| Salus Tywynnu |
Fort1d20 + 10 ⇒ (11) + 10 = 21
Salus shakes his head back and forth trying to clear the sickness. He approaches the altar cautiously, left hand on the pommel of his blade, right hand reaching out slowly. He is careful not to touch the altar, he probes carefully with his mind trying to learn what this place is.
| Salus Tywynnu |
"We appear to be in some form of sanctuary. We may be able to rest here. Let me take a look at those eyes Kracow."
Spellcraft1d20 + 11 ⇒ (6) + 11 = 17
Should be enough to determine curse?
| Salus Tywynnu |
see now my curiousity is peaked, I just have to pray :D
"You appear to of been cursed Kracow. Its beyond my ability to heal, unfortunately if we'd been able to capture the creature we could of forced it to remove its curse."
Salus rises and goes to the alter, pulling his sword and kneeling with it point down. He begins to pray for the strength to remove the curse.
1d3 ⇒ 3
1d2 ⇒ 1
[ooc]edit: grammar[ooc]
| Boneyard Pyke |
Boneyard falls to his back and then immediately rolls over and throws up on the floor. His stomach continues tumbling, so he stays on the floor retching and trying to recover while Salus, Varin, and Ehad manage to get to their feet. "You guys sure one of those centaurs outside the city didn't just run over me?"
Fort save 1d20 + 2 ⇒ (4) + 2 = 6
Fort save 1d20 + 2 ⇒ (5) + 2 = 7
4 rounds
| Kracow "Two Guns" Tosier |
Sorry all, got busy mid term grading.
Here is my longbow for future airel battles. I wont be needed if I can't fix my eyes.
Varin, if you can fix my eyes I would be grateful of course.
Kracow will allow himself to be lead to a safe area while work is done on his eyes.
| Boneyard Pyke |
When he finishes retching, Boneyard gets back to his feet and moves over to join the rest. "I fear your curse is beyond my ability as well Kracow."
He looks around the room. "In spite of the unpleasantness of the arrival, I agree the room feels safe. But, we need to decide whether to proceed with our mission or leave to heal Kracow. I think we should continue."
| Boneyard Pyke |
Figure we could try to find a wall, which might or might not work. But, I'm not ready to leave yet. Hoping to find a cure for Kracow here or along the way and see if we can muddle along if we can't. Looks like remove curse goes on Boneyard's next shopping list.
| Kracow "Two Guns" Tosier |
What is our plan here? What do we expecting to come in here? And where is here?
Do we need to move from here to closer to spire and where in the spire are we headed?
Not seeing an exit, I have no choice but to go forward with you all.
| MiniGM |
So I need everyone to make a decision on what you want to do. Choices are. Eat, Bathe, Sleep, Venture into the darkness. Or something completely different. So far Salus has prayed and has learned that there is lots of very powerful evil in the darkness. This is a sandbox so I will go with whatever you decide to do. I do have an idea as to what this particular place is but it TRULY is up to you guys
| Boneyard Pyke |
Boneyard approaches the table, "Well, I think I threw up everything keeping me on my feet. Assuming I don't find anything untoward, I think I'm going to refill my belly."
Assuming no objections, Boneyard looks over the table. "Tessarda, we seem to be missing most of your favorite vices here, but how would you feel about helping me make sure nothing here is going to kill me outright?" Casts detect magic and detect poison If he gets any pings on the detect magic, Knowledge (Arcana) 1d20 + 7 ⇒ (14) + 7 = 21 and Spellcraft 1d20 + 7 ⇒ (2) + 7 = 9
| Boneyard Pyke |
Boneyard looks to his companions, "Salus, I appreciate that, but you should get some food too. Besides, there seems to be some sort of spell in effect here. It is very similar to one known as the Heroes' Feast. With that spell, you need to spend an hour consuming the food and then receive a number of benefits. This doesn't appear to be a trap, at least not an obvious one. I think we should partake." With those words, Boneyard sits at the table and begins filling his plate with food and pouring a cup of any available drink.
| Kracow "Two Guns" Tosier |
If someone will help, Kracow will eat and drink at the table.
I missed that the fort saves were for traveling, I thought they were for the poison. Here are my rolls
1
1d20 + 6 ⇒ (19) + 6 = 25
2
1d20 + 6 ⇒ (14) + 6 = 20
| Boneyard Pyke |
Boneyard pushes back from the table, "That was delicious. At least if I'm going to die, I'm going there after a good meal. Look, we may have to press into the darkness or we may get enlightened about a different approach, but it would be best to go completely prepared. I'm going to sleep, then clean up, and then we'll see about finding that staff."
Boneyard will definitely help Kracow eat and drink.
| Ehad Tsur |
seeing those with magical aptitude sit and eat, Ehad decides it must be safe and quietly grabs a few things to eat while watching the others stuff themselves silly Having payed so much attention to the others eating he failed to realize how much he actually ate as well
| Salus Tywynnu |
"As you will." Salus moves to the table and tastes the food, he remains standing and eats relatively little, certainly not enough to sustain a person.
In case it hasn't been picked up on, Salus has a thing about food and sleep, he's denying himself of both as a form of penance.
| Varin Artusk Darkthane |
Varin will also help Kracow. A toast first my friends. To those who we have left behind good or bad that helped us be who we are... And to I our dead both those close to us and our slain for shaping with their sacrifice thise they left behind may they rest forever in their places of honor.....
yes I know hes a wierd orc
| Kracow "Two Guns" Tosier |
Kracow will toast with Varin.
Well the good news for me is that there is light at the end of the trip. The object we seek, if it works, should help me restore my sight.
I am willing to press on but a blind archer is as useful as a nakid soldier (or for this group: an immoral cleric). Yes I might be able to hit the target but not nearly as effectively.
Since we know how to enter this place we could exit, go back, and get some supplies then return with weapons to overcome a demon's or a devils resistance (cold iron and silver), range weapons, my sight, and a 10 1/2 foot pole (because somethings you don't want to touch with a 10 foot pole). DO we have the means to dispell magic or suppress it?
Simple alchemical supplies can help when all else fails too. Or we can push on and blindly hope for the best.
| MiniGM |
Over time everyone eats and everyone rests
all are healed full of HP and regained spells
Everyone sleeps and dreams of great things to come. Great power hidden deep inside them ready to be released. You awake knowing the there is a power that has been unlocked within you, yet at the same time you all know that you have an internal weakness as well.
WELCOME TO MYTHIC TIER 1
you all may select whatever you like, but your flaws have been chosen randomly see below, and refer to the mythic playtest pdf. Please incluse your selections in your profile
Boneyard-School Aversion: Abjuration
Kracow-Material Weakness: Silver
Ehad School Aversion:Enchantment
Salus-Furious Rage
Varin-School Aversion: Evocation
As everyone awakes and meets in the morning, suddenly the world shifts. Up is down, left is right, in is out, light is dark.
everyone make a fort save of 1d20 ⇒ 17 or be sickened for 1d4 ⇒ 2 rounds save for half
| MiniGM |
salus selected a quite challenging next challenge so I rec getting yourself mythicd before it begins muahahahahahaha I will give you a hint YOU MAY NOT TAKE ANY ACTIONS
The world starts to slow, you find yourself on the floor, you hear
plink...plink...plink...plink...plink...plink...plink...plink...plink...pli nk
near you head.
| MiniGM |
Everyone comes to, and sees, except for Kracow, that they are on a marble floor. Looking around further they see that though the floor is marble, it is a graveyard. The plinks, it is now apparent are ten gold pieces next to each heroes head.
Each of our heroes is evenly spaced around a crypt in the center. The Crypt is a dark green color.
As soon as the party comes to the crypt gate opens.
Initiative Rolls
1d20 + 0 ⇒ (7) + 0 = 7 Varin
1d20 + 2 ⇒ (3) + 2 = 5 Boneyard
1d20 + 2 ⇒ (9) + 2 = 11 Salus
1d20 + 7 ⇒ (13) + 7 = 20 Kracow
1d20 + 4 ⇒ (20) + 4 = 24 Ehad
1d20 + 5 ⇒ (9) + 5 = 14 Baddy
Out of the crypt what looks like floating aristocrat rises from the crypt.
ROUND 1 do not forget your sickened effects
The Floating apparition immediately lets out a hoorific moan. DC 18 Will save vs fear or be panicked for 2d4 ⇒ (1, 4) = 5 rounds
| Salus Tywynnu |
Fort1d20 + 10 ⇒ (12) + 10 = 22
Will1d20 + 12 ⇒ (2) + 12 = 14 umm... Mythic Power? 1d6 ⇒ 2crap
Knowledge(Religion)1d20 + 7 ⇒ (19) + 7 = 26
"A g...g...ghost."
If there was a save to fail...I feel like Scooby Doo. Wait, do I rage?
| Ehad Tsur |
Fort: 1d20 + 9 ⇒ (12) + 9 = 21
Will: 1d20 + 7 ⇒ (7) + 7 = 14
Religion: 1d20 + 5 ⇒ (2) + 5 = 7
Aww crap. So if you're Scooby, does that make me Shaggy?
Taking one look at the ghost, Ehads jaw drops, looking for a way to get out of here, Ehad lets out a scream that is very unbecoming of a full-grown man
| Ehad Tsur |
1d6 ⇒ 4
Sooo, we remind me again, we have to beat 18 right? not just get 18 right? so lets add this 4 to the 14 to make 18.....
now I'm wishing I had stuck with marshal (so that I can help people reroll saves) instead of what I went with...
| MiniGM |
From out of the sky came the following sound
Brave Sir Salus ran away.
Bravely ran away away.
When danger reared it's ugly head,
He bravely turned his tail and fled.
Yes, brave Sir Salus turned about
And gallantly he chickened out.
Bravely taking to his feet,
He beat a very brave retreat.
| Ehad Tsur |
well actually, Since you will try and flee and if you cant you go total defense right? Its up to the GM to call, but as Smiting gives you an AC bonus and the whole reason for a panicked character taking the total defense is because they are so scared all they want to do is not let the thing touch them. Could you argue to smite it solely for the AC bonus if you can't run away?