar named Obahar. Do you know where he might be found?"
Kissan the Jag |
Kissan keeps her normal pace just ahead of her Human, as protective over him as always. Keep ready. Keep alert. As the stranger approaches, her back arches and her white teeth become visible against her black skin. She breathes in his scent, trying to place it among others she has experienced. Her person seems at ease though, and so she casually lowers herself to the ground at her companion's side, a small rawr escaping her mouth as she awaits his next movement.
Perception, Scent: 1d20 + 6 ⇒ (11) + 6 = 17
Benedict Ignatius Stark |
"Yes as my compatriot stated, we were told to speak to Obahar. If you have any knowledge of the situation, we would like to hear it. Such as, what do you know about the entity that is causing havoc?"
Eamon Valda |
“I am Anaref. If you’ve come to cleanse the ruins of evil, I’ll tell you all you need to know!”
Eamon raises his eyebrow doubtfully at Anaref, Really? ...Tell me about this spirit that's causing all the trouble then Anaref...
diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26GM Batpony |
You don't notice anything out of the ordinary or unusual in the current circumstance.
"Oh Obahar? He's over there at the entrance. Nothings really happening there, not that exciting.. but you'll want to hear what I have to say!" He tells as he points towards the entrance of the ruins. He turns then to tell his tale, in a very exciting manner, sparing no details.
“So it was like any other day, the sun burning, and I started my morning shift, at approximately sunrise. There in the entrance of the ruins, stood the hideous being! I saw the creature with my own eyes! A floating head, with a tongue as long as my arm and eyes like ice. It tried to lick me! I asked my gran, and she says it was a vargywheel. Of course, I was afraid, so I immediately left the place, but I tried to hinder it by throwing some rocks at it, it might be bleeding.”
His story seems to be grossly exaggerated. And likely isn't being very truthful.
Iddo Blackstone |
Sense Motive: 1d20 + 10 ⇒ (15) + 10 = 25
Iddo listens to Anaref's story, nodding in-between sentences. Finally, he smiles and shakes his head.
"See, Mr. Anaref, I'm all for a great story. Really. But before I'm a storyteller, I'm a Pathfinder, and I need you to tell us the facts about what happened. Facts, as in, exactly what happened, even if it's not as detailed or exciting as you'd like."
Seeing as I as a player have already understood what creature he's talking about, can Iddo attempt a Knowledge check to identify it?
Knowledge (planes): 1d20 + 6 ⇒ (13) + 6 = 19
Benedict Ignatius Stark |
I auto the sense motive. I would also like a knowledge check as well.
Planes: 1d20 + 14 + 1d6 ⇒ (2) + 14 + (5) = 21
"Agreed, just the facts on this creature. Did it do anything else besides lick you?"
Edmund DeCarth |
Sense Motive: 1d20 + 7 ⇒ (13) + 7 = 20
"Icicle eyes and a giant tongue you say..." Edmund repeats, in an attempt to humor the kid. "Sounds very serious. In that case we must be off to find Obahar! Please excuse our hurry."
Edmund steps away from the boy, attempting to be at least a little courteous. He moves his way toward the ruin entrance and upon reaching it looks around for the scholar, his hand unconsciously checking for the presence of Kissan at his side.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Kissan trails along in step with her human, settling into a crouch instinctively when he comes to a stop.
GM Batpony |
He's descriptions seems to be grossly exaggerated, and to some of your knowledge, probably inaccurate altogether. After some cross examination through interrogation. It is reveal that he didn't really see the creature, but caught a glimpse of the floating head much like everyone in the site at the time. He does add something useful. "Well. he kinda just disappear from sight, as in vanished! Right in front of everyone's eyes..."
While you are uncertain on the specifics of it, you believe that floating heads are usual for Divs, whom are not unusual to find within this geographical area. While demons exist to destroy, devils yearn to corrupt and control, and daemons seek the death of all things, the foul beings known as divs strive to ruin and despoil all things created by mortals. Spawned from corrupted genies exiled to the accursed depths of Abaddon, divs harbor an ancient hatred against all mortalkind, doing all in their power not simply to destroy but also to torment all that lives. Patient and vicious, divs seek to spoil all things beautiful and joyous, dooming their victims to existences full of frustration and suffering before succumbing to lengthy, painful deaths.
Satisfied you will not get much more from the man, you follow his directions to Obahar at the site of the dig team and entrance to the ruins. His ill-fitting clothes are an odd mix of styles and colors and are in various states of disrepair; the only aspect of his appearance he seems to care about is his neatly trimmed beard. The workers mutter that they think Obahar is taking too long. Obahar examines some old blueprints on a table near the ruins’ entrance, occasionally glancing up at the tunnel and making thoughtful noises. He startles when he finally notices your presence.
“You must be the Pathfinders. I am Obahar, local expert on archeology and ancient history. I’m glad you’re here! With our combined expertise, we’ll have this all figured out soon enough! While I am eager to learn more about the ruins, I am afraid my adventuring days are long behind me. Please go inside and take careful note of what you discover. This is possibly the most important find in Merab’s history—aside from the sun orchid elixir, of course! Where was I? Ah yes. The ruins spat out one fiend already, so there’s no telling what awaits you. Whatever you find, return it as-is. When you report back, we can find out where this monster is from and what it might be up to.”
Edmund DeCarth |
At the mention of Divs, Edmund glances around at the archeological site. Evil it is. I suppose I should have considered as much.. Desna grant me vision! HIs eyes take on a slight blue glow and the world around Edmund dulls ever so slightly.
Detect Alignment: Evil. Will keep it active as we move forward
As Obahar talks, Edmund takes a keen interest in the blueprint in front of Obahar- intently studying it.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
"Must we do anything about the Div that has already exited the compound?
Also... I am not particularly familiar with these 'Divs' as they are called. Could you provide any information that may be useful in defeating them? Do they any particularly dangerous skill or resistance that we should be aware of before heading in?"
Detect Evil
This is an "at will" ability for inquisitors level 2 or above
EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 min./ level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power
An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Eamon Valda |
Despite the man's absentminded nature, Eamon finds that he likes the man on first impression. He decides to engage in a brief bit of conversation before entering the ruins. Thank you Obahar, and well met. A few brief questions before we proceed with our mission. Eamon wipes a bit of sweat from his brow, the mid morning sun was already starting to ascend to more uncomfortable heights. In a way, it might be nice to below..out of the heat.
How extensive are the ruins you've discovered so far? What I mean is, besides how big ; are there any strange or unusual things, you've already come across? It would be useful to have, a starting point for our investigation down there, as it were. Has your crew run into old crypt traps or unstable areas, of any type? And lastly, have you witnessed this creature yourself?
GM Batpony |
There are no evil auras within the immediate vicinity as he keeps an eye out for suspicious looking things.
"Well, we don't really know what that creature has done or where it's gone!" Obahar tells all he knows of Divs, but it doesn't tell you anything more than what the group already knew.
Without knowing the specific Div, it's hard to tell anything from knowledge lore.
With regards to the ruins, he nervously replies "Well.. you see, after the run in with the creature, we've not really been confident to go in ourselves. That's where you come in! And no, I've not seen this creature myself."
We will go into a mini dungeon crawl after this, let me know if there's anything special you would like to do before or while in dungeon.
Iddo Blackstone |
The knowledge check was less to learn about the creature and more to understand what the creature is from the vague description. I as a player could figure out that a floating head that licks and a kid says is called a "vargywheel" is probably a vargouille, and wondered if Iddo could do the same. Of course, at this point it doesn't really matter except for roleplaying purposes.
Iddo thanks Obahar and starts walking towards the dig site. Before entering, he rummages in his backpack for a coffee bean; he whispers, "eranut", while waving the bean around, then swallows it. Casting Heightened Awareness on myself, 30 minutes duration.
Edmund DeCarth |
"Is there any chance that we could take those blueprints with us?" Edmund asks the scholar, gesturing to the map in front of him. "It is always better to know where you are going than to not, wouldn't you agree?"
As the group's conversation dies down, Edmund begins to prepare to enter the ruins. Rummaging around in his bag- he pulls out an elliptical ioun stone that appears to be burning. He places it in orbit about his head and crouches down and speaks gently to the large cat.
"It's going to be alright, Kissan. We are going to head down into the dark. Stay close to me everything is going to be ok." Command: Heel
As the party advances towards the entrance, Edmund knocks an arrow and says a quick prayer to Desna, asking for guidance.
FYI to the team members: Edmund has the ability to look through doors/walls and see what is on the other side. Door Sight. Keep that in mind if you think it will be useful.
Alexis "The Odd" Trismegistis |
Benedict has the Infusion Discovery so he can give out his extracts. If there is one that someone wants, let me know and you can have it.
Since you're offering, can you do heightened awareness?
As is so often her wont, Alexis follows the others around with her nose in a book, amusing herself with a book of puzzles while the others lead the investigation.
book of puzzles INT check: 1d20 + 2 ⇒ (8) + 2 = 10
"GOT IT! The Philosopher's Stone was in the biscuit jar!" She triumphantly announces just as the investigation is wrapped up.
GM Batpony |
So just remember that the young man was outrageous in his claims, and he likely didn't really have a look at the creature.
Obahar looks oddly at Alexis, but nonetheless passes you a copy of the blueprints if it would help the cause, but it appears to be some crude drawings of what they think the ruins look like. It clearly shows two separate chamber paths, one slightly deeper than the other. The West is the longer path.
Before you venture into the unknown path, he request the members of the Scarab Sages stay behind a little while.
The air cools as the tunnel leads deeper beneath Merab. Wooden supports shore up the walls in more precarious spots, and abandoned side tunnels show where the crew explored layers of older construction beneath the dig site. Eventually, the tunnel intersects a wall of much older construction than the surrounding area. Sledgehammers and other tools lie outside a hole in the wall large enough for a person to step through that opens onto a large room. The southern part of the room is largely collapsed. A sprawling message in red symbols covers the floor.
As you approach the message, the magic symbols on the floor writhe into a spiral and a telepathic message broadcast by an irritated, deep feminine voice enters your mind.
“Pathetic slave! Your base obsession with secrets served its purpose for a time, but you have grown tiresome. And now you dare to turn this obsession against me?! Foolish! You could have served a higher purpose, empowering me for all eternity. Now, for your defiance, you will grow to hate your immortality. You will wallow in ignorance forever, and even I, your master, will forget you.” You hear this message in your primary language.
Iddo (Heightened Awareness)
Map is up! There is a path heading North and West, which path would you like to venture through first?
Benedict Ignatius Stark |
Yep, one prepped just for Alexis. One of the melee should take a shield or Cure Light Wounds extract.
Planes: 1d20 + 14 + 1d6 ⇒ (15) + 14 + (1) = 30
"A Doru Div is nearby. Or possibly a Nalfeshnee demon. I would gather it is the former though." West!
Edmund DeCarth |
"Thank you Benedict..." Edmund states matter of factly, followed by a short silence. "Uhh, what does that mean exactly?"
"West is good for me. The sooner we explore, the sooner we can get back above ground. That is more than enough motivation for me..."
Eamon Valda |
GM should combat erupt please remember to roll Eamon's initiative twice taking the better roll..thx
Eamon has his shield strapped on with a light spell cast on the shield. Instead of his sword drawn he leaves one hand free to cast guidance on himself every minute or so. Be aware be ready..he says warily
Alexis "The Odd" Trismegistis |
"Indeed. For all its inevitable limits, there can be no mistaking the value of empiricism."