
Alistair Cooper |

As the others were handling the thier own antics, Cooper mingles among the merchants, taking in some of the sights.
paying particular attention to any of the ladies. at the same time listening to conversations, taking note of attitudes. towards this group as well as each other.
diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28
know local: 1d20 + 9 ⇒ (13) + 9 = 22
perception listening: 1d20 + 23 ⇒ (13) + 23 = 36
diplomacy with the ladies: 1d20 + 8 ⇒ (12) + 8 = 20

Doombringer the DM |

You notice that there are quite a few adventuring parties, just like yours. They tend to be mainly friendly with members of the same group, and are avoiding others. Mainly, you are seen as just more competition...
However that doesn't stop some dwarven women from taking an interest in you.

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Max just waits patiently to get to the island.

Alistair Cooper |

Cooper stops once he realizes one of the dwarven ladies has shown an interest.
Good day ladies, Lovely day today, isn't it. Captain Alistair Cooper, Sothis Militia. he says introducing himself with a touch of gentlemanly flair.

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@Max I've been waiting with Alkyd for you guys since yesterday, and I even had time to break up a mob and discover rumors of a lich along the way.
Did you say liche? Max will definitely join you and listen in. Breaking up a mob? sweet. Max would suggest doing something to prevent further mobs in the future, and no that doesn't mean killing them as you said mob, not mafia.

Doombringer the DM |

And to move things along...
And as the bard gets the details of where the dwarven lady will be staying for the next few nights, you all meet up with Alkyd.
"I was flying overhead on the island while you all were fooling around," she explains. "Turns out, I know exactly which way to go, but have no idea what to expect when we get there. Here's the thing. I saw a large formation of ricks in the shape of a grinning face!"
After about thirty minutes of walking, you eventually find that the jungle has started to clear, and you are presented with large flesh colored obelisks* which Andross tells you made up the grinning face formation that marked the spot you were supposed to search.
Strangely enough, when you look past the outermost obelisks, you notice that all the grass on the ground suddenly... stops. Everything beyond the point where the obelisks are seems dead in a sense and you even notice that the leaves in the air strangely never seem to be blown into the area.

Ransaq |

"I was flying overhead on the island while you all were fooling around," she explains.
"Perhaps I won't mention the lich. I don't want to bore her with tales of my foolish en devours" Ransaq thinks to himself, offended at the vampires assumptions.
"Wait here if you like, I'm going to have a closer look". Moving quietly, Ransaq scouts the area.
Stealth: 1d20 + 18 ⇒ (16) + 18 = 34
Perception: 1d20 + 15 ⇒ (3) + 15 = 18

Alistair Cooper |

Having made small talk with the dwarven ladies. Cooper bid his farewell and was soon off. confident he has secured a safe place to rest, at least for the next few nights, should the need arise.
It was a shame that his advice went unheeded by the others. a safe base to fall back to is always a good thing. after all it will be in this town that we would be bringing any goods we may obtain.
Cooper finds his way to the rest of the group. a smile on his face. so, what have we found? something interesting I hope.
Cooper goes to investigate one of the fleshy obelisks.
perception: 1d20 + 19 ⇒ (9) + 19 = 28
know arcane: 1d20 + 10 ⇒ (7) + 10 = 17
Know planes: 1d20 + 9 ⇒ (3) + 9 = 12

Doombringer the DM |

The obelisks don't appear to be special, save for the fact that they are made of skin.
As for those who detect magic, well, you are nearly BLINDED by a wall of powerful magic that seems to be coming from the obelisks as well as the perimeter they inhabit. There seems to be a whole mess of different auras, but those that are most notable are illusion and conjuration.

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max knows nothing about obelisks, so he will let his allies do the work as he stands and watches.

Ransaq |

Ah, I see. I have the same bonus to know arcana though anyway I guess. Hundreds of aura's though huh, wow.
"There are more aura's here than I can even count. I've never seen anything like it..." Ransaq says in amazement.
Is that all thats here, just some obelisks?

Doombringer the DM |

Yup. This guy has had quite some time to set up defenses to his Tomb :3 When everything is over, I could list everything he set up. Also, in the middle of the entire circle, where the 'nose' is located, there is a large sandy bank. You may all give me untrained engineering or nature checks if you want.

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and why is the this obelisk so important! as max says disgusted at the idea of not moving anywhere.

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I know why they are important, but I'm roleplaying my low int character with no int skills, who does not care

Alistair Cooper |

Cooper was still focused on the obelisks made of flesh.
he lays his hand on one wondering if it is warm, does it "feel" alive?
pulling out a small blade he makes a tiny cut, wondering if it bleeds.

Doombringer the DM |

As Alistair decided to slice open the column, a stream of thick, black blood begins to form into the shape... Of a huge, four armed, towering monstrosity, with pincers making up two of those hands and smaller, more humanoid hands making up the other two. It looks at you Alistair and lets out a booming laugh before saying something in Abyssal.
And if you are aware of what this is, you're probably crapping yourself. You could have done ANYTHING but cut it open... ANYTHING would have been better than that...

Alistair Cooper |

As the creature forms Cooper takes a few steps back. hand on his pistol, ready to draw.
Ahhhh, Improtant Safety tip, Don't cut the obelisk.
know planes: 1d20 + 9 ⇒ (3) + 9 = 12

Alistair Cooper |

Ahhh, yeah, about this "summoning" thing? I do believe there is some misunderstanding, I don't have the, ahhh, shall we say, ability, to summon one such as you. perhaps you were in fact imprisoned there by someone else, and I have set you free to return to home.
diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19
bluff: 1d20 + 9 ⇒ (13) + 9 = 22
As he speaks he continues to back up making sure he he making for the fastest possible way out of any "protected" area.

Doombringer the DM |

Oh, as you back up, the beast is following you, step by step. The voice rings out in your mind again.
"You made the cut on the pillar, did you not? If so, YOU summoned me. But fear not mortal, I come with good tidings. You summoned me here and thus you are mine... and I am yours. We are connected you see, and thus I offer you the gift of one wish. I will offer anything in my power. Say it... and it shall be done. But do not wait... ask me... now."
1d20 + 28 ⇒ (2) + 28 = 30
It is offering you a wish spell.

Thule Aegrim |

"And what gives you that impression?"
"I have used the sight of my lord, and his power flows mightily in this area. Such workings are not easily done."
........................................................................
I wish I had the Int for skills.
"Hellbeast, return from whence you came and trouble us no more!"
Bellows Thule as he levels his staff at the demon.

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let the man make his wish, do not interferre Thule good thing the dm said huge size and not guarantee or collossal, I'd be cowering in fear.