| Heinrick Stonewright |
fort: 1d20 + 3 ⇒ (12) + 3 = 15
Man, I wish I was a dwarf right now. :)
Dropping the symbols rapidly
Poison, by the gods.
1 Dex damage. AC/INIT down by 1
| Heinrick Stonewright |
Can I do a heal check on myself to help ??
Treat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.
| Iolana Torlinni |
"Well, I'm glad that is over with. I'd rather not have to deal with one of those again, it wasn't very pleasant." When Heinrick asked about the holy symbols Iolana nodded and said, "Fine by me, I'm not a follower of the Inheritor so I have no real interest in them." She sighed then, it seemed obvious there was little else of interest, though the clockwork marillith did catch her eye as intriguing. Iolana moved closer to it so she could examine it, not trusting it enough to pick it up, and tried to figure out what it might do.
knowledge (engineering?: 1d20 + 7 ⇒ (8) + 7 = 15
| GM Shathira |
There's nothing that says you can't use it on yourself, but I'm not sure if it's meant to be able to treat yourself, but I'll allow it, at reduced effectiveness. So a +2 bonus on the roll rather than a +4. Unless there is another person in the group that has heal, in which case I'll allow an assist to the person that has the higher skill, and give the full +4. Seems like the best middle ground on that.
The clockwork Marilith seems to be created to slice the miniature swords down in front of her in a small flurry, but the trigger is something that doesn't seem to be mechanical in nature as there's not a switch or button or the like that would initiate that action.
| Heinrick Stonewright |
Thought I would ask, and I can live with that restriction.
Heal: 1d20 + 10 ⇒ (13) + 10 = 23
Fort: 1d20 + 5 ⇒ (15) + 5 = 20
Feeling a bit woozy from the poison and having dropped the symbols, Heinrick spits on the floor.
If I ever find the ones that poisoned this
| GM Shathira |
Examining the rest of the room, nothing more of interest is found. Heading back to Defender's Heart, you're met with other stories of the resistance scoring victories at other locations throughout Kenabres, but cautionary with the knowledge that the forces arrayed against you far outnumber you. Still, the chaotic nature of the foes arrayed against you allows you hope that you can hold out till other forces arrive. Irabeth provides the agreed upon reward, and then points out the two other safehouses, Nyserian Manor, and the Tower of Estrod still stand.
| Heinrick Stonewright |
My thanks, now I will be looking into a couple of things that I can be using.
Heinrick wanders off to look into a couple of purchases before they head back out.
| Ashnah Lialda |
Ashnah pockets the money before frowning slightly at the cleric rushing out and spending it. Truth be told, she didn't like making many purchases with any money she might have received.
I assume we are waiting for Heinrick to make his purchases before we look into a new safehouse?I might need to regain my spells though.
| Iolana Torlinni |
Before they left the safehouse Iolana toouk out her spare belt pouch and put it over the marilith figurine before pulling the pouch right side up and scooping the figurine up into it. She wasn't sure if it was important but she figured it was worth taking with them to see.
When they returned and were paid and Heinrick did his shopping she asked one of the priest for a moment and showed them the statue, "Does there seem to be anything dangerous about this figurine? Other than being of a marilith I mean?"
How much was the reward for the safe house again? Can't recall.
| GM Shathira |
When Iolana shows the figurine to the priest, he's momentarily shocked at seeing the demonic figure, but very shortly after inspects it more closely. Quirking his head to the side and giving a glance up at Iolana, he says "There's nothing cursed or evil about it, but it's a fascinating device. The clockwork is exquisitely done, and the blades sharp, but besides that, it's not much more than a toy. He smiles quietly, "Still, given recent events, it may be best to keep it under wraps, or I see one of two things happening. It'll frighten some of the more easily startled, or" his grin broadens, "adventurous children may enact their own crusade, and the toy will wind up a number of well made gears and plates.
| Heinrick Stonewright |
My shopping isn't going to be much, just picking up a couple of mundane things, along with some alchemical things. It can be done via PM if necessary.
After a couple of hours, Heinrick returns stuffing his purchases into his pack.
I could use some rest, but I am ready to go if that is the plan
| Allen the Quiet |
After resting Allen wakes early and does he morning rituals. Then wakes the rest of the group. Unless we are setting up watchs then he will go into whichever one is needed.
| Heinrick Stonewright |
in the morning, after his morning devotions, Heinrick meets with the others.
So any thoughts on what we might run into today?
| Iolana Torlinni |
Iolana smiled and gave the priest a quick kiss on the cheek as she said "Thank you for your help, the possibility of it being something dangerous to possess was what I was worried about. I plan to keep it under careful wraps for now, maybe I'll find a use for it or some one who would like to buy it one day. It is a rather skillfully made piece of craftsmanship after all, it could end up being quite valuable. With that the bard went on her way to catch up to her companions.
When she'd reached the others and they decided to stay the night before heading out once again Iolana nodded and made her way to the mess hall. While she was there she could tell the mood in the place was grim, to be expected after all that had happened the last few days, and she decided something should be done to help the people enjoy themselves. After she ate she pulled out the small sets of bells for her wrists and ankles and then proceeded to try and get some music going so she could dance for a while. She kept her performance on the more suitable side, not the more risque kind she would normally give, but she made sure to do her best to liven things up and make people forget about their troubles for a time.
Take 10 for a total of 21 on the Perform (dance) check.
| Ashnah Lialda |
Just be aware guys, that while I'd like to contribute to pushing this forward, Ashnah is a recent addition - so she doesn't know the locations that we might be searching. Just tell me more about the safehouses - or suggest one and I can post accordingly, assuming we are waiting on me.
| GM Shathira |
Irabeth and others watch Iolana's impromptu performance which does seem to lift the spirits of the people. After she finishes, she actually hears some other musicians take up the tune quietly on other instruments. Irabeth then gathers the group together over a map laid out on a table. "Given the early rise, you should be able to reach the two remaining safe houses. Nyserian Manor, here, and The Tower of Estrod, here." She punctuates each mention by dropping a chess piece onto each location, which are fairly close to one another. "The Eaglewatch and I will be moving on locations here and here. We can meet back here in the evening. She gives a grim smile, "Once these are out of the way, we have one more task to ask of you, but these are key to the plan. The Manor is the home of Kandro Nyserian, a noble in Kenabres, which makes this suspicion even more bitter, and the Tower of Estrod belonged to Kenabres as a library, and research center for decades. It became more reclusive after the death of the founder about 2 years ago, but nothing sinister. Still, given that timing, it's suspect. Find us proof of innocence or guilt at either place, if you can. That will give us a better picture of who was involved with the siege." She looks at the group, each in turn, "Any questions?
| Allen the Quiet |
Allen will shake his and if no one else has any. He will get up and gather his things and trun to leave. Stopping back by the table in order to topple the chess piece that was coving the Manor house.
| Heinrick Stonewright |
Blushing slightly from the quick kiss, Heinrick stammers out.
I think so, but I will need a few minutes to prepare. I was hoping that we might have an idea of what I could ask the inheritor for.
He then goes back to his room, and about 20 minutes later comes back out with his gear.
Ready now.
| GM Shathira |
The group heads out shortly after the meeting and is surprised by the relative quiet of the city. Occasionally there's a scream in the distance, either from a demon screaming out in some sort of demented glee, or one of its victims, screaming out shortly before being silenced. The smell of smoke permeates nearly everything, although the fires are out, for the most part. The smoke from the fires still hangs over the city casting a pall over it, its origin either buildings still smoldering, or from the rents in the earth leading...elsewhere. After about a 45 minute walk through the rubble strewn streets, the group reaches the area where the manor should be. In its place of what was once surely a stately manor, there's nothing more than a pile of rubble and gouged trough of ruin. There's not much to find, but what's certain is that the Manor House is no longer useful as a safe house.
Shifting resolve to get to the Tower of Estrod as quickly as possible, the group takes about 25 minutes to get to the area indicated by Irabeth. Before the party gets there, it's clear that the sixty foot diameter tower is missing the bulk of its top floors. Something huge, using terrific force smashed the upper sections away, creating a huge mound of rubble north of the building, and leaving the tower a mere stump with a jagged top. The ground floor of the tower is now open to the air - a tangle of wooden supports above being all that remains of the buildings upper stories. Two rubble-filled pools flank a central walkway that crosses to an open area with a few shelves, a desk and chair and a flight of stairs leading down. Two humans stand near the staircase, relaxed but wary.
| Iolana Torlinni |
Realizing they'd been seen Iolana did the only thing she could since they didn't know the allegiance of the two men. She approached them openly, her hand near her whip but not touching it, as she looked for signs of their allegiance and said, "I am Io, and we've been told there may have been a safe house here at one time. We are to come, investigate the place, and determine what, if anything, might be salvageable from it." She looked at the two guards then and asked politely, "Now, since I've given you my name it's only fair that you return the favor sirs, after all, I should know who I'm addressing."
Diplomacy (versatile: keyboard): 1d20 + 9 ⇒ (19) + 9 = 28
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
| GM Shathira |
save 1: 1d20 + 5 ⇒ (16) + 5 = 21
save 2: 1d20 + 5 ⇒ (10) + 5 = 15
Ashnah throws a handful of colorful sand into the air which ignites into a display of brilliant colors, washing over both cultists. The questioning guard turns his head, shielding his eyes from the light, and hears the thud of his partner, who falls, sprawled out over the ground near the stairs. The guard's glaive skittering to a stop a few stairs down.
Init: Ashnah, Allen, Cultist (U), Iolanna, Heinrick, Cultist 2
| Iolana Torlinni |
I was kinda waiting on the gm since I go after the cultists.
| Heinrick Stonewright |
Oh that kind of sucks. hopefully you are better now.
I wonder if this will work. He mumbles to himself.
Heinrick presents his symbol, which is a small representation of a longsword.
Stand right there you.
Casting hold person on the remaining cultist. DC15 will
| Iolana Torlinni |
Seeing the nearest cultist downed by the spray of light Iolana drew her whip as she chased the other, getting just in range to crack the weapon at his heels in an effort to trip him up.
cmb trip: 1d20 + 3 ⇒ (3) + 3 = 6
| GM Shathira |
attack: 1d20 + 5 ⇒ (14) + 5 = 19
will save: 1d20 + 5 ⇒ (4) + 5 = 9
Iolana's whip cracks forth and causes the man to dance out of the way. He turns towards Heinrich's voice as the power of his goddess fills his voice with a commanding presence. The cultist's eyes go wide as he finds himself unable to move.