Dylph
|
Dylph gives a shy grin as he hands the crossbow and bolts back to Syllyn.
"Thank you. I need to get some of that ghost salt for my arrows..."
He then quickly enters the room, retrieves his arrow, and carefully picks up the key with a piece of cloth in case it's still hot...
"Wonder what this goes to?"
Syllyn
|
"Worth every penny! And due to your fine shooting I still have 8 left!"
...
"I'm sure we'll find out, though I suspect there are more surprises left for us."
Purnel Yull
|
"Man, that was scary. I have never encountered anything I could not harm with my weapons. I guess I should invest in oil of magic weapons." "The holy water was difficult to use against that thing."
Purnel will help search.
Lauranna Cindel
|
Assuming we wait long enough.
heal (DC 15): 1d20 + 3 ⇒ (18) + 3 = 21
Provide Long-Term Care
Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
Action/Time: 8 hours.
| GM Redelia |
You retreat to the safe room and all rest and eat. Lauranna cares for Syllyn, helping him recover his strength. You're not sure, but some of you think that the jokes that are part of her bedside manner are part of why he recovers so well.
I need you guys to talk in discussion about which way you are going now. You can either go back near the entrance and go the other way there, or else see what is up the stairs you found.
Syllyn
|
How much of the strength damage is repaired? 2 points?
As he recovers, Syllyn is constantly making percussive noises, experimenting with different sounds. He is actually quite entertaining except that it gets old after a while.
"Well, I do dislike worrying about something at my back, so I would prefer to finish searching this level before going up. What are your thoughts?"
Aerian
|
"I too want to learn all we can here before going up."
| GM Redelia |
In the center of this room is a large pool of clear water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Kassen, but his head has been broken off and is nowhere to be seen. A voice booms out from the darkness, saying, “Magic is the key.” The voice slowly fades, leaving a dreadful silence.
Lorqinor: 1d20 + 10 ⇒ (7) + 10 = 17
Syllyn: 1d20 + 6 ⇒ (3) + 6 = 9
Purnel: 1d20 + 8 ⇒ (9) + 8 = 17
Aerian: 1d20 + 9 ⇒ (15) + 9 = 24
Lauranna: 1d20 + 3 ⇒ (12) + 3 = 15
Dylph: 1d20 + 7 ⇒ (15) + 7 = 22
There are two doors out of the room. Both are locked. You find the scorched key from the room with the shadow opens one of the doors (the upper one in the map). You do not have a key for the other door.
You see about a hundred keys at the bottom of the pool.
Aerian
|
"Maybe the key to the other door is magical? Can detect magic work through that much water?"
Dylph
|
Dylph sighs. "Perhaps I should be the one to dive in and grab the key...keep an eye out for me..."
Dylph will strip down to his skivvies, draw his dagger, and dive into the pool to retrieve the magic key...
Swim: 1d20 + 5 ⇒ (12) + 5 = 17
Lauranna Cindel
|
"Oo oo oo! The one the left! The one on the left! No no no! The other one on the left! The on that looks like a sea horse!"
Syllyn
|
Syllyn does not know that spell.
Dylph
|
We may be screwed then as far as that door goes unless we can pick the lock...either way, Dylph will put his clothes back on...
Seeing as it looks as if no one in the party can cast Detect Magic, Dylph will examine the door they can't open to check for traps and see if he can pick it...
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Disable Device: 20 + 9 = 29 (Take 20)
Lauranna Cindel
|
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Lauranna looks to Syllyn, then she looks to Aerian, then to Lorqinor, then Dylph, and finally she looks to the halfling with the obvious short-emperor complex.
Exasperated, she shouts: "FINE! But if one of you needs to be stabilized because you put your head in some dumb-looking, cursed, bas-relief of a demon you can just look somewhere else!"
She storms off back to the room they had camped in not five minutes before muttering to herself something about 'women's work never being done', and why the party didn't have a '[expletive] fighter and a wizard'. "Freakin' stoopid kinetic-whatsitz. I bet that's not even a real class! And what the heck's a 'skald'? Sounds like something you would treat with cool, running water...." *grumble, grumble*
She makes camp and waits a day so that at morning prayers she can memorized detect magic.
"And don't you expecting me to be able to read what's engraved on it either!"
Ninja'd, but I still like my response better. Taking 20 means you fail (a lot) before you finally succeed. Lauranna points this out if called back from re-making camp.
If she is called back she casts guidance (a lot) talking to Dylph through out like a sort of back seat safe cracker (offering guidance y'know). "Did you wash your hands first? Try that one. Have you tried looking in the keyhole? Did you try jiggling it? Maybe you should use the one that looks like a dental torture device. Oo, what's this one do? Well don't get mad at me if it doesn't work. Y'know, it would probably be better if I just prayed on it for a day, and we came back tomorrow. You look all out of sorts for some reason." She's wise enough to do this from 20' away.
Syllyn
|
Laura starts to get to him, particularly after a day of 'rest' during which Laura was anything but quiet and restful. Syllyn tries to drown out Laura's prattle with his usual breast beating and wall smacking, trying to immerse himself in composing percussive pieces.
| GM Redelia |
The door opens into a long corridor flanked by a row of human statues, set
into alcoves on each side. The statues look like Kassen, and each one holds a longsword out in front of it. The blades of roughly half the statues are wrapped in leather padding.
Lorqinor: 1d20 + 10 ⇒ (7) + 10 = 17
Syllyn: 1d20 + 6 ⇒ (1) + 6 = 7
Purnel: 1d20 + 8 ⇒ (9) + 8 = 17
Aerian: 1d20 + 9 ⇒ (7) + 9 = 16
Lauranna: 1d20 + 3 ⇒ (7) + 3 = 10
Dylph: 1d20 + 7 ⇒ (11) + 7 = 18
Due to his training, Dylph notices a pressure plate partway down the hallway.
| GM Redelia |
You move through the door and find a large chamber. One half of this lo!y chamber has a lowered floor, with stairs on either side to reach the bottom. Standing opposite the door is a tall wooden statue of Kassen grasping a gigantic wooden shield in each hand. One of the shields is inscribed with the word “home,” while the other reads “family.” The shields are clearly not part of the statue, but are separate objects.
Syllyn
|
Kn Arc: 1d20 + 2 ⇒ (14) + 2 = 16
"Hmm. Padded swords. Sounds like the kind of trap the elders would have set up to smack the young ceremonials around with! I'll bet if you step on the pressure plate you get smacked and the padding is to make sure nobody is seriously hurt. Now that statue with the shields is a bit more complicated. It sure looks like a construct to me. I wonder what triggers it.".
Syllyn fingers his crossbow.
"Maybe we should just plug it from here to save us a beating."
Purnel Yull
|
Purnel will attempt to search the area.
perception: 1d20 + 8 ⇒ (19) + 8 = 27
"Lauranna, those might be magical or a trap. Too bad we can't be sure right now. It is your call if you want to take one and check it later. They look good which suggests magic."
Lauranna Cindel
|
"Perhaps the plate was the trigger...think I got it disabled though..."
"Well? What are you waiting for? I can't check because if I do then who does that leave to try and piece your smoking and unrecognizably mangled and blackened carcass back together if you're wrong? Maybe we should have one of the imperial hydroponic-kinesiologists try. I mean I can't even figure out what it is they do (I mean there's no question what a 'fighter' does right? But a err, 'whatever-it-was-I-just-said'...?) and we have two of them and all." She says and then adds. "It's just common sense really."
Lauranna is based on an old, Red (Basic Set) Box version of herself. Back then, 'elf' was total way of life.
Lauranna Cindel
|
Lauaranna, you may assume that you swapped your spells during the rest time above. Your character would have known more about your companions than you as a player did, because there's a lot of talking to your companions that we don't play through.
True, there would have been a lot of time for a game Lauranna refers to only as 'Hey can you do this?' where she'll do magic, or roll her tongue up along it's length, or do a cartwheel, or sing, or wiggle her ears, or make funny faces, or moonwalk, or tell knock knock jokes, or skip, or make Vulcan gang signs, or dance, or make the most annoying sound in the world, or....
"Or hey, I could detect magic." She says pointedly to the imperial hydroponic-kinesiologists in the party.
"I wish my old evil magic-user friend were here. He'd know what to do, and then near the end, we would all have to stop him from doing it."
Lauranna smiles wistfully.
She casts detect magic and looks around.
Lauranna Cindel
|
"Pretty colors!" Lauranna puts her hands up in front of her face and wiggles her fingers. "Wow! This is sooo weird! I can detect myself detecting magic! Why have I never used this spell before?"
Which way 'far away'?
Lauranna Cindel
|
"Um... That way!" She points 'far away'. "But the shields are what- a sort of symbol of home defense? Does that mean we have to pick up the symbols to symbolized our acceptance of the burden of defending home and/or family? I'm confused."
Purnel Yull
|
"I was thinking there might be something like that. But wouldn't it be magical then."
Purnel walks over and lifts the shield for 'family' to see if anything happens.
"I can't use the wagon wheel but i have a brother somewhere." "I would definitely defend him"
Syllyn
|
Syllyn will perch on the stairs. The uneven surface forms good resting places and interesting acoustics.
Purnel Yull
|
Purnel is placed on the platform near the orangish ball where he would be to take the shield.
Purnel whispers to the statue as he gets in position to lift the shield with the word 'family on it'. "Please don't kill me for this, old Kessan. I am just testing a theory. I will put it back. I promise."
I think next time I will warn you all before I do these rash things and give you time to leave the room.
Purnel Yull
|
Purnel is now moved back to the bottom of the righthand set of stairs. I hope this is right this time. If not, just put me on the righthand side somewhere you think best.
"I have a theory I would like to test."
| GM Redelia |
Syllyn init: 1d20 + 1 ⇒ (1) + 1 = 2
Purnel init: 1d20 + 5 ⇒ (9) + 5 = 14
Aerian init: 1d20 + 4 ⇒ (6) + 4 = 10
Dylph init: 1d20 + 7 ⇒ (17) + 7 = 24
Lorqinor init: 1d20 + 9 ⇒ (2) + 9 = 11
Lauranna init: 1d20 ⇒ 6
enemy init: 1d20 ⇒ 10
The statue steps towards Purnell, ready to attack. As he does so, the stairs turn into slides, depositing Syllyn at the bottom of the stairs.
Syllyn, DC 10 acrobatics check or you are prone.
Dylph, Purnell, Lorqinor, and Aerian may post. You can move down the stairs normally, but cannot move up them without a climb check.