| GM Netherpongo |
I was just tracking rounds of bleed & was going to have you make the checks when either you rolled them, got a heal or we finished combat. Now is fine & Houghton stabilized on his first roll. So no bleed damage.
Tatienne is up!
| Tatienne Talbot |
Casting a worried look towards her downed companion, Tatienne lashes out with her spear, grunting as she puts as much force into her strikes as she can. Realizing the overseer was fast approaching, Tatienne steps towards her foe and away from the overseer's reach so that Zay can grow. It occurs to Taty as she steps forward that she wasn't sure what Zay meant by "grow" but she was sure it would be fascinating.
Full attack, 5' step.
power attack, haste, AL, good hope: 1d20 + 9 + 1 + 3 + 2 ⇒ (4) + 9 + 1 + 3 + 2 = 19
damage?: 1d8 + 13 + 3 + 2 ⇒ (6) + 13 + 3 + 2 = 24
power attack, haste, AL, good hope: 1d20 + 9 + 1 + 3 + 2 ⇒ (18) + 9 + 1 + 3 + 2 = 33
damage?: 1d8 + 13 + 3 + 2 ⇒ (5) + 13 + 3 + 2 = 23
power attack, haste, AL, good hope, iterative: 1d20 + 9 + 1 + 3 + 2 - 5 ⇒ (19) + 9 + 1 + 3 + 2 - 5 = 29
damage?: 1d8 + 13 + 3 + 2 ⇒ (4) + 13 + 3 + 2 = 22
| GM Netherpongo |
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Invandi smashes the construct in the face with his shield. Despite that opening, the clockwork dodges Tatienne's first strike as it continues moving faster than ever before. A loud groan of metal fatigue echoes throughout the small circle of flame.
Tatienne's follow-up strikes land home, hitting the construct first in the chest and then just under its right shoulder. As the clockwork raises its halberd to strike, the dull ache of the creature's joints crescendo into a piercing howl. The clockwork's arm shears off as the speed of its movements compound the damage it has taken. Its torso twists about, causing the creature to spin as it falls to the sand.
The overseer has 1 hp left, so we can leave initiative. If Aurelian and Zay want to post exactly how they dispatch it, they can do so. Amusingly, you guys need to wait a few turns for the Wall of Fire to go away. Bringing Houghton back to consciousness won't change that since the wall isn't dismissable.
The chaos on the beachfront soon subsides, and you find yourselves alone on the beach with a set of six broken clockworks and their halberds.
If you want to do anything with the stuff left behind other than leaving it where it fell, say so. Do you want to continue on?
| Aurelian Fache |
"Aurelian Fache will take care of this," the swordsman says, driving his blade into the last creature's head and regaining a point of panache, which he also forgot about when dispatching previous ones. "Silly machines. You will never measure up to men or women!"
He cleans his sword and squats down next to Houghton.
"It is time to wake up."
| Zay |
Zay heaves a sigh of relief as Aurelian dispatches the last. They are all of them injured-- well except for Zay, yay being airborne!-- and their newest companion is down, but it could have been much worse.
"Miss Tatienne, I think you have my healing wand!" Zay chirps, currently still a hawk, and half-hops half-flies on the sand over to the downed half-orc.
Heal check: 1d20 + 8 ⇒ (12) + 8 = 20
"--oh good, he's still alive. But please do feel free to use it on him, it'll be quicker than my getting hands again.
"You all fought very valiantly. Mister Invandi, you're quite effective with that shield."
| Tatienne Talbot |
Taty pauses, suddenly aware of how heavily she's breathing, and cocks her head towards Zay, acknowledging their question with a nod. "Do I? I... forgot, thank you."
I don't have a CLW wand on my sheet. How many charges do we have? Is it CL5?
Pulling the wand from her pack, Taty taps the unconscious pirate with it and watches as his wounds knit together - slightly - and when Houghton's eyes flutter open, helps him to his feet.
CLW: 1d8 ⇒ 1 Plus caster level hps restored.
| Invandi Abalast |
"Thank you bird-Zay." Invandi grins. "It is a useful tool."
"Glad to hear the fire-bringer is still with us." Invandi shifts, clutching at his side where blood trickles from a rib. "Our casualties are many, but at least we didn't lose anyone."
Invandi catches his breath and then begins to sketch the outlines of construct men onto the back of his shield. When completed, he reaches forward and slams the edge of his shield into the neck of the overseer, tearing the head from body.
"When we rest, I will make a detailed sketch of this thing's visage. It may make a decent trophy for the historians at home."
| Zay |
The wand is minimum caster level, so it's just a d8+1, 2 back to Houghton. Zay had asked Tatienne to carry their bag of stuff since it's less useful if it's all merged into Zay's wildshape, but that probably got missed, it was ages ago.
Since I'm not sure that 2 gets Houghton conscious, here's another charge off Zay's wand:
Heal: 1d8 + 1 ⇒ (7) + 1 = 8
10 total healing back to Houghton. That should get you conscious, H, let me knwo if you need more or if you have your own wand to work.
"Are you alright?" a hawk asks Houghton, perched on his chest as the half-orc comes to.
| Tatienne Talbot |
Right on, thanks, Zay. I recalled the Mage Armor wand but thought Kassi was carrying healing stuff for some reason. I never got the CLW on my sheet - I'll put it there now. Is there anything else besides the mage armor and CLW wands I forgot? I also had a brain fart on how wands work :P
| Houghton 'The Kraken' Harley |
Houghton wakes up with a start, and spits out a bit of blood. He feels his torso where holes recently were, and laughs to himself, "can't see why those lads had it out for me, but 'tis better they turn me into a pincushion than someone else. I'm fine. Do all of ye still have resources? I am game to move on - in a minute or two." He retrieves his wand, and begins applying it to himself.
Starts at HP 8.
clw: 1d8 + 1 ⇒ (1) + 1 = 2 HP goes from 8 to 10/59
clw: 1d8 + 1 ⇒ (8) + 1 = 9 HP goes from 10 to 19/59
clw: 1d8 + 1 ⇒ (8) + 1 = 9 HP goes from 19 to 28/59
clw: 1d8 + 1 ⇒ (1) + 1 = 2 HP goes from 28 to 30/59
clw: 1d8 + 1 ⇒ (7) + 1 = 8 HP goes from 30 to 38/59
clw: 1d8 + 1 ⇒ (6) + 1 = 7 HP goes from 38 to 45/59
clw: 1d8 + 1 ⇒ (5) + 1 = 6 HP goes from 45 to 51/59
clw: 1d8 + 1 ⇒ (8) + 1 = 9 HP goes from 51 to 59/59
Use 8 charges, takes 48 seconds. Good to go whenever.
| GM Netherpongo |
Remember that others need healing as well. No one is saying they want to fall back, so we'll press onward.
Moving further down the coast, you see a tall construction not far inland. Getting there requires cutting through some tough terrain, but soon you find yourselves before seven pillars of stone, each taller and thicker than the previous one that stand in a spiral-shaped formation. The pillars bear many intricately carved symbols inlaid with a silvery metal and lines of a crystalline material, and each pillar is fitted with a ring-shaped metal dial with similar symbols carved onto it. The entire area seems unnaturally chilly and dim, as if a great shadow lay over the land.
The pillars range from 10' tall for the shortest to 40' tall for the tallest. Despite the sun being overhead, this area has dim lighting.
Map added.
| Zay |
Zay indicates that Tatienne is welcome to use their wand on herself, and the others.
I'm not 100% sure how badly hurt people are other than Houghton, who's now full mostly from his own wand. Invandi's statline shows 20/60; Tatienne is 35/59 (is that correct to this fight?); and Aurelian's doesn't list current damage; the last I could find for him had him down 20hp. I'll start rolling Invandi's cures.
CLW Invandi: 7d8 + 7 ⇒ (4, 4, 3, 7, 1, 7, 3) + 7 = 36 (7 charges to Invandi; he's still down 4 but I'll leave it there)
Tatienne: 3d8 + 3 ⇒ (8, 7, 6) + 3 = 24 3 to Taty
Aurelian: 3d8 + 3 ⇒ (5, 1, 8) + 3 = 17 3 to Aurelian
So, -13 charges, and the 8 I used earlier, means my wand is at -21 for today. Noted.
Once everyone is in better condition to travel, Zay gets airborn again, the better to provide warning of anything hostile-- or interesting. The pillars qualify as the latter.... though Zay is hopeless to identify their nature. The hawk is happy to fly up to the top of them, examining them from above-- but careful not to land on them-- and to return to ground level to describe what they see to those who might know more about such things.
"If I had skill at drawing like Mister Invandi here I could sketch it, but I'm afraid that's not my area of expertise," the hawk says, perching briefly on the shoulder of whoever seems acceptable to a hawk. "Kind of a creepy place, though. I don't like the sunlight being ruined."
| Tatienne Talbot |
Tatienne whistles, a soft whistling not intended to drift farther than the group. "The pillars - well, the symbols on them, anyways, some of them depict extraterrestial locations. Others, they are like what modern-day spellcasters use for teleportation."
The explorer peers up a Zay as they drift down to land on a nearby shoulder. "And yes, it is rather dim, isn't it?" Wiggling her fingers, Taty hisses an arcane syllable, and her eyes unfocus as she slowly turns about the area.
Thanks for the healing, Zay! Taty will take 10 on arcana check for autopass. The she'll cast detect magic and look for magical auras.
geography/planes, AL: 1d20 + 10 + 3 ⇒ (17) + 10 + 3 = 30
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
arcana check #1, AL: 1d20 + 10 + 3 ⇒ (18) + 10 + 3 = 31
arcana check #2 if needed, AL: 1d20 + 10 + 3 ⇒ (5) + 10 + 3 = 18
| GM Netherpongo |
As Zay flies above the pillars, they notice something shiny on the uppermost pillar. Getting closer, they see a metal circle and a cut stone that seems likely to be an ioun stone given what they have seen before.
When Zay tries to retrieve the items, however, the treasures appear to be stuck to the pillar. No obvious restraint is keeping them there. A strength check or similar solution might work.
Having examined the pillars, Tatienne is confident that using them properly would take a long period of study and a lot of math. Possibly years.
| Zay |
Zay pecks a bit at the ioun stone, and briefly considers turning back to a body that has thumbs, but they know they're not the most muscular person in the world. Flying back down to the others, the bird relates the discovery.
"Some sort of metal circle, and also one of those stones the wyrwood people were interested in. It seems to be stuck. I could get someone stronger than myself up there if we had to, but it would be easier if we waited another day, when I can prepare spells for it. Do we plan to make a camp soon? If so I could probably get someone up there tonight... maybe with a crowbar..."
| Aurelian Fache |
HP 70/73; Hero Points 2/2
AC 28, touch 17, flat-footed 22, CMD 28 (30 vs. disarm)
Fort +4, Ref +9, Will +2 (0/1 set mind; 0/4 charmed life; 0/1 defiant luck)
Panache: 3/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, barkskin, haste (+1 AC, to hit), good hope (+2 to most rolls)
"Yes, a good stick can always make one feel better," Aurelian agrees as he heals up, other than a few scratches.
He watches the others get very excited by the pillars, though they don't quite pique his own interest.
"Aurelian Fache can climb up and retrieve it if you want," the swordsman suggests though I'm probably not much stronger than Zay. He quickly proceeds to do just that.
Climb: 1d20 + 7 ⇒ (17) + 7 = 24
Climb: 1d20 + 7 ⇒ (20) + 7 = 27
Str: 1d20 + 1 ⇒ (5) + 1 = 6
Str: 1d20 + 1 ⇒ (14) + 1 = 15
| Houghton 'The Kraken' Harley |
Houghton nods, "aye, I could try retrieving it too, if'n ye wanted me to." He raises a finger, "that said, I prefer to keep me feet on the ground or under the water - so I'm quite poor at the climbing part!"
| GM Netherpongo |
Aurelian quickly finds that the pillar is a match for his ambitions as he struggles to climb the tall stone.
First attempt failed, second succeeded. The pillar is 40' tall so with a base 30' move, you would need three successful Climb checks.
| Zay |
Zay watches Aurelian with their hawk's head cocked to one side.
"If you slide from the top, you're going to hurt yourself, it's pretty smooth. If we are determined to get to the top today, I'll carry up a rope and grapnel."
Even in tiny form as a hawk, I believe I have the strength to manage rope. Not sure if anyone has a grappel hook-- I don't. Is the metal circle something that rope could be passed through, or is it flush to the surface? The main issue is that I just might have to turn back to something with hands to affix it, but I can do that.
The hawk flies back up to the top, studying the set-up again to determine where their rope might affix, once they bother turning back.. and also if there's anywhere for them to stand once that happens. Is the top of the pillar broad enough to stand on?
| GM Netherpongo |
Yes, the pillar is around 10' x 10' roughly on the map, so it's plenty big enough to stand on. Nothing said that the pillars are pointed. In addition to a grappling solution, you could also tie the rope around the pillar, though you'd need two ropes for that since the pillar is pretty tall. With an unknotted rope solution, the Climb DC would fall to 15 & Aurelian could take 10 his way up.
Aurelian's initial effort to tug the items free is unsuccessful, but he puts his back into it on the second try. At first they resist his fingers again, but with just a bit of separation from the pillars the force holding them together rapidly decreases.
Tatienne, I've been forgetting your Detect Magic. There's nothing too special to find here with that mode of casting, but you do detect Conjuration magic around the area, consistent with your interpretation of the symbols. Separately, when Aurelian and Zay come down from the pillars, you can tell that the items are magical. Anyone capable of the required Detect Magic & Spellcraft pairing can try to identify the items.
| Zay |
Pretty sure we have enough rope in the party to manage that.
Between hawk and swordsman, they manage to retrieve the stone and the metal circle....
Perception: 1d20 + 15 ⇒ (15) + 15 = 30
While up at the top, Zay flutters a bit higher for altitude, something having caught their avian eyes. "I see structures," Zay informs Aurelian, but waits until the swordsman has descended to dislodge the ropes and rejoin everyone at ground level.
"There's two visible complexes, from up there. To the west, by the coast, I see some buildings with some sort of patterns evident upon them. East of us, on the other shore, not too far from that temple, there are structures that seem less decorated, more functional. Workmen's lodgings? Storehouses? We could investigate."
Zay sees to it their rope is bundled back into the pack that Taty is kindly carrying.
| Invandi Abalast |
"Thanks for the using of your wand, Zay."
Invandi looks around the pillars, and is amused at the sight of the bird and human working with ropes and leverage to achieve their objective.
"Smart!"
"Perhaps some of the locals have notes or observations about the temple or the guardians in the area?"
| GM Netherpongo |
The only non-hostile locals you know of on Zanas-Tahn are the Wyrwood at Hullhold. It's a bit of backtracking to consult with them, but nothing else is stopping you.
| Aurelian Fache |
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
"We do not need to go ask, we shall go make friends," Aurelian says. "Perhaps the people in these buildings will know something! We should go to the ones by the temple first; they may be related!"
| Aurelian Fache |
Going to roll for Tatienne's Spellcraft because they're away.
Spellcraft (circle): 1d20 + 12 ⇒ (13) + 12 = 25
Spellcraft (ioun stone): 1d20 + 12 ⇒ (8) + 12 = 20
| Houghton 'The Kraken' Harley |
Houghton cracks his neck, ”ye folk saved my rear today, and me from my foolishness. I will follow whichever plan ye think is best.” He nods gratefully, ”haven’t been on land much in a while - so I should defer to your judgements, but mayhaps a settlement will have a spot of ale to share?” He rubs his hands together. ”I expect the buildings won’t have an inn, but maybe kind folk to speak with at least.”
| Zay |
"So far this island has a shortage of kind people," Zay croaks in the hawk's shrill tones. "And an abundance of old systems left from the guardians before, that tend to be hostile to us."
The bird takes to the air again, as much as for the pleasure of flight as anything else. "I'm just glad you didn't die there, Mister Harley. We've lost others already so far. It's a rough place. I agree with Mister Fache-- let's try those buildings by the temple first."
They wait curiously to see what Tatienne (or at least our illustrious GM, since Taty's out :P) can tell them about the recovered objects, while making sure that all the leftover belongings were picked up.
| GM Netherpongo |
Tatienne is able to identify the Circlet of Persuasion but the seeming ioun stone eludes her. Someone else can try if they have the requisite ability or she can try again the next day.
Deciding to press on, the heroes cross the island and arrive at what appears to be an ancient apiary, one made for very large bees. Two hives flank a more squat building that appears to be made for the apiarists. The hives do not appear to be well-maintained and there is no apparent activity in the middle building, which has a hole in the wall.
Map updated. Individual bees the party can see coming and going from the hives are medium sized.
| Aurelian Fache |
"Oh, yes, this circlet could be very helpful," Aurelian says. "One of you should take it, though. Aurelian Fache does not need anymore charm, or it would put all the men and women around him at risk of swooning." Despite his very legitimate concern, it actually could be very useful for Aurelian, for his Intimidate checks.
Later:
"Zay, perhaps you can talk to these, make sure we don't bug them if we investigate more?" Aurelian suggests.
| Zay |
"The circlet WOULD look handsome on you, however," Zay deadpans to Aurelian. (Taty might also benefit? Aurelian could it put it on until Taty is OOCly back with us, and then a comparison of benefits)
The bird pauses then at Fache's next words, eyeing him. " ...'bug' them-- ah. Yes. Witty. Unfortunately, I cannot get the hang of bees. I've tried. I get about halfway there with the wings and then my brain starts desperately seeking the orders of a queen to obey and it's just... not... good. A good suggestion, but one I'm incapable of executing. Still. Even enormous bees might be susceptible to smoke, like their smaller cousins..."
Know Nature: 1d20 + 10 ⇒ (13) + 10 = 23
(I know that per RAW, bees are vermin and thus dungeoneering, but that always seemed a bit arbitrary to me, lol. They're natural creatures found in the great outdoors, not dungeon-dwellers! :P But if you won't allow Zay's check to be useful there to know about bees, Taty's take-10 Dungeoneering is a 24, regardless. So she might know even if I don't.)
Zay thinks a moment, consulting with Tatienne about if smoke is as likely to lull these oversized creatures as it is the normal sort.
"Imagine how much honey bees that size must wind up producing," Zay can't help but say.
| GM Netherpongo |
When I looked, vermin were identified under Nature.
Based on their knowledge of bees, Zay can reasonably guess that these bees were likely bred for docility & to improve their honey production. If their origin is Azlanti, however, they have also had ten thousand years of genetic drift to move away from those desirable traits. It's likely that some of what the bees were bred for no longer hold. If the bees are aggressive to any degree, they would be more so inside the hive.
They do see some indications that they bees may remain poisonous.
Mechanically, the bees are vulnerable to smoke in a way that operates much like Stinking Cloud under particularly smoky conditions with a static Fort DC. I guess it makes sense that the smoke would have to be substantial for bigger bees. These bees are too big to qualify for a swarm, so if they exhibited similar behavior it would be in the form of a troop.
1=Aurelian, 2=Houghton, 3=Invandi, 4=Tatienne, 5=Zay: 1d5 ⇒ 2
While you are pondering your next actions, one of the bees approaches and begins inspecting Houghton for pollen with interest. Since the bee is the size of a large dog, this is rather unnerving.
| Invandi Abalast |
Invandi watches as the bee approaches the sailor. "That's unnerving..."
He thinks about it for the moment, and the constant breeze that seems to flow around him slows to a halt. Turning off breeze kissed to not disturb a curious insect.
He takes a quick sketch of the bee on the back of his shield, using a stick figure of Houghton as a reference to size.
"How many do you think are in a swarm? Do they keep their numbers when they are that size?"
| Zay |
Huh, I thought for sure they were dungeoneering. Well, never mind then!
Zay muses a bit, watching curiously as a bee many times bigger than Zay 'noses' at Houghton. "This is disconcerting," they say after a slight pause. "The bird in me wants to treat that bee as prey. But it is quite big.
"Anyway-- we might be able to use smoke on them, yes, but we would need a great deal of smoke. Green wood, probably. I suggest we check out the apiarist's huts-- there may be tools in that they used to harvest honey? Mister Harley, I would move calmly away from the bee."
Zay takes to the wing, flapping off towards the presumed worker huts.
| Aurelian Fache |
"Yes, it is very odd that they are not more interested in Aurelian Fache," the swordsman says, glancing over at Houghton to see if there's something he's missed himself about the man.
"Follow Aurelian, and try not to make much noise or cause a disturbance. If anyone would like, there is a swarmsuit..."
I do have a swarmsuit if anyone wants, in case we end up facing smaller bees too. Then let's head toward the apiarist's hut.
| Houghton 'The Kraken' Harley |
Houghton chuckles, when the bee approaches, "alas, I am not a flower, er, big bee." He peers at the others, and stands still as the bee investigates him, "I'd like to avoid fighting these gentle creatures, if we can do so, but I nayn't have any pollen nor other food for them. Anyone know how to make them happy?"
knowledge (nature), HA: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
| GM Netherpongo |
Did Houghton once take a Shaman school course on 'Working with Unknown Bees'?
Examining the bee that is examining him more closely, Houghton thinks that the bees won't attack you unless you act aggressively toward them. As before, acting aggressively toward bees is much more liberally defined inside their hives. Entering is probably OK, but they haven't had their honey harvested in many bee generations and is probably not OK.
*
The buzzing of the bees grows much louder as you go up the steps alongside a hive, but you are not attacked as you investigate the maintenance shed. Inside, you find a clockwork bee on the ground, about the size of a cat. It appears to be inactive: probably it needs to be wound up.
Inside one of the two stone cabinets in the room, you find two sets of mithral chainmail that you detect as magical and three vials of antitoxin. The book states those antitoxin are still viable after 10,000 years so let's not ask questions. I bet the taste isn't great.
In the other cabinet, you find some bee-themed jewelry carved from amber & gold as well as a golden key.
A number of checks, some of which are background-ish that I forgot to include when you arrived on scene. For checks that are 'or' just choose one.
* Check 1: History or Religion
* Check 2: Geography, Local or a Profession related to bees or cooking
* Check 3: Arcana to identify the clockwork
* Check 4: Detect Magic plus Spellcraft to identify the chainmail
| Aurelian Fache |
Aurelian glances at the armor, appreciating its make, but pretty sure it's too heavy even if it is made of mithril. A swordsman needs freedom to thrust and parry at will.
"These are good bees," he says. "They are smart enough not to want to be stung by Aurelian Fache!"
Knowledge (local): 1d20 + 5 ⇒ (8) + 5 = 13
| Zay |
Zay looks mildly at a loss as they fly around checking things out. Book learning is deeply not their strong suit.
"Rather shiny armor... for people who wear armor..."
I literally can't do any of those, haha. But assuming Taty is still dealing with real life, I'll take the liberty of rolling for her, hope I'm not pre-empting anything, Taty.
Tatienne, however, is ALL about the book learning. She starts excitedly examining things.
Check 1, History: 1d20 + 13 ⇒ (18) + 13 = 31
Check 2, Local or Geo, same bonus: 1d20 + 10 ⇒ (13) + 10 = 23
Check 3, Arcana: 1d20 + 11 ⇒ (16) + 11 = 27
Check 4, Spellcraft: 1d20 + 12 ⇒ (12) + 12 = 24
| GM Netherpongo |
Tatienne recalls that followers of the Azlanti god Amaznen cultivated bees and giant bees for their religious significance--the bee was Amaznen's sacred animal. The honey they produced was also a luxury product that fetched a good price. The advanced social behavior of honey bees was seen as a symbol of working together toward a common goal.
After examining the clockwork bee closely, Tatienne concludes that the creation is a clockwork spy, although one of an unusual design--the most common motif for the creatures were spiders. A few have been known around the Inner Sea region. They are capable of recording audio and are known to self-destruct if they are badly damaged. The key you found in the locker can be used to wind the clockwork spy, if you wish.
The chainmail suits are both +2 Mithral Chainmail.
The geography/local check is still outstanding.
| Houghton 'The Kraken' Harley |
History, ha: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
local, ha: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19
Houghton guffaws after the big bee flies away, ”nay, they mean us no harm. And we should mean them none, too. The honey is theirs for their wee bees, and I expect they wouldn’t look too kindly on us getting a taste. Though…” He salivates a bit, obviously ”should we find some loose comb, I’d take a snack I would.” He shakes the cobwebs out of his head and says ”nay… but what is that odd clock bee?” He chews his lip a bit and The Kraken chirps a bit when they enter the sweet smelling abode of the big bees.
| Invandi Abalast |
"Hmm... nice armor. No need for it though." Invandi says as he taps onto the mithril chain he is already wearing.
| GM Netherpongo |
We need a decision on whether you are going to do anything with the clockwork spy. The key you found in this same room looks like it would fit if you want to wind it up. There may be other ideas you could pursue.
| Tatienne Talbot |
The bees are truly wonderous, and as Invandi sketches, Tatienne writes, tongue peeking from her mouth as she stares around her, concentrating on just the right (write?) words to capture the sounds, scents, and smells of the hive. She sighs contentedly - her new mithral armor bends easily as she writes, its magical nature easily adapted to her form.
"Agreed, Houghton, let's leave the honey. Though I am very curious as to what it tastes like. Perhaps there is a beekeeper back at the Bounty that can work with these bees?"
Taking the key to the clockwork spy, Taty shrugs. Should we?
| Tatienne Talbot |
Spellcraft rolls including identify spell.
spellcraft, identify, on pole: 1d20 + 12 + 10 ⇒ (3) + 12 + 10 = 25
spellcraft, identify, on slippers: 1d20 + 12 + 10 ⇒ (16) + 12 + 10 = 38
| GM Netherpongo |
Tatienne determines that the slippers are Slippers of the Triton. The nature of the metal pole still eludes her.
| Houghton 'The Kraken' Harley |
Houghton also salivates, but tears himself away from the sweet treat. When they ask about the clockwork spy, he shrugs. "Aye, wind it up, see where it goes? What's the worst that could happen?" He shrugs and grins.
| Zay |
Houghton also salivates, but tears himself away from the sweet treat. When they ask about the clockwork spy, he shrugs. "Aye, wind it up, see where it goes? What's the worst that could happen?" He shrugs and grins.
"We can't be sure if it'll do what WE want it to do," Zay says somewhat dourly, then hesitates. "But I admit I too want to see what it does if activated. I agree with Mister Harley. Let's try winding it?"
| GM Netherpongo |
Brought to life by by the twist of a key, the clockwork spy's internal gears begin clicking audibly. Its delicate wings begin to beat as it starts flying. As it leaves the ground, it flies out of the shed.
| Tatienne Talbot |
Excellent, Taty thinks, secretly pleased to know that Houghton is, for lack of a better word, an experimenter. She winds the mechanism, and at the first sign of movement, steps back. Whatever she'd thought would happen, the clockwork spy just... leaving, wasn't it. The explorer's mouth drops, and then she grabs her spear and hustles for the door. "Zay! Flap those wings!"