Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3
Malaswyn Tyddewi wrote:
I pat Kriger's massive shoulder, "Well fought, giantslayer."

Kriger shrugs, "Meh. Gonna have to get me a better axe," he remarks mostly to himself.


(AC 18, hp 15 of 77) Summoner 9

Servayn sorts through the coin, rooting out items that radiate magic into a pile, and placing the non-magical coins within his haversack, for transportation out of this place and later distribution. The intact spellbooks he also carefully places within the haversack, "Some of these might need magical mending, Malaswyn, and could be of benefit if Frieland begins to train it's own arcanists or construct an academy of magic."

He uses a cloth from Vordakai's (presumably) tattered garments to move the crystal sphere away from the other items, not wishing to touch an item that radiates such powerful magic before knowing what it does.

The magical jars in the circular rooms, he leaves where they sit. "These jars radiate conjuration magic. If they contained more of these undead Cyclops, they could radiate either conjuration or necromancy, I suppose, so I'd be wary of disturbing them, and, especially, of damaging one..."

He checks the ground in that room for any sign that jars have fallen from the shelves in the past, perhaps due to shifting ground or earth tremors.


Sorry, I forgot to mention the crystal sphere is actually Vordakai's eye!

The jars are about one foot tall, with a top sealed with black wax. A white mist swirls in each of them. There are 42 jars aligned.

Some spellcraft rolls?


(AC 18, hp 15 of 77) Summoner 9

Spellcraft 1d20 + 4 ⇒ (3) + 4 = 7
Spellcraft 1d20 + 4 ⇒ (6) + 4 = 10
Spellcraft 1d20 + 4 ⇒ (9) + 4 = 13
Spellcraft 1d20 + 4 ⇒ (2) + 4 = 6
Spellcraft 1d20 + 4 ⇒ (8) + 4 = 12

A few, starting with the eye, and then the jars on the shelf, and then three other random items from the pile / Vordakai's body.

Wow. Five rolls and I can't break *average.* My luck is rubbish today.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I will help out with examining the objects.

spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21
spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14
spellcraft: 1d20 + 6 ⇒ (6) + 6 = 12
spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15
spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25

As I do, I share what I know, "That foul undead was an atrophied lich: a rare undead spellcaster who cannot rely upon his phylactery to sustain him in undeath. It is good that we reached him before he could bring his phylactery back to working order."


"Perhaps we can take the jars with us. I have an enchanted backpack that can store them. Or perhaps we can find more clues to their use or purpose around here."


(AC 18, hp 15 of 77) Summoner 9

"It would certainly be better not to leave them here, where someone else might discover them and unintentionally release some new evil into the world." Servayn says, his voice trailing off as he remembers the fate of his childhood mentor.


You can't figure what the sphere does, beyond it's immense power.

The jars, from what you can tell, serve as a form of focus to trap the soul of an individual. Each jar seems filled with such a person. In theory, touching the jar should allow communication, while unsealing it would release whoever, or whatever, is trapped in it.


With time, you'll be able to identify most items, but the sphere of crystal.

Found on Vordakai:

  • cloak of resistance +3 (worth 9,000 gp)
  • headband of mental prowess (+2 Int, +2 Cha, grants ranks in Knowledge [planes]) (worth 16,000 gp)
  • ring of protection +2 (worth 8,000 gp)

Found in the rooms:

  • 1,140 pp
  • 33,000 gp
  • 103,000 sp
  • 25,000 gp in various art objects
  • Vordakai Spellbooks

In the end, I've opted for giving you the cash instead of figuring myself what would be nice to you. All sold (half price for items) (100,200 gp) and split four ways: 25,050 gp each


At the revelation that the jars trap souls, Kalsgrim says "Don't touch them. Let me. If these are minions of Vordakai's that will try to possess us, Erastil's grace will protect me." Maybe.

Kalsgrim strips off his gloves, lays his weapons aside, and picks up one of the jars.


Kalsgrim:
As you take hold of the jar, a strange sensation fills you. Your natural realm of awareness seems to be overlapping another, darker one. For a moment, a vague of necrotic energy surge through you and your stomach is wracked by a flash of nausea, but the feeling recedes as fast as it came, leaving a darkness behind. Its quality reminds you of the cave under your house, where you sometimes were sent to fetch a bottle of medicine for your mother...

From it a boy's voice calls out, laced with fright and cracked by anguish. In the overlapping awareness appears the face of a young boy of seven, with blond hair and blue eyes: "Who's there!? I wanna go home..."


GM:
"Child, what is your name? Where is your home?"


Kalsgrim:
"Sir! Who are you? I am Jan Ovolik. I'm from Varnhold. Where am I? Can you let me out please?"


GM:
"We are from Friedland, and we will help in any way we can. Be brave just a little longer."

Kalsgrim will set down the jar and turn to the others.

"It spoke to me! Or, what- no, who is in it spoke to me. Jan Ovolik from Varnhold. A mere boy. Are these their souls? Their minds? Where are their bodies? If we open the jars, are they restored, or just gone?"


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger raises an eyebrow at Kalsgrim's declaration. "Don't ask me. Maybe you should ask the jars all those questions," he jests, grinning.


?


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

OM, can we do research or anything similar to find out about the jars? I get a feeling we may have failed crucial knowledge checks...


For now, you're still in the dungeon, so no. You can experiment though, or wait until you return to Providence.


Then experiment it is.

"Kriger, can you look around for anything that might help us? Writing, tools, anything that might shed light on how to help these people?"

Kalsgrim will start with the next jar. He'll pick it up, communicate who he is, that he means no harm and is trying to find a way to release them. He'll ask the individual entrapped if they know what happened or if they recognize what happened and how to remedy it. He won't open any jars; he's concerned that may dissipate the magic and kill what is left of them. He'll go through the jars in a very methodical order. Each time he is done questioning one, he'll place it in his magical pack for safekeeping. He'll set to one side any jars that show promise of helping them puzzle out what has happened.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

"Kalsgrim, if you cannot communicate with any, I have a spell which will allow me to understand another's tongue."

Also, Ant Haul in case we need to lug a lot of stuff.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger shrugs, "Will do, fearless leader."

Perception: 1d20 + 21 ⇒ (12) + 21 = 33


(AC 18, hp 15 of 77) Summoner 9

"We have to transport these people back across a room filled with lava or whatever, and another that is flooded and required water breathing magic to cross, so if they are imprisoned within these jars, it may be more feasible to keep them within the jars, until we get them back to the Varnhold. Several of us have haversacks that can carry many jars..." Servayn says.

Spellcraft or Knowledge (religion) to determine what opening these jars would do, unleash souls to go to their final reward, return them to their bodies, wherever they are, etc. 1d20 + 4 ⇒ (17) + 4 = 21


Touching all the jars, you find they seem to contain a villager of Varnhold. They are mostly in a state of shock and unclear where they are or what is their condition.

Of note, one of them, one who calls himself Maestro Ervil Pendrod, seems to be a citizen of some prominence. He recalls going to the church of Erastil in the middle of the night, though not by his won will. He also is not clear where he is and whether he is still alive...

Kriger's investigation doesn't bear much, until he goes to the feasthall, where he finds, among the rests of the disturbing banquet they interrupted, shards of broken jars.

Servayn figures the jars are some form of vehicle for a spell that captures the soul and body of a person. It doesn't seem to kill them though.


Well if they capture the soul and body, then that's good news.

"An excellent point Servayn. As always. Even though we've vanquished this foe, some dangers may still reside here. Best that we keep these folks as they are for now until we are clear of this place."


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

"Should we rest here? As long as the lich is destroyed we are safe from the creatures of the night and Servayn and I could choose spells to aid in our escape."


(AC 18, hp 15 of 77) Summoner 9

"I believe that the vessels have not only imprisoned their souls, but also their bodies, and that if we free them, they will indeed appear bodily here, which is, as I understand it, a unique form of magic not known to present-day arcanists..." Servayn says, pondering the objects.

"And I whole heartedly support the idea of resting a bit. I still feel hollow inside from the effects of that spirit creature."

The plan, stow jars in haversacks, along with the rest of the treasure, rest 8 hours, recover spells, heal up (Servayn would like a lesser restoration, please!), use Servayn's air elementals to carry us over the bubbling pitch, then Malaswyn's water breathing to get past the flooded room, and then head back to the Varnhold to decant the imprisoned locals. Any additions or amendments to 'the plan?'


"I am not opposed to staying a night here, now that Vordakai is banished."

"One thing I noticed is only one of these unfortunates was anyone of prominence. Admittedly there are far fewer jars here than there were citizens of Varnhold, but I would have guessed there would have been more, and more community leaders. Perhaps there are more jars around here somewhere? Perhaps concealed? I'll help you look, Kriger."

As Servayn and Malaswyn start to rest, Kalsgrim will aid another and keep Kriger focused (taking 20) to check the room for secret passages or compartments. Are there other obvious places to check that we haven't? Like doors we bypassed, or splits in passages that we've only explored one branch of?


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

"Then let's make sure we're careful with them." Kriger nods at Kalsgrim as they scour the place for more jars.

Taking 20 is 41 for Kriger.

The plan sounds good to me.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

It's a plan, I'll start choosing my spells. Servayn, don't forget you'll heal one point for a full eight hours of rest.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I've left some spell slots open, I've also chosen Air Walk, Communal so we won't have to cross the lake and can get back to the centaurs / Varnhold at a fair pace.

I've not used air walk before though, do I need a wind-creating spell as well?


You take the time to rest, heal and recuperate, eating some food even. The next day, you set out to explore the rest of the place. Nothing much is revealed in the unexplored room, and some threats are quickly dealt with, in particular a pesky water elemental that almost drowned Kriger, before getting neatly split in half, and some dread zombie centaurs that were dissolved away by holy magic.

Near the Hell Pool, you discover a small secret chamber. It lies empty, its walls bearing eye-shaped patterns and carvings, all of which seem to be looking at a point on the east wall where a single carving of a giant, stylized eye looms. The eye’s pupil is an intricately engraved relief roughly the size of the palm of a hand. At the foot of this wall is a small shelf with two jars similar to ones with the Varnhold villagers, but they seem empty.

The eye carving radiates strong conjuration and divination magic.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

[ooc]Good pbp GMing OM.[/om]

I examine the jars and carvings.

knowledge (history): 1d20 + 6 ⇒ (15) + 6 = 21
knowledge (nobility): 1d20 + 6 ⇒ (10) + 6 = 16
knowledge (planes): 1d20 + 6 ⇒ (3) + 6 = 9
knowledge (religion): 1d20 + 14 ⇒ (17) + 14 = 31
perception: 1d20 + 16 ⇒ (18) + 16 = 34


(AC 18, hp 15 of 77) Summoner 9

"The undead Cyclops seemed to know of us. Perhaps this eye-carving is some sort of scrying device?" Servayn posits, stating what is probably already thunderingly obvious.


"If these two jars were secreted here, then perhaps we missed more? I would hate to leave anyone imprisoned here because we were careless."

"That would make perfect sense, that they are devices used to watch us. We can have someone confirm that when we get back to civilization."


Malaswyn:
There is little information on the jars. They seem to be very ancient items of arcane magic. The carvings seem to indicate this could be related to the crystal orb found in Vordakai's eye socket. Possibly an amplifier of sorts.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

"Hmm, the device seems to be related to the lich's eye-gem. Perhaps we should fit it, see how it works?"

Not sure who has the gem.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

"Who's got the eye? Did we get it? I hope not, that way I can go cut it out of him." Kriger grins sadistically.


The "eye" was carefully put away in a bag by Servayn, who took great care not to touch it.


(AC 18, hp 15 of 77) Summoner 9

Servayn will withdraw the eye, and see if it can be used to activate some sort of scrying effect from the eye-carving, concentrating on the capital of Frieland.

Use Magic Device, if appropriate 1d20 + 17 ⇒ (12) + 17 = 29


Servayn:
The sphere of clear crystal contains a pinpoint of flickering red light at its center. It feels warm to the touch and fills you with a sudden desire to pluck out an eye and place the sphere within the socket.
Will save DC 15


(AC 18, hp 15 of 77) Summoner 9

Will save 1d20 + 7 ⇒ (12) + 7 = 19

If possible, Servayn puts the sphere back in the extradimensional space of the haversack and sets the backpack on the ground, backing away.


It's possible!


(AC 18, hp 15 of 77) Summoner 9

"Let's not mess with this stuff. It just tried to compel me to rip out one of my eyes and place it in the carving." Servayn says, staring at his backpack warily. "Gosh, I can't even think of someone I hate enough to sell this to them..." he mutters.

"Scratch that. I'd totally sell this to Grigori."


Kalsgrim suppresses a smile at Servayn's joke. Or, at least, what he hopes is a joke.

"We know a couple of honorable people who may be able to help us puzzle this out."

I'm drawing a blank on the druid and priest of Erastil that we befriended early on...


So, what next?


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I think we've finished with the things we've found here. Time now to rest in the most secure part so that we can recover energy (and spells). Then, when we wake, I'll use lesser restoration a lot and we can try to get the heck out of dodge. With the right spell picks we should be able to dodge most things and maybe even search around a bit and make sure we haven't missed anything as we left.

Before resting, I look around for anything profane or potentially used for evil that has not yet been destroyed.


Malaswyn remembers only too well the little temple where they were engulfed by dark flames. This area, and the strange chambers with profane depictions radiated strong evil.


Over the next few days, you make sure the access to the place remains as challenging as possible and head back north towards Varnhold, though on foot, as your horses have been slaughtered by predators.

The weather gets colder everyday and there is the occasional snowfall to remind you winter is on your doorstep. Clearly tired from lugging around a lot of equipment, and dearly missing horses, you arrive to Varnhold and set camp there in the comfort and security of its triangular fort, reminiscent of the struggle with the spriggans and the liberation of Malaswyn.


Do we encounter any of the centaur community on our way back to Varnhold?

I was hoping to befriend them so that we could have them as an early warning system on our southeastern border... Also, perhaps their elders may be able to puzzle out these jar prisons.


(AC 18, hp 15 of 77) Summoner 9

Servayn will shake his head at the terrible fate of the horses, but make the return a bit easier by conjuring phantom steeds for the companions to ride.

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