| DM Variel |
Duardlara you can't recall anything concrete about ghosts other than something is tying the spirit here and preventing it from going on to the afterlife. The exact cause though is individualistic to each ghost or circumstance.
Your examination of the remains and area reveal a tiny dried up sprig woven into the fabric of each of the barbarians.
The sprig is from an isolated variety of vines that grow on the trees 3 days journey away.
There once was a barbarian clan that dwelt in the region decades ago.
| Helgash |
Sorry, Helgash! I should have been the one that paid that price... Though I must point out I have a good bonus and that was a solid roll. I could not have done much better.
Not at all Lara - I think we did exactly what is expected. Rogue checks, and if he finds it to be clear (even with a failed attempt), it falls on the tankish characters to open the door/pull the lid/push the slab ;)
In spite of having felt that the insidious magic had grasped at his very being, the paladin stood strong and undefeated.
As the others discussed their course of action, he moved again close to the sleeping dead - "These blades appear to be of higher quality. They may aid us in our endeavors. We should take them" - he adds decisively - "I understand your concerns friend Jetro, but Duardlara also makes a strong point" - Helgash moves forward and retrieves the blades, as he himself attempts to recall any detauil that may assist them in unravelling the identity of the resting witch or their guards, or perhaps ascertain how to ease them from their existence as ghosts.
Knowledge (Religion) can I take 20?: 20 + 9 = 29
Just to clarify, Helgash is taking the swords :D
| Helgash |
I'm still around..? Of course I am! You can't take Helgash down just like that! ;)
"I have seen these before" - the paladin comments, picking up the sprig - "They are from an isolated variety, and I saw them growing attached to a patch of trees we passed by, no more than 3 days travel from here" - he ponders - "What it means I do not know, but either the witch or her guards, or all of them are local most likely" - he adds, not really coming to much of a conclusion.
| Duardlara Frostborn |
Knowledge (geography) in case Helgash's clue is enough to jog her memory: 1d20 + 8 ⇒ (10) + 8 = 18
| Duardlara Frostborn |
Gotcha, thanks.
"Ah, yes. There was a tribe of barbarians in that area, some years ago. I imagine we could estimate how long this winter witch has been dead based on that tribe's disappearance. Bring the sprig with us - we don't know what might be the key we need. It could be one of the swords, in fact."
She has a thought and stops to stare at the deceased. "Do they all look like they have been dead the same amount of time?"
I don't know if their is anything else to learn from this tomb. Anything else we need here? Do we check the other crypts? I am debating whether to re-seal the crypt or whether the barbarians want release from it.
| Venja |
"Orgar has a point... might be worth searching the other crypts, but I recommend caution, just in case there are malignant spirits about."
| Duardlara Frostborn |
Duardlara starts checking each portal for traps or unusual features, working her way around clockwise from the portal where the barbarians were found guarding their patroness.
She won't open any until she's checked them all first, reporting her findings as she goes.
Perception vs. traps: 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20
Perception vs. traps: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
Perception vs. traps: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
Perception vs. traps: 1d20 + 16 + 1 ⇒ (8) + 16 + 1 = 25
Perception vs. traps: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
Perception vs. traps: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
Perception vs. traps: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29
Perception vs. traps: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
Did not go back to see how many were actually needed, just thought eight was a good start. Let me know if I need more or feel free to not the rest. Can't roll worse than I do...
| DM Variel |
Duarldara you know from experience that each of the crypts has a curse trap. By taking your time and carefully examining the traps you are able to open them safely. taking 10 plus getting a +2 modifier for know what you are going up against will get the DC.
In each of the other crypts you find the remains of a winter witch that was once the guardian of Artrosa. Some of them are so old that even preserved they are ready to crumble at the slightest touch.in none of the others though do you see anything or anyone else buried with with them.
| DM Variel |
Not sure what to do from here Beck clears his throat and offers a suggestion. Hey guys. I am thinking a bit on the reasons we are here. I know that we are trying to save Golarion from an impending ice age and such...but the thing is Sheelah has gotten too large for this cavern complex. Plus there is no place for her to run and hunt. What say I take those remains and see if I can find this area the barbarians used to be at. I can be at peace there and let Sheelah run free and wild. Also if you ever need my help you know where to find me. although since we found Orgar and Cynehelm I am thinking you guys can handle just about anything given enough time.
Unless there is strong objection Beck starts to gather his gear and escort sheelah out. Farewell guys. Like I said, call on me if you need me for anything. Maybe if I am lucky I an find another bard to keep me company with my pipes.
| Duardlara Frostborn |
Duardlara gives the big cat a hug. She waves farewell to Sheelah's two-legged friend. ;-)
| Venja |
Venja kneels down and while Snow hides among her skirts, leery of the big cat even after traveling with her for so long. She hugs Sheelah and cries into her fur... "I will miss you both so much! Beck, you have been my dear friend since the beginning... You must promise to be careful and keep each other safe." She hugs Sheelah tighter and ruffles her mane a bit around her neck and behind her ears. It takes a long time for her to release the big cat and let them leave, but finally she does so, weeping openly. She picks up Snow and hugs him tight, crying into his fur....
| Duardlara Frostborn |
Duardlara studies the door, then the lock. Before touching the lock, she listens at the door to see if there is any indication of what lays beyond.
Studying the door and lock: 1d20 + 16 ⇒ (4) + 16 = 20 and +1 vs. traps; she will detect magic as part of her examination
If she finds a trap, she tries to disarm it first.
Disable device vs. the trap: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36
If she finds no trap or after she believes she has disarmed a trap, she listens at the door.
Listening at the door: 1d20 + 16 ⇒ (6) + 16 = 22
I think that's everything.
EDIT: You're right, Variel, I can't roll to detect traps for anything.
| DM Variel |
Duardlara you spend quite some effort in looking for traps but see nothing at all that seems dangerous to you. There is no sound coming from the other side but that could be because of the stout construction muffling the sound.
Since you did not find any traps do you want to use that roll to unlock the door?
| DM Variel |
So far so good this time...
This grand chamber has t h e appearance of a dark temple. Intricately woven tapestries hang from the walls, depicting dark forests beneath crescent moons and filled with beasts and capering hags. Along the west wall stands a large stone hearth containing the charred remains of a bale fire. On either side of the hearth hangs a large cauldron; one is iron, the other copper. To the left of the hearth, the wall is painted with the giant image of a fanged crone with raven's wings and a donkey tail. A longspear hangs on the south wall of the room, pointing east, while a curved sword hangs on the north wall, pointing west. In the northeast corner stands a plain oaken table holding wooden panpipes, a polished copper bowl, and a silver punching dagger.
The paintings of the winged donkey tailed hag is Mestama: demon lord of cruelty, decpetion and hags!
map update once I get home.
| Orgar |
"I'd hardly call this cozy", Orgar quips as he walks in carefully.
He will cast Detect Magic as he enters to see if there is anything magical about.
| Venja |
know planes: 1d20 + 10 ⇒ (5) + 10 = 15
"This all seems somehow familiar, like I should know what it's about, but nothing is coming to mind... no names, or references or anything... I'm sorry."
| Duardlara Frostborn |
Knowledge (planes): 1d20 + 9 ⇒ (14) + 9 = 23
"Cozy is not the intent. Yon depiction is the demon lord - or lady? - of hags, of deception, ... and of cruelty. I think it might be prudent to avoid saying her name here."
"What have you found with your casting, Orgar?"
| Orgar |
"Sarcasm, Duardla! But I am not learned in humour, as bards are. But Annnnnywwwwwway … "
"… the longspear, scimitar, pipes, dagger and copper pot all seem to have magic to them."
"With any luck, there's something useful here for us!"
Time permitting, Orgar will concentrate the auras of said magical items by (in the order listed):
spellcraft, scimitar: 1d20 + 6 ⇒ (4) + 6 = 10 . . maybe not
spellcraft, pipes: 1d20 + 6 ⇒ (17) + 6 = 23 . . maybe
spellcraft, dagger: 1d20 + 6 ⇒ (8) + 6 = 14 . . maybe not
spellcraft, copper pot: 1d20 + 6 ⇒ (15) + 6 = 21 . . maybe
Not a bad set of rolls, for only one skill point in Spellcraft
| Duardlara Frostborn |
Duardlara moves to examine the items, as well, casting her own spell of detection.
Spellcraft, longspear: 1d20 + 16 ⇒ (2) + 16 = 18
Spellcraft, scimitar: 1d20 + 16 ⇒ (14) + 16 = 30
Spellcraft, wooden pipes: 1d20 + 16 ⇒ (8) + 16 = 24
Spellcraft, silver dagger: 1d20 + 16 ⇒ (7) + 16 = 23
Spellcraft, copper pot: 1d20 + 16 ⇒ (5) + 16 = 21
I'm a spell-casting skills monkey, but I cannot manage to get many good rolls. Yours were very nice indeed.
| Helgash |
Not sure what to do from here Beck clears his throat and offers a suggestion. Hey guys. I am thinking a bit on the reasons we are here. I know that we are trying to save Golarion from an impending ice age and such...but the thing is Sheelah has gotten too large for this cavern complex. Plus there is no place for her to run and hunt. What say I take those remains and see if I can find this area the barbarians used to be at. I can be at peace there and let Sheelah run free and wild. Also if you ever need my help you know where to find me. although since we found Orgar and Cynehelm I am thinking you guys can handle just about anything given enough time.
Unless there is strong objection Beck starts to gather his gear and escort sheelah out. Farewell guys. Like I said, call on me if you need me for anything. Maybe if I am lucky I an find another bard to keep me company with my pipes.
"Brother, I cannot say this is completely unexpected - you have seem distant from the path as of late" - Helgash moves closer to the druid - "I cannot claim to know you for as long as Venja, but it has been an honor to fight by your side" - and hugs him without an hesitation - "You have proved your worth over and over again, and saved my life that many times - you will be missed"
Turning to Sheelah, and crouching near her, he continues - "You are a lord among felines my friend, and you deserve respect as any of us in this group and endeavor" - he pats the magnificent beast - "You have mine forever. Make sure to keep Beck safe, and good travels to you both!" - the paladin finishes, standing up as his friends depart.
| Venja |
Venja watches casually as the others identify the items, but reserves her own efforts to be used only if theirs fail on any items... She keeps her main attention on potential threats.
perc: 1d20 + 13 ⇒ (14) + 13 = 27
| DM Variel |
The longspear on the south wall is a +1 giantbane longspear, while the curved sword on the north wall is a +1 cold iron scimitar. The panpipes on the table are pipes of haunting. The punching dagger is +1 alchemical silver punching dagger.
As you approach the cauldron though to identify it you recognize the magic of illusion before all hell breaks loose. A creature made of green fire appears in a flash before disappearing again.
Orgar 1d20 + 5 ⇒ (3) + 5 = 8
Cynehelm 1d20 + 1 ⇒ (8) + 1 = 9
Helgash 1d20 + 2 ⇒ (13) + 2 = 15
Jetro 1d20 + 6 ⇒ (12) + 6 = 18
Duardlara 1d20 + 8 ⇒ (8) + 8 = 16
Venja 1d20 + 5 ⇒ (19) + 5 = 24
creature 1d20 + 10 ⇒ (7) + 10 = 17
The creature reappears 25 ft away and floating 15 feet in the air as it unleashes a bolt of green fire at Duardlara!
ranged touch vs flat footed 1d20 + 13 ⇒ (6) + 13 = 19 for 8d8 ⇒ (4, 8, 8, 4, 2, 4, 1, 1) = 32 fire and witchflame.
Any creature damaged by the incorporeal touch or ranged touch needs to make a DC 22 will save or be covered in witchflame. Once covered the target is treated as having fairie fire cast upon them, is sickened, and takes 50% more damage from fire attacks of any sort. This lasts for 10 minutes or until a break enchantment, remove curse, miracle or wish spell is used.
Any creature striking the witchfire also must succeed at a DC 22 will save or be covered as well.
This incorporeal undead creature is a witchfire: a former hag killed but brought back to unlife. Every 5 above Dc you get to know something.
| Cynehelm of Orlov |
Knowledge (religion): 1d20 + 12 ⇒ (13) + 12 = 25
I'd like to know it's immunities.
"That is a witchflame," says Cynehelm. "Try not to let it touch you and definitely do not touch it! If anyone can protect us from fire, now is the time!"
| Duardlara Frostborn |
Knowledge (Religion): 1d20 + 8 ⇒ (18) + 8 = 26
"Agh! It's a witchfire! A dead hag brought back to unlife! Use the swords from the tomb!" Special attacks - anything beyond the witchflame you've shared?
The elf is covered in a similar green flame as the creature is almost immediately and she seems to be in some distress.