| Ballar Fargrim |
Perception: 1d20 + 3 ⇒ (10) + 3 = 13
| Ballar Fargrim |
As Ballar stares through the darkness of the mouther's room, his ears twitch. Resting his forehead on the bars, the dwarf complains, Oi! Wha's tha lumb'r'n noise!?
| Terquem |
Day 6, turn 69 (approximate time of day, 11:20 am) (turn 3 of 6)
Jim gets a bad feeling about things, and notices that everyone seems to be looking past him to the south.
Something seems to be moving low to the ground that direction and Berenwyr sends his lights to investigate.
Thirty feet beyond the Portcullis and the open Door the floor seems to drop away in to darkness and a Pumpkin, with glowing green eyes is rising slowly off of the floor and appears to be coming closer.
The first time you can see the Scarecrow it is 35 feet away. You can Roll Initiative, or attempt to parley
| Jim Seeker |
Parley with a wandering possessed scarecrow construct? What am I, a mad satanist?
Now Teirist on the other hand...
| Berenwyr |
Uh, what the heck is that thing? Berenwyr mutters to no one in particular. This level is full of weird stuff. First Teirist's girlfriend, and now a floating pumpkin...
kn(arcana): 1d20 + 10 ⇒ (20) + 10 = 30 to figure out what it is.
initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Ah, hello there Jack! Nice day for a dungeon crawl, isn't it?
| Ballar Fargrim |
Intuition - Parley?: 1d20 + 9 ⇒ (3) + 9 = 12
Ballar looks down the hall and scratches his head. Was'at? Float'n pumpkin? Tapping the wizard on his shoulder, the dwarf rudely gestures down the hall and gives Berenwyr a funny look, Go ahead, knock ya self out with ya yapp'n. Oddly, rather than leaving the wizard feeling belittled, Ballar's touch has spurred the elf's confidence a little.
Stepping away from the porcullis, Ballar seems to be having trouble deciding if he should check his pockets for something to throw or just smash the pumpkin with his Dergar.
Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Casts GUIDANCE on Berenwyr | Of note, the Mage Amour Ballar cast on Jim (Day 6, turn 68 )lasts for one hour so it should still be active for another 50 min.
| Terquem |
As the Pumpkin rises it becomes clear that it is a carved pumpkin in the shape of a head, and it is being carried by a tall and strangely beautiful woman who is ascending a flight of stairs.
She is dressed in a patchwork dress, of black and gold materials, and pieces of yellow straw extend from the sleeves. Her dress is slit on both sides and as she rises you can see the dark color of richly stained wood that make up the parts of her legs. Her face is like that of a beautiful doll, her hair is thick and wild, black and unruly and resembles a tangle of several rolls of yarn. She has smooth, delicate features, a pleasing nose, lips like a well made bow of red ribbon, and large eyes that seem to glow a deep bluish black.
She is tall, taller than a normal human woman. And although her body seems extraordinarily well shaped, her arms and legs are even longer than they should be for a body such as hers. That incredible body is full, curvaceous, and her chest is beyond ample.
The dress she wears is held closed by large silver buttons.
There are ten buttons, but she can only fascinate…
She reaches almost the top of the stairs and speaks to the one who addressed her
| Berenwyr |
will: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Ah, thanks Jackie! I'm Berenwyr! The wizard waggles his eyebrows lasciviously but keeps his distance. Gifts are all well and good, but I have to admit that I am doubtful as to your good intentions, despite your fine craftsmanship.
Did I get any info out of that knowledge (arcana) check for monster lore?
| Jacquelyn Ophelia Vilakku |
The tall, lanky, buxom, thing, answers Berenwyr, the expression on its face is unchanging, lifeless, and calm
I am. My deeds are well known. My creator was the most perverted of sorts, and I was constructed to bring gruesome pleasure and exquisite pain. But you are not playing along as you must. Hmmm, perhaps one of your friends will be more accommodating.
She bends, slowly, languidly, and places the glowing pumpkin head on the floor in front of her and then with both of her wooden hands she reaches under her bosom and lifts and adjusts
| Terquem |
Day 6, turn 69 (approximate time of day, 11:20 am) (turn 3 of 6)
Ballar has a hunch that things are not all that they appear, his intuition is giving him a sense of warning, but he can’t put his finger on what the trouble would be, exactly.
The strange creature fixes it’s eyes on someone else
Who?: 1d8 ⇒ 1
Jim – 1 or 2
Teirist – 3 or 4
Durgen – 5 or 6
Ballar – 7 or 8
Jim! - please try to pass a DC 14 Will Save
| Jim Seeker |
Will: 1d20 + 5 ⇒ (19) + 5 = 24 +2 vs enchantments
Jim looks up, blinks, then goes back to playing with his IFlail. "Hi." he mumbles absentmindedly.
| Berenwyr |
Sorry Jacquelyn, better luck next time. Anyway, what's a nice girl like you doing down here? Boloran's long gone after all. Have you ever considered a different line of work? There's a whole city up there. You might be able to make a life of your own instead of stalking these dimly-lit halls.
| Jim Seeker |
"He's right. It's awesome." Jim agrees.
diplomacy: 1d20 + 1 ⇒ (16) + 1 = 17
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| Berenwyr |
Well, it's a very specific city. Du'Orbna! Greatest City in all the World!(TM) Berenwyr hems and haws for a moment, then seizes on an idea. A city is a great gathering of beings like you and me and even the dwarves down there; all living, er residing, in one place! And Du'Orbna is unlike any other city. All are welcome, even undead! So, I'm sure a lovely lady such as yourself would find herself to be a much sought-after guest at all sorts of fashionable parties, gala's, fetes, barn-raisings, et cetera.
| Jacquelyn Ophelia Vilakku |
The huge doll eyes turn on Jim
Awesome?
She takes a casual step closer, and then as Berewyr is talking, her head tips to the side like a dog that hears a sound it doesn't at first recognize.
Then a spark flickers in her eyes, a faint red spark.
Parties? Galas? I know of such things. My creator was very keen on entertaining. I used to perform for his guests, and then later, well, later there was the merriment. Fine, I shall explore this city of Du'Orbna. Tell me. Do they have stages where one can dance? I've always wanted to dance on a stage, but I'll probably need a pole to help me stay up, I am a Scarecrow after all. I wonder if they have poles where they have dancing?
| Terquem |
Day 6, turn 69 (approximate time of day, 11:20 am) (turn 3 of 6)
Without even a hint of threat or malice, the lanky limbed, but voluptuously shaped Scarecrow strolls through your ranks and heads up the next flight of stairs.
As she passes you can all smell the subtle aroma of sage, and lavender.
Her body clicks and clacks as she moves and sways through your formation, leaving you all a bit breathless and a bit frightened to imagine what she would have been like if she were angry.
| Berenwyr |
Berenwyr nods, and frowns in approbation. An excellent idea, Doctor Jasper. Please do your best to see Miss Vilakku to the surface, and assist her as you can in finding accommodations and a suitable venue to showcase her rare gifts. Return to me as you are able, but if she has further use for you, make yourself available and leave word at our lodging as to your whereabouts and any pertinent developments. Adieu.
Berry will know Dr. Jasper's emotions up to a mile distant. He should also know if he gets more than a mile away, because he won't be able to feel anything from him.
| Ballar Fargrim |
Ballar stopped fretting about what to use against the voluptuous Vilakku the moment she bent to put down her pumpkin. Ignoring the cold shiver running up and down his spine the dwarf can't help himself and takes in an eyeful of Boloran's handiwork. Whoah Nelly! He is speechless. Watching Vilakku depart for the surface, while a little sad, leaves the dwarf hopeful that he will be seeing her again.
Boloran'sa genius. 'Ave got'ta get me one of his works! Stammering a little he quickly shifts his weight and pretends to take an interest in something on the floor, gently kicking it with his foot.
It's a really good thing Ballar was not picked to make the next Will save...would definitely have failed :)
| Jim Seeker |
"...Who's Jacquelyn?"
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| Ballar Fargrim |
Ballar sighs, Wha kind'o gift do ya think she want'd ta give us?
| Berenwyr |
Most likely a teasingly erotic show, followed by a slow and painful death, if what I've read of Borolan is correct.
Berenwyr sends his dancing lights towards the stairs and looks expectantly at Teirist and Jim.
| Ballar Fargrim |
Ballar continues to stare down the hall, Ya don't suppose she'll bring all tha pain an'such ta town do ya?
| Teirist |
Tierist looks down the stairs and then turns to the others.
"Everytime we go down stairs the monsters get stronger. I suggest we stay up here, since we really haven't seen much."
Plus I need to get those gloves so I can stop failing so much.
| Berenwyr |
Ballar continues to stare down the hall, Ya don't suppose she'll bring all tha pain an'such ta town do ya?
Well, she certainly won't do it for free if she's smart. People will pay good money for that sort of thing.
Everytime we go down stairs the monsters get stronger. I suggest we stay up here, since we really haven't seen much.
Fair enough, let's keep going down this hallway then and see where it leads.
Berenwyr sends his dancing lights ahead.
| Jim Seeker |
He can see the traps just fine, he just keeps fumbling the disarm.
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| Ballar Fargrim |
Nodding Ballar is about to take a step down the hallway when he stops and points behind him to the portcullis, No one want'ta see wha's behind tha doors in 'ere?
| Berenwyr |
Sure, let's get the portcullis up. Does anything to prop it open with?
A couple of iron spikes should do the trick once we get it up. Or, if someone's got an axe, we could just hack it apart. It's made of wood, after all.
| Ballar Fargrim |
Aye, I've got'ta spike o'two tha'll work. Ballar opens up his cloak revealing a couple of bandolier's loaded with spikes a la Pancho Villa style.
| Ballar Fargrim |
Let Ballar can cast strength surge instead. It will boost his skill check for 1 round and saves you a spell :)
Ballar puts up his hand to halt Berenwyr from casting any of his valuable enchantments, Nah, sav'it wizard. Bett'r ta use tha 'gainst a beastie than waste ya talents on a door.
Assuming Durgen and the others will lift the portcullis, Ballar will cast STRENGTH SURGE on his fellow dwarf for +1 (+2 if we round up :))
| Terquem |
Day 6, turn 70 (approximate time of day, 11:30 am) (turn 4 of 6)
After spending a few moments examining the options, the party chooses to lift the Portcullis on the west wall.
There are no immediate threats, so Durgen can “Take 20” on the Strength Check to lift this Portcullis. He’ll get a +4 to the check, and even though it seems impractical, I’ll allow the use of the Crow Bar, for an additional +2, this puts it at 26, one more than is needed to lift the Portcullis. However, let’s have Ballar, or another character, make a Skill Check; we will call it a Disable Device Skill Check, to drive the spikes in so that the Portcullis stays up. I’ll set the DC at 18. You cannot “take 10” or “20” on this roll, and if it fails, Durgen must make a Strength Check Roll, DC 20, or he loses his grip on the Portcullis and it slams shut. Then you’ll have to start all over again.
| Jim Seeker |
Let's have Teirist disable device.
Wait, was that DC higher than 5?
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| Ballar Fargrim |
Ballar slips an iron spike from his bandolier and sets into the groove in the wall that the gate uses to travel.Does the Portcullis stay up?: 1d20 ⇒ 11
Unfortunately, a mysterious force called gravity pulls unnaturally on the spike causing it to fall back to the floor with an unsatisfactory metallic clang.
Umm, guess a hamm'r might make it stick'n bett'r...
| Teirist |
I can't tell if Ballar dropped the gate or what. Anyway...from the next time then.
Teirist walks over and says, "Think I can give you a hand?" Not waiting for an answer he takes the spike and a hammer from his belt and attempts to hammer the spike home.
Enable Spike: 1d20 + 13 ⇒ (12) + 13 = 25