Ringtail's Rise of the Runelords

Game Master Ringtail

Ringtail's Rise of the Runelords - Chapter 1: Burnt Offerings

The party, along with their newest ally, brave the perils of the Nettlewood in order to face the goblin threat at Thistletop and put an end to the menace once and for all.


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ONWARD HO! :D


We go on then.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Sorry about yesterday's abscense. I had my every other week Saturday game at a friend's place. Word of advice, don't try to playtest an alternate intiative system with a rules lawyer who wants to bleed every bonus he can get out of the system. Sigh. Worked fine for EVERYONE else.

But the party decides to press on, yes? Don't worry Dehrisan, there are other things beyond these monsters and their annoying immunities in the dungeon. I'll assume that light sources will be kept up in the same manner as before. And everyone is still using passive perception (taking 10) unless they otherwise post so. Like always, if there is anything that anyone wants to check more thoroughly, interact with, and so on, just spoiler back and we can backtrack that way.

DUNGEON MAP

After a short rest and a bit of healing the party reforms and heads on through the dark corridor just east of the walkway. After a short ways it opens up into a modest sized chamber, perhaps some 15' by 20'. The room contains several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with rusted hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel. All of the equipment seems to, thankfully, be fare too decayed or rusted to much use today. To the South and East there are a couple of doors.

Opening the door to the East, the party sees a flight of 5' wide stairs descending into the gloom some 20' below. Deciding to check to see what is behind the Southern door before making their way to a lower level the party finds the remnants of several chairs and a long table cluttering the floor of what appears to be an ancient study. There are a trio of stone slab doors to the South along the wall of the 15' long room, each bearing the symbol of a seven pointed star with hooked points.

Checking the doors from West to East the party finds them all open into small 5' diameter rooms each containing a humanoid skeleton. One has three arms, another has an enormous, misshapen skull, and the third has a ribcage that extends all of the way down to its pelvis- a pelvis with stunted legbones strewn below its strangly flat girth.

With a brief search of the cells and office(?) while passing through Dehrisan notices fragments of countless books and crolls with bits of spiky writing on them in a strange alphabet, and Flitter's keen eyes notice a once ornate but now tarnished scroll case like those used to sheild magical writings from the elements half extending from beneath the broken chair before exiting the room. Opening it up is a scroll in fine condition despite its obvious age, hinting at having a magical nature, though once again written in the strange archaic style.

DC 32 Spellcraft, DC 22 Spellcraft if you can read the language Thassilonian, or a Read Magic Spell:
The scroll is a magical arcane scroll of Flaming Sphere, scribed at a caster level of 5.

Once finished with the small sidechamber the party continues on down the dark and narrow staircase, their half-elven warrior in the lead. Once low enough that he can see below the stone ceiling at the bottom of the old linestone stairs and into the room a short hallway beyond he is greeted by an abhorrent sight. The ceiling of this strangely cold chamber arches to a vaulted height of 20'. The floor contains 11 wooden lids strewn haphazardly over 11 5' wide pits in the ground. From the darkness within these pits echo up strange shuffling and, every so often, a low moan. More frightening though, is that in the center of the room is what appears to be a strangly mutated goblin of mythic size.

He is at least as tall as a man, with 4 arms, two are highly muscled, while the second pair are more in porportion with his twisted body. In its strong arms it cltuchs a disturbingly nicked meat cleaver and a fine longsword, etched in an archaic pattern. In one of its smaller hands is a silvered dagger. It is covered in glowing crimson tattoos that give off an eerie blood colored light and has a third eye just below its ribcage, while all 3 are milky and without pupils. It has a second pair of legs growing out of the backside of its skull, though they appear vestigial and useless. As Ansruath and the brute lock gazes it opens up its toothy maw and gives a horrifying ululation before shambling foward, its long, black talon-like toenails rasping against the floor.

Initiative:
Enemy: 1d20 + 5 ⇒ (3) + 5 = 8
Alyoma: 1d20 + 1 ⇒ (5) + 1 = 6
Ansruath: 1d20 + 5 ⇒ (18) + 5 = 23
Dehrisan:1d20 + 4 ⇒ (15) + 4 = 19
Flitter: 1d20 + 6 ⇒ (8) + 6 = 14
Gorgoron: 1d20 + 1 ⇒ (19) + 1 = 20
Tardek: 1d20 + 7 ⇒ (20) + 7 = 27

I had to narrow the group down to single file and did my best to keep a similiar formation to when you were 2 abreast. If you want to do a bit of shuffling around before combat, just let me know and I can make alterations to the marching order. As always, stairs are difficult terrain taking 2 squares to go up, but no extra movement to go down. Only Ansruath can currently see the monster (thanks to having a light source and low-light vision, of course), since you need to be at the base of the stairs to see into the room, but everyone heard its howl and gets initiative.


Male Half-Elf Fighter 3

"Now that is one ugly goblin." Ansruath says as he sees the odd goblin before him. He than turns his head slightly to say to the group "Our company looks odd as if something changed him." He than moves with his blade in front of him to strike at the goblin should it come near him.

Moving to K-7.


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

"Strange as in 'OH DEAR GOD IT IS BLUE AND QUARREL PROOF!?' or strange as in 'Well now... Why is he in a dress?' strange?" Flit calls, from the stairs, before he starts moving forward.

"Ah... Strange... Yes!" Flit grimaces as he catches sight of the Goblin. Raising his crossbow, he awaits his chance to strike.

Moving to K5(If it is free). Preparing an action to shoot the beast, if it gets within 10 foot of any of my allies!


Male Half-Elf Hedge Witch 1

"That sounds far less than pleasant!" Dherisan mumbles as he moves down the stairs. He comes to an abrupt halt as he enters the room, his eyes going wide at the sight of the charging monstrosity. Spitting a curse as the beastly figure, he stalks backwards, taking a place behind Flit as Ember barks furiously.

Move to K4. Evil Eye Hex (-2 to AC) DC 14 for 1 round duration.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Round 1 - Initiative 20
HP 17/17 | Firebolts 6/6 | CH+ 4/2

Gorgoron moves forward to see the beast, guarding himself with his spear. He shouts a prayer to his goddess, to bless her champions against this creature.
Move to L6 and cast Bless. All party members gain +1 on attacks and against Fear.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Iniative:
Tardek 27
Ansruath 23
Gorgoron 20
Dehrisan 19
Flitter 14
Goblin Mutant 8
Alyoma 6

Just stating iniative in order. It slow because of the weekend, so I'll wait a couple more hours for Tardek to post before starting resolution and having him delay. If Alyoma wishes to see where the enemy ends up before she declares, that is fine.


Yes, I'll wait for the enemy to move before doing my action.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Tardek will be delaying this round until he pops up. Silly time zones. Round 1 resolution through the goblinoid's turn:

Ansruath bolts around the corner and squares himself, readying his blade to quell any offense. As Gorgoron also makes into the room his voice takes on an otherworldly quality, lifting everyone's spirits and invigorating them with a holy fervor. Following suit Dehrisan bursts around the corner, leveling a cursed glare at the goblinoid freak, hexing it into a clumsy (clumsey?) blunder.

Will save: 1d20 ⇒ 9

Much like Ansruath, Flitter readies to attack the strange monstrosity when it nears the group. Shortly after the Halfling draws a bead, the creature obliges, its ire focused on the nearest potential target- Gorgoron. The goblin's eyes bulge as it rushes forward and slashes visciously with the engraved longsword.

Attack roll on Gorgoron with Power Attack: 1d20 + 8 ⇒ (8) + 8 = 16

I trust that Flitter would like to take his readied shot BEFORE it gets cover from an ally, yes? Don't forget your Bless bonus. :) And after a readied action goes off Flitter will be moved to just before the monster on the following round.

DUNGEON MAP


Male Half-Elf Fighter 3

Round 2, Inti 23, 17/22

5 foot step to L-8

Ansruath noticing the goblin go after moves to be able to attack it. He swings his blade at the goblin's chest hoping to get it's attention.

Attack and Damage Rolls
1d20 + 6 ⇒ (8) + 6 = 141d10 + 4 ⇒ (10) + 4 = 14

Cool two 14s.


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Round 1 / Init 14
Hp 21(21) / AC 19

Luckily Flit was always just before the Monster so no great change there. And yup. Flit will take his shot as soon as the monster hits the 10ft boundary around Gorgoron!:)

As the beast charges towards Gorgoron, Flit grins, leveling his crossbow and counting out the steps, before releasing, setting his eyes on the monsters ugly twisted face.

Bless+Point Blank-1d20 + 9 ⇒ (1) + 9 = 101d8 + 1 ⇒ (7) + 1 = 8

-Le sigh-


Male Half-Elf Hedge Witch 1

What can we ascertain about the "rickety wooden lids" with a passing glance?


Round 1, Init 6
Alyoma moves to the bottom of the stairs. She utters a arcane spell, and gestures at the goblinoid freak. A chill beam leaps from her finger...

Spoiler:

Move to K6.
Fire a ray of frost at the creature.
Ranged touch attack, Bless, mods: 1d20 - 1 ⇒ (19) - 1 = 18
Damage: 1d3 ⇒ 1


Sorry gang! My amazing initiative rolls are a curse in themselves!

Round 1
hp 17/17, AC 20

Tardek rushes down the last steps of the stairs and seeing the monster shouts 'Give the monster a bit of space after attacking it!'

I'll delay until just before the monster goes, and ask everyone to take 5 foot steps, so I can bomb it safely. If thats not possible I'll just shoot it.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Round 2 - Initiative 20

Gorgoron is using a Long Spear (reach), so shouldn't the creature have provoked an attack of opportunity when he closed to attack him?

AOO:
Attack with Spear 1d20 + 3 ⇒ (6) + 3 = 91d8 + 3 ⇒ (3) + 3 = 6
No matter, I guess, he'd have missed anyway

Gorgoron scrambles to recover under the beast's ferocious attack. After regaining his balance, he side steps to another of the solid stone sections, between the rickety wooden trap-doors. Once set in his stance, he wheels and thrusts the spear into the creature anew.
5ft step to M5, and attack's with spear: 1d20 + 3 ⇒ (6) + 3 = 91d8 + 3 ⇒ (1) + 3 = 4


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Gorgoron:
You are correct. My apologies. Even after these last 2 battles it is still in my head that Gorgoron = scmitar.

Dehrisan wrote:
What can we ascertain about the "rickety wooden lids" with a passing glance?

Perception Check DC 15 (with low-light- or dark-vision):
Through the small cracks and crevices of the old, warped wood, you are able to make out a shambling, humanoid form at the bottom of a 30' pit. Its flesh rotting and carrying with it a smell of decay and death.

If the above check is successful, a Knowledge Religion DC 10:
The ghastly creatures below seem to be garden variety zombies. Though terrifying and brutal, they are wholly unintelligent and likely can't make their way out of the pits, though could certainly do some damage to any that fell in. There is no obvious clue as to whether these creatures rose from the dead naturally, or were created by some arcanist or death priest, nor any indication as of how long these creatures have been here.

Knowledge Engineering DC 15:
The rickety planks don't look like they could support much weight. Perhaps Flitter's small frame could caper about on them without much danger, but they look ready to break should any significant weight be placed upon them.

New Initiative:
Ansruath 23
Gorgoron 20
Dehrisan 19
Flitter/Tardek 9
Goblin Mutant 8
Alyoma 6

DUNGEON MAP

End of Round 1 resolution, start of Round 2 resolution (down through Gorgoron):

Unfortunately a shot from Flitter misses its mark, but Alyoma reaches the bottom of the stairs and unleashes a ray of ice from her palm. Frost motes coalesce in the air about the beam as it strikes the mutated goblin, paling a patch of his flesh to an sickly, pallid hue. It whimpers slightly, and glares with its cold, pupiless eyes at the sorceress. Soon enough though it has greater troubles to worry about as Ansruath steps forward and takes a powerful swing, drawing a deep gash down the brute's side. The creature howls and turns its rage toward the half elf. With a quick, yet careful step around the rickety wooden lids, the party's dwarven priest takes a second thrust with his spear, but has difficulty penetrating the monster's thick hide.

From Dehrisan down I'll need declaration and rolls for the 2nd Round if you haven't done so yet.


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Round 2 / Init 9
Hp 21(21) / AC 19

Bemoaning the failed shot, Flit sighs and begins to reload.

REALLY need Rapid Reload. Hahaha!


Round 2

'Thats more like it!' Tardek shouts, as he grabs a fizzing vial and hurls it at the strange monster.

1d20 + 7 ⇒ (7) + 7 = 14 vs. touch
1d6 + 4 ⇒ (3) + 4 = 7 fire


Male Half-Elf Fighter 3

Round 3, Init 23, 17/22 HP

Ansruath looks carefully at the goblin before moving his blade to strike at it once again. He swings his blade low to try to trick the goblin.

Attack and Damage Roll
Power Attacking
1d20 + 5 ⇒ (3) + 5 = 81d10 + 7 ⇒ (5) + 7 = 12

Well I hit nothing but air that time.


Male Half-Elf Hedge Witch 1

Ah! Sorry about that. Dherisan will hit him with a second evil eye to penalize his saves, and try to get him with a slumber hex on round 3. I'm starting to suspect I ought to learn a few tricks that don't rely on will saves...


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

New Initiative:
Ansruath 23
Gorgoron 20
Dehrisan 19
Flitter/Tardek 9
Goblin Mutant 8
Alyoma 6

DUNGEON MAP

Finishing Round 2 resolution (through the Goblin Mutant):

Will save: 1d20 ⇒ 2

Dehrisan continues his arcane glare, vexing the monster's ability to defend itself even further with a quick curse. Flitter cranks up his crossbow for another shot, while Tardek's explosive vial bursts in a flash of white hot flame, severely burning the strange, multi-limbed being. It howls another disturbing ululation before beginning a counter attack routine, stepping forward to threaten many of you, starting its attacks on Flitter! With each crazed strike it turns to lash out with a different weapon:

Longsword attack on Flitter (with power attack and penalties for multiple attacks): 1d20 + 6 ⇒ (12) + 6 = 18
Damage on Flitter, if a hit: 1d8 + 10 ⇒ (8) + 10 = 18
Wow, big damage on a narrow miss! Power attack apparently is a poor choice for it. Oh well, stupid freak's got its tactics.
Cleaver attack on Alyoma (with power attack and penalties for multiple attacks): 1d20 + 6 ⇒ (8) + 6 = 14
Damage on Alyoma, if a hit: 1d6 + 4 ⇒ (2) + 4 = 6
Silver Dagger attack on Gorgoron: 1d20 + 5 ⇒ (2) + 5 = 7
Damage on Gorgoron, if a hit: 1d4 + 3 ⇒ (4) + 3 = 7


Male Half-Elf Fighter 3

You hit me or Flit? Because it says attack on me but Flit took the damage.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Round 3

Gorgoron steps back in order to be able to reach the monster with his spear, and attacks again.

Step to M4 and attack: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 191d8 + 3 ⇒ (7) + 3 = 10


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6
Ansruath wrote:
You hit me or Flit? Because it says attack on me but Flit took the damage.

Apologies. Fixed it. It should have been Flitter's name in the attack section to make it match with the flavor and damage text. To speed up my posting in combat I have a word file on my computer with my attack routines ([ ooc ] Attack on _______ :[ / ooc ]) that I can copy and paste, and your name as the last one punched in for a monster's full attack sequence and missed changing it in the editing/posting process. You aren't within his reach to be attacked currently.


Round 2, Init 6 (the tail end)

Alyoma yelps as the cleaver almost cuts into her, her arcane protection turning it aside at the last second.
She jumps to the side, and dodges past Ansruath to put space between her and the creature.


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Round 3 / Init 9
Hp 21(21) / AC 19

Perception on rickety lids-1d20 + 8 ⇒ (5) + 8 = 13

Stumbling under the force of the blow, Flit steels himself, growling sharply at the monsterous being. "Have to try harder than that beastie!" Stepping away from the beast, Flit levels his crossbow, a dark grin painting his face.

Bless+Point Blank-1d20 + 9 ⇒ (8) + 9 = 171d8 + 1 ⇒ (5) + 1 = 6

5-Foot Step to L4 + Shoot


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Apologies. Between having trouble loading the Paizo boards and needing to post the same thing several times before it goes through without being eaten, I've fallen behind. Catching up now. Posting more resolution soon.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

End of Round 2 and start of Round 3:

Initiative:
Ansruath 23
Gorgoron 20
Dehrisan 19
Flitter/Tardek 9
Goblin Mutant 8
Alyoma 6

DUNGEON MAP

AoO on Alyoma with longsword (including power attack): 1d20 + 6 ⇒ (4) + 6 = 10

Alyoma races past Ansruath, easily ducking a powerful slash from the mutated creature as she goes. Luckily its wild flailings lack the finesse of a true warrior like Ansruath or Flitter, but it is obvious that the monster has quite the power behind each swing, and if one were to land, it would likely be the end of someone. Ansruath steps up into a position where he can easily flank the monstrosity with Gorgoron and attacks low, but the goblinoid is surprisingly quick to dodge and has a tough, if unarmored, hide. The dwarven priest steps back and stabs forward, spearing straight through the creature, spraying the half-elven warrior with thick, dark blood. However, upon withdrawing the tip from the creatures body after landing such a direct blow, it remains standing as surely as it was as the start of battle. It gives a below of pain and anguish but keeps up its furious assault. Dehrisan hisses a arcane curse to lull the creature into a deep, magical slumber with a gesture toward the brute...
Will save: 1d20 - 2 ⇒ (1) - 2 = -1
Oh yeah. It's out.
...which halts its onslaught suddenly and wavers from side to side before crashing to the floor, its weapons clattering on the stone as it snores loudly in frightening growls.

I'm sure we can remove ourselves from initiative since it will be asleep for a while and I know what kind of damage Ansruath can do with a coup de grace. Feel free to start exploring anything specific in the chamber and loot the body. I'll advance the narrative after a while if there is no interest in the current chamber, or once it dies down if there is.


Male Half-Elf Fighter 3

Yeah wait till level 4 I get to add +2 dmg. I need some Full Plate. Going to go with I killed it.

After slaying the goblin Ansruath looks around at the group "Everyone alright? Looked as if this thing could cleave one of us in two with a good hit." He than looks at the wooden lips "Anyone have any idea what are under these lids?"


Alyoma carefully peeks under a lid.
Perception Roll, with light: 1d20 + 3 ⇒ (15) + 3 = 18
"This pit has some sort of rotting creature in it!" Alyoma exclaims. "Are all the pits like this?"


'This place is certainly deadly,' Tardek murmurs to himself.

'I hope we can find the rest of Tsuto' hopefully small numbers of allies quickly. I'd like to seal up that tunnel soon.'

He rolls his shoulders and looks around, 'Rotting creatures?'

Tardek moves to another pit and lifts the lid off to look down into it.


Male Half-Elf Hedge Witch 1

Dherisan steps to the edge of the pit alongside Tardek. He peers into the darkness for a moment before summoning a set of pale blue lights to brighten the depths. At the sight of the shambling things at the bottom, he recoils with an uncharacteristic sneer. "Abominations!" he hisses. "Whatever manner of blasphemy they might be, they're continued existence cannot be suffered."


'Agreed. Twofold. But, they can't escape for now, best to conserve our wrath for their keepers, we can put these to rest after we're finished in this accursed place.'


Male Half-Elf Fighter 3

"Undead creatures. I wonder why they would keep them around. I agree with Neighbor Tardek lets us move on." Ansruath says after hearing what the others have said what are under the lids.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

The cleaver wielded by the strange mutated goblin is considered a handaxe in combat, and obviously of masterwork quality. The dagger is crafted of alchemical silver, and the longsword is also of masterwork quality. Unlike the other two weapons which show their age through years of wear, the longsword glitters a bit in the light of Dehrisan's spells and, with the exception of the blood-splatter from the most recent fight could be considered newly made if it weren't for the archaic symbols upon the blade.

Moving on with the narrative:

There is only one other exit to this room aside from the one that you entered from, so your next course if obvious. Again the hallway narrows to but 5' wide and the party must likewise narrow down to a slim line. After going perhaps 20' down the hallway, a passage on your left opens up into a spiral staircase, though it seems to have long since caved in. Just past the first couple of steps rocks and rubble completely block any opening which was once there. Just further ahead is an old stone door, once again bearing that mark of the odd, seven pointed starburst with hooked tips. Opening it by sliding it into a recess in the wall beside you can see into a most odd little room.

The small chamber consists of a 15' diameter sphere. Several objects float in the room, spinning lazily in space; a ragged book, a rolled scroll sealed with a wax star, a bottle of blood-red wine, a dead raven surrounded by a halo of writhing maggots, and a twisted iron wand with a forked tip. Yet perhaps the most unnerving aspect of the room is the walls, for they are plated in sheets of strange scarlet and gold metal that ripples every once in a while with a silent black electricity that seems to coalesce into strange runes or even words far too often for the effect to be by chance.

I'm halting the narrative after just this one room before continuing to have the party backtrack because this room is a bit too out of the ordinary to glaze over and I want to let you have ample time to do any investigations or retrieval or items before moving on.


Male Half-Elf Fighter 3

Ansruath stops before the door in the room not wishing to step inside. He than turns to the others "This is very odd room. Do any of you wish to go inside?"


'I'd rather not, but we'd be somewhat lax in our investigations if we did not. This is to noones suprise clearly a magical room. Best to see what it contains that may be of use.' Tardek examines the edges of the door frame.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20


Backtracking a little bit...
Alyoma finds the talk about the weapons to be not really that interesting, until the comments about archaic symbols on the longsword.
"May I see the sword?" she asks, and (if allowed) peers at the synbols. She alings her sight to be sensitive to the arcane with a spell, and examines the longsword.

Spoiler:
I'll use Detect Magic on the sword, and I guess all the weapons, although I expect only the sword is magic from the discription. If it is magic, I'll let people know.

Back to the present...
"What keeps them floating?" Alyoma asks, wanting to move forward but stuck further back in the line. At least that is were she usually is. "Does anyone have rope to tie to something to throw out there?"


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Tardek:
Upon careful examination of the door you notice nothing extradordinary, past what has been mentioned, other than that the door slides into a perfectly formed groove (likely made by magic) in the wall rather than swinging open one way or the other. The strange arcane energy that crackles throughout the spherical room appears to not quite touch the doorframe, but is rather contained along the strange metal paneling that coats the chamber. Even as you merely lean in close to the door to examine its frame your head and hands being to feel lighter, almost weightless. It is a minor that very unsettling feeling that you would likely attribute to whatever enchantments are on the chamber itself, as the room's contents are obviously floating about.

Alyoma: The sword does register as faintly magic.

Spellcraft DC 18:
The longsword has a minor enchantment placed upon it. It'll withstand the wear of the ages and strike slightly quicker, truer, and deeper. A +1 Longsword- unfortunately they don't get much stronger than that at these levels.


Male Half-Elf Hedge Witch 1

Dherisan immediately moves towards the walls, inspecting the dark lightning and the words that it forms. His eyes dart left and right as he attempts to find any coherent pattern in these ripples.

Do I recognize the language this lightning displays? Also, can I ascertain anything about the nature of this phenomenon?

Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
Knowledge (Arcana): 1d20 + 8 ⇒ (19) + 8 = 27


Letting Dehrisan pass into the speherical room Tardek sighes to himself 'At least the door doesn't seem trapped, I'm not so sure about the lightning on the wall.'


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Dehrisan moves into the room, heading to inspect the sphere-shaped walls. As soon as he breaches the entrance to the strange chamber he feels incredibly light, as though gravity would no longer hinder him. And indeed, moments after stepping foot inside, he begins to float lazily in place, and has trouble propelling himself, as he is suddenly affected by some sort of levitation magic. Spending a few moments studding the symbols the coalesce along the metal panels with strange arcane lightning Dehrisan doesn't understand whatever language they are in, however the alphabet and characters are vaguely reminiscent of older dialects of Varisian, and while he can pick out a syllable here or there, the phrases last for few seconds, or less in some cases and he has little time to decipher anything. Some, with his knowledge of the arcane, are obviously eldrtich runes dedicated to Divination and Transmutive magics that must have been, or must still be, in place.

Dehrisan, once in the room, may reach any item floating within it, though will likely need someone to reach in and pull him out as he is floating near the center with no way to propel himself within the levitation type effect (past using a staff as level or other such trick).


Male Half-Elf Hedge Witch 1

"Ah!" Dherisan states simply as he takes to the air. He waves his arms about, attempting to orient himself and giving a cautionary shout as Ember bounds after him. The fox will not be deterred, however, and quickly looses interest in its master as it is itself caught in the enchantment, growling softly as it spins in place. "I may need some help here..." Dherisan confesses as he looks about the room. "The enchantment doesn't seem to be dangerous, but it is making rather queasy"


'Now how to get him out... Grad the stuff within while your in there, we'll try and figure out how to remove you. Who has rope?'

Flitter's computer imploded again, he may not be online much.


Male Half-Elf Hedge Witch 1

"Well, let's not be overly hasty. There seems to be no immediate danger, and the arrangement of these objects might have some significance - significance that might be lost if we tamper with them. We should give them a closer look first."


Spellcraft Roll for the sword;1d20 + 6 ⇒ (16) + 6 = 22

And backtracking again...
"This longsword we have gotten from that creature has an enchantment of sharpness upon it," Alyoma says after studying the sword. "Would any here wish to use it, as it should strike truer than an ordinary blade?"

And back to present time...
"Can you see any magical eminations from the items?" Alyoma asks Dehrisan. "A web of magical energies should be there if there is a significance to the item's placement."

Assuming Alyoma is still behind people, and can't move forward to the crowded edge of the room.
Know: Arcane to try to think of what patterns there might be; 1d20 + 5 ⇒ (18) + 5 = 23


Male Half-Elf Hedge Witch 1

"Significance isn't always magical..." comes Dherisan's distracted reply as he inspects the items. "At the very least we'll want to make notes of their positions. Does anyone have parchment?"


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

"I'm afraid not, Dehrisan. I can probably help you move about with my spear if you need to."

Gorgoron reaches the butt end of his spear into the sphere as far as he can reach.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

To speed this process up, shall we say that if anyone in the party has parchment and ink they can scribble down the locations, and if not, then if their positions becomes significant later on I can allow INT checks to remember their placings? With her Knowledge Arcana check Alyoma learns much the same information as what was listed for Dehrisan above.

Detect Magic:
The room itself houses two auras, one of moderate strength, the only only faint. The scroll houses a faint aura as well, as does the wand.

Knowledge Arcana DC 16, with DM:
The fain auras on the scroll and wand are both of the Evocation school.

Knowledge Arcana DC 17, with DM:
The faint aura on the room is of the Transmutation school.

Knowledge Arcana DC 19, with DM:
The moderately powerful aura on the room is of the Divination school.

Spellcraft DC 16, with DM once objects are at hand:
The scroll is a scroll of Burning Hands scribed at 3rd CL. The wand is a wand of Shocking Grasp with 28 charges remaining.

Looking at the book:
This book is written in a strange language which nobody in the group recognizes with a dark coppery ink, perhaps old blood. Every few of its tattered pages contains a meticulous illustration of a strange monster raping, killing, or devouring terrified people. Every so often a page contians an ornate seal of a jackel's head over crossed kurki. A Knowledge Religion or the Planes DC 15 can reveal that the symbol is a holy image of Lamashtu, the Abyssal Mother of Monsters, a dark goddess or terrible might. An Appraise check DC 20 can reveal that the book, while old and worn, likely would be valuable to a collecter of ancient texts, and would likely fetch around 100 GP in reputable shop, or half of that selling as an individual.

Looking at the bottle:
A Knowledge Local DC 15 is enough to know that it is of a fairly famous Magnimarian Vineyard. And a quick glance at its label tells of it coming from a recent year. It is sure to be rich and delicious, and worth about 10 GP.

The dead raven appears to be just that; a recently dead bird. The maggots have devoured it enough that without magic it would be impossible to identify its cause of death, unless I hear otherwise, I'll assume the party doesn't want to gather it with the other items in the room.
After making mental note of the article floating about the room, the witch gathers up most of them and is eventually aided in exiting the strange chamber to show what he retrieved to the rest of the party.
Pausing because I need a break from tryping (and to give people a chance to roll and identify items/discuss their potential worth and all of that). I'll continue the narrative of the dungeon crawl later tonight or tomorrow. Would've had it up hours ago, but work is surprisingly busy tonight.

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