increddibelly |
Morvius burns the Treant to a blackened crisp - and indeed, the animated trees resume their more natural state.
The fire and smoke billow upward beautifully, and it's good to be out of the murky horn for a change - for an astounding victory, nonetheless!
Morvius : 'Callista' does not resemble any spell, potion, creature or legend that you know of.
Caladwhen |
Southeast corner, I think that means Caladwhen, Sindran and possibly Morvius?[ooc]
Reflex Save DC 18: 1d20 + 3 ⇒ (13) + 3 = 16
[ooc]Ouch. Cala wasn't built to take that kind of damage.
Realizing the danger she is in as the giant Treant falls on her, Caladwhen braces herself for impact. As the branches land about her, she cries out as the branches scrape and cut her as she is engulfed by the massive tree.
Rather than battle her way out of the maze of burning branches, Caladwhen reaches over towards Sindran and grabs him by the wrist, yelling single word in elven.
"Usin!
Casting Dimension Door, taking Sindran with her if he's in danger as well since he's in reach.
Instantaneously, Caladwhen appears safe and sound one hundred feet to the northwest. Brushing off the soot and dirt, Caladwhen grimaces at her injuries. "Naturally it would fall on us."
Intelligence: 1d20 + 5 ⇒ (10) + 5 = 15
Watching the burning tree dispassionately, Caladwhen sighs "Quite the spectacle. Well, we'd best get to it if we don't want to start a forest fire."
I have Freezing Ray memorized twice, could that be used to cool off the worst of it IB?
increddibelly |
1 person marked this as a favorite. |
hahaha that's a cool escape!
I'm not aware of any mechanics we can use to extinguish a burning tree.
We only have to worry about Sindran's balls, since -from all the things you threw at it- those are the only things that actually mention in their description that they set things on fire. So, the fire is rather concentrated - that's good.
Sindran used 2 level 2 spells; so I'm going to make up a rule, and say that you'd need to cast 2x2=4 spell levels worth of cold or water or earth spells, to douse / smother the flames.
so 1 ice storm, or 1 create water + 1 freezing ray, or 2 freezing rays.
and possibly Movrius?
definitely Morvius. The bastard burned my tree.
increddibelly |
so one pyro and one freezing ray? Done. The treant has now quit smoking. Please, someone, ANYONE, please keep Cala away from it now that it's dead.
with the Treant toppled, would you like to proceed with the original plan before I broke in? You were headed from level 3 to level 2, to investigate this consecration thing that Ezra was throwing a tantrum about.
Morvius Zaan |
Quote:and possibly Movrius?definitely Morvius. The bastard burned my tree.
I actually lolled at that. Perfect. To be fair, it wasn't just me
Reflex save: 1d20 + 9 ⇒ (5) + 9 = 14
OK... Morvius' mid-air victory jig is somewhat ignominiously interrupted by the treant's descent. With a cry of dismay "Not the cloak! It's my best brushed velvet!" he tumbles toward the ground, only regaining control and flying free of the trunk a matter of seconds before impact.
Making a more controlled descent and doing his best to smooth down his cloak - if not his dignity - he lands before the smouldering remains of the treant and delivers the formal Chelish rite of Dispossession, used when evicting one's opponent:
What? Someone had to say it...
Hearing that the elfling girl and the strix have the matter of extinguishing the flames well in hand, Morvius ignores the issue and focuses on salvage.
Appraise: 1d20 + 15 ⇒ (1) + 15 = 16 Morvius ponders whether the heartwood can be recovered and/or whether any useful alchemical reagents can be obtained.
We have a fair bit of crafting to do - can we use any of Jurak as valuable components of that? If not I am inclined to give his remains to Cala...
Sindran Eithe |
Yes . . . we only have to worry about Sindran's balls. *cough* In any case, I can dismiss the balls and repeat Create Water several times, over and over and over. But you lot seem to have it well in hand. And thanks for the save, Cala! Another ancient saying, eh, Morvius?
Reflex (DC 18): 1d20 + 6 ⇒ (16) + 6 = 22
Sindran manages to avoid the brunt of the treant's fall but remains surrounded by foliage until Caladwhen teleports both of them out.
Sindran's HP: 18/29
"My thanks," he says, before setting about healing himself and Caladwhen.
Cure Light Wounds: 1d8 + 5 ⇒ (4) + 5 = 9
Sindran's HP: 27/29
Cure Light Wounds: 1d8 + 5 ⇒ (3) + 5 = 8
Cure Light Wounds: 1d8 + 5 ⇒ (4) + 5 = 9
Caladwhen's HP: 26/32
Remaining 1st Level: 5/8
Anyone who needs healing, put a hand up! And also tell me how much HP is missing.
Int: 1d20 + 3 ⇒ (7) + 3 = 10
Sindran would have rather let it burn, reveling in its death and its pyre but lets the others extinguish the fire how they will. After a few moments of basking in the treant's death, he inspects the group for wounds and setting about healing them.
Let us continue to Level 2 (after being healed)!
increddibelly |
I assume you're taking time to properly look around every room, poking bricks, floor tiles, abnd whatnot; by now, you've got the hang of these Pony-ists, lots of apocalypse, thou shalt die, and the occasional three-eyed-statue that opens a secret door when you poke its eyes out... *yawn* How sophisticated. Let's get it over with.
Morvius takes a sip of some dark fluid in a hip flask before you go in.
2-1, The Right Eye >>> right here
As you go through the hallway of 2-1, Morvious casually points out a section of wall to the right. There is a secret door here that connects 2-1 to 2-2 at the northwest corner of 2-2.
2-2 and 2-3 are guardrooms, empty. These rooms could be most entertaining, if a bunch of mooks were stationed with crossbows here.
2-4 contains a humanoid skeleton, lying on the floor as if shot in the back. If you turn it over, a scrap of paper reveals his last words:
“Evacuate now.....
......get to the throne...upper
levels ...lost...stairs a
deathtrap...only way
out...Yah.”
2-4 and 2-6 are barracks suitable for 8 guardsmen, now empty except for tell-tale bits of blood spray and bone chips.
2-5 Capture pen
anyone daft enough to fall through the hatch @ 3-1 falls directly into this cage. The look is of good quality(DC30) and the key is sticking out of it. Otherwise, the room is empty.
2-7 Graveyard of Statues
The piles of wrecked masonry in this room explain the empty sockets all over the hallway. Apparently, the sarenraen paladins thought it necessary to destroy all art of another religion, and piling the smashed bits up in this room.
2-8 very much out of place, your eyes are drawn to a massive, impressive oak four-poster bed; it is a mammoth piece of wood and a masterpiece of craftsmanship by any standard. The finely varnished wood shows no sign of wear. The bedding is rotten - but that's easily replaced.
increddibelly |
2-9 The Beastmaster’s Quarters
Judging by the mural in this room, this place once quartered the Horn’s Master of Beasts. This chamber was thoroughly ransacked and then set afire. It is now choked with ash and rubble. Still, if searched and cleared, there are three stout lengths of chain bound to iron collars with good locks (DC 30) large and strong enough to cage a wild beast (for example a dire tiger).
The massive mural is largely intact, and shows the Master of Beast’s greatest triumph:
The mural shows two strange looking horned and clawed bear-like creatures being summoned from the nether planes and bound using plates of iron.
Yes - Possess the other half of their amulets and they will be bound to serve you!
2-10 barracks, empty.
2-11 Antechamber of the Master of Acolytes,
This chamber has a human skeleton nailed to the western wall by a spear with a broken haft. Written above the impaled skeleton is the phrase: “The Master of Acolytes, stealer of children. Let all who would turn to darkness see his fate and return to the light.”
Other than this grim display, this room is empty.
more, later. if you find anything you'd like to pursue, let yourself be heard or simply roll a skill check that you think could be helpful :)
Oret Stonechild |
Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Oret digs around in the statue graveyard for a bit, then announces, "There appears to be an extra head in this pile."
Appraise: 1d20 + 2 ⇒ (7) + 2 = 9
Seeing the massive four-poster bed, Oret sniffs in disdain. Bed like that would just make someone soft.
increddibelly |
2-12 Master of Acolytes’ Private Chambers
Vines and creepers fill this chamber. A miniature forest ecosystem thrives in this corner of the Horn - all as a consequence of the inevitable forces of nature going their way.
Between the foliage near the walls, you can see evidence of smashed murals.
The knights of the Alerion were so vigorous in smashing the murals, that there is now a sizeable hole in the western wall. Through this hole has come the agressive greenery of the Caer Bryr and now vines and creepers fill this chamber. The hole is clogged with foliage but still could allow
someone of medium size to cut through and enter the Horn here.
Two of the Caer's more exotic inhabitants have already done this. A pair of oozes have crawled here, thriving on birds and other flying creatures flying up here. if you can read this, I suggest you roll a knowledge (nature) check ^_^
2-13 Acolyte's quarters (8 bunks, broken)
2-14 more Acolyte's quarters (20 bunks, destroyed)
2-15 yet more Acolyte's quarters (8 bunks, shattered)
Hexor-or-Vexor-never-quite-sure |
One of the bear-esque beings pops into existence right next to you. The suddenness of its appearance is a little startling.
"Ah, I see you've found the pupil's quarters. *sigh* Such a pity. I must say, I find those Sarenraen fanatics objectionably destructive.
Hexor (which one is it for hell's sake) rubs his chin in faux wonder as he continues: "I wonder - I don't see how a good-aligned religion might help others, by bashing their religion. Isn't that how wars start..? oh - wait - he he, silly me!! We're already at war with them."
increddibelly |
2-16 the upper courtyard
All around this area, empty pedestals passive-aggressively protest against the paladins' invasion. The remains of the statues are in 2-7.
This large courtyard with its forty foot tall dome was once a center of social life here in the Horn. The deathpriests of old would gather to debate the philosophical intricacies of pestilence, all the while plotting to unleash yet more virulent horrors upon the world.
Those days are now long past. The only hint of this once powerful wicked society is the candelabra of three continual flame spells that burn an undying eerie green at the apex of the dome.
There is a magic fountain here that produces fresh water (it possesses a moderate transmutation aura). The fountain’s centerpiece is carved in the form of a trio of exultant hydrodaemons that vomit forth the water into the basin below. The great basin of the pool holds a hundred gallons of water and when it is depleted the basin is replenished at the rate of one gallon a round. Despite the fountain’s sinister appearance and the fact it was created by a disease-loving daemonic death cult, the water is clean, fresh and potable.
The fountain is part of the floor of this room and cannot be removed.
2-17
This chamber once housed four priests of the Pale Horseman. Now, it is largely empty with only a few remaining wrecked pieces of furniture remaining. Most of the furnishings here were dragged out of the Horn and burned in the great pyre alongside the dead priest’s corpses. There is nothing of any interest or value here.
2-18 The Knights’ Shrine
After the raid upon the Horn, the Victor and his knights occupied the place for weeks. Largely the soldiery camped outside of the Horn, believing the place to be cursed. However a few knights stayed in the temple to assist in completing the purge of everything even vaguely associated with the Sons of the Pale Horseman.
While they were staying here, those knights built a small ad hoc shrine to Sarenrae here in this chamber. Little more than a plain wooden table where many candles have burned down to nubs, it became a beacon of good in what is otherwise a wretched pit of lingering corruption.
There is also a drawn image of the sun on the wall. An inscription has been carved below that reading “Sarenrae lucet omnibus, Sarenrae omnia regit”
increddibelly |
2-19 the final acolyte's chambers.
These quarters once housed six acolytes. But now all that remains is broken statue.
Sindran Eithe |
Sindran goes to heal Morvius, being the next closest, then proceeds accordingly.
Cure Serious Wounds: 3d8 + 7 ⇒ (3, 8, 3) + 7 = 21
Morvius HP: 52/52
Cure Serious Wounds: 3d8 + 7 ⇒ (6, 5, 3) + 7 = 21
Oret HP: 66/68
Cure Serious Wounds: 3d8 + 7 ⇒ (3, 6, 1) + 7 = 17
Talon HP: 27/38
Cure Light Wounds: 1d8 + 5 ⇒ (6) + 5 = 11
Talon HP: 38/38
Remaining 1st Level: 4/8
Remaining 3rd Level: 2/5
And this is why it's lucky I can also act as a dedicated healer!
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Appraise: 1d20 + 3 ⇒ (4) + 3 = 7
Sindran pockets the key of the lock in the capture pen. When he spots the extra head as well and makes a contemplative noise. He casts Detect Magic to ascertain if any of the heads are magical in nature.
Knowledge (planes): 1d20 + 12 ⇒ (2) + 12 = 14
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Sindran notices little here but shows interest in the mural before moving on.
Knowledge (religion): 1d20 + 7 ⇒ (8) + 7 = 15
In the Knights' Shrine, Sindran spends a few moments deciphering the meaning of the inscription on the wall. He turns to the others afterwards and says, "This may be a source of consecration that prevents Ezra from passing through here."
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
"Very fine statue. Odd place for one of such quality to be here though, in acolyte chambers."
Aerent Sephim |
Room 2-7
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Aerent also notices the extra head.
Have we found a statue anywhere else that was missing a head?
Room 2-12
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Aerent whistles as he peruses the room. Seeing nothing of interest, he moves on.
His whistling stops as he sees the large bed. "Lots of work to get that monster up here..." he says to himself as he continues to look around.
Room 2-18
Knowledge (religion): 1d20 + 5 ⇒ (15) + 5 = 20
With a snarl, Aerent pulls his trident and smashes the table, scattering the candles. He faces the writing, and looses a feral roar at the profane litany. He brandishes his trident and screams, "Sarenrae shall rule naught but the droppings of vermin and pitiful mewlings of the weaklings who revere her!"
"Caladwhen! Can you cleanse these walls of this filth!?"
Using prestidigitation - he isn't actually suggesting she scrub the walls. :)
Room 2-19
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Oret Stonechild |
2-12
Perception: 1d20 + 13 ⇒ (17) + 13 = 30
Oret points to the two oozes and backs away slowly. "Anyone know what we can do about those?"
2-18
Knowledge (Religion): 1d20 + 12 ⇒ (16) + 12 = 28
Caladwhen |
Rm 2-4
Approaching the skeleton, Caladwhen unfurls the letter and scans it over. ”These thrones, I still think we ought to check them out. This letter seems to support my hypothesis that some kind of teleportation magic is linked to them.”
Rm 2-9
Knowledge Arcane: 1d20 + 15 ⇒ (10) + 15 = 25
Taking her time in the Beastmaster's Quarters, Caladwhen studies the mural closely. With a slightly smug expression, Caladwhen crosses her arms and leans back "Fascinating... I knew there was something off about the iconography around the Daemons necks; the symbols were incomplete." Pointing to the plates in the mural, Caladwhen explains "Those plates we saw around their neck are only half of the binding artifact. If we can find the other half, they will be ours to control."
Glancing back towards to Aerent, Cala smiles sardonically adding with a hint of sarcasm "Not bad for Little Miss Iconography. Now, maybe we should med-i-tate on where those plates might be, and then we won't need to med-i-ate with the Daemons anymore, hmm?"
Yes, sadly Caladwhen is your stereotypical ice princess in this respect... never forgets anything, or let's it go.
Rm 2-12
Perception: 1d20 + 12 ⇒ (1) + 12 = 13
Walking into the overgrown room that used to be the Master of Acolytes chambers, Caladwhen frowns disapprovingly at the overgrown room and heads out almost immediately while adding "Disgusting. I'll be outside."
Stopping as Oret points out the oozes, Caladwhen narrows her sight on them "Oh, you're right. Well I can't say exactly," shrugging in Morvius and Sindran's direction, Cala continues "but I'd be surprised if more fire couldn't do the trick."
Rm 2-18
Knowledge Religion: 1d20 + 10 ⇒ (9) + 10 = 19
Surprised to see Aerent loose his temper, Caladwhen approaches the shrine to see what has angered him so with with a measure of curiosity. After reading the inscription left by the Knights of Saranae, Caladwhen nods and adds "I can understand your objection Aerent; the eternal rule of Saranae is a most horrifying thought." Flicking her hand at the wall, the inscription begins to disappear as though it were being washed away.
Casting prestidigitation to remove the offending drawings and inscriptions as requested :)
increddibelly |
Have we found a statue anywhere else that was missing a head?
Oh, look. I seem to have neglected to mention, that the particularly finely detailed statue you've all been appreciating is minus one head. The statue's beard ends at chin level. What a silly oversight.
Room 2-18
Aerent knows a consecrated shrine when he spots one. And an AntiPaladin would also know that simply smashing the materials does not remove consecration. It is very likely that the stifling aura emanating from the makeshift shrine is the source of the barrier that caused Ezra's most recent burst of frustration and prevents the monster from passing through.
"Sarenrae shall rule naught but the droppings of vermin and pitiful mewlings of the weaklings who revere her!"
Outside, the clouds part, and a particularly bright beam of sunlight shines straight into your eyes, burning painfully.
Aerent Sephim |
Seeing Oret back away from the oozes, and hearing Cala's assessment, Aerent agrees, "Truly, this seems to be a banner day for our pyro friends."
He'll help kill them as needed.
-----
Regarding the thrones.
"Agreed, that would alleviate all this tedious stair climbing and flying."
-----
Regarding the plates.
Aerent bows low toward Caladwhen with a wide grin. "I bow to your superior wisdom in such matters."
"That said, as long as they are being cooperative, do we need to exert our control. That seems somewhat provocative, though admittedly, I do not routinely play around with such creatures. Perhaps the terms of their binding also prevent retributive measures against those who control them?"
-----
In the shrine room.
Aerent stows his trident as the inscription disappears, giving a nod of thanks to Cala.
It is at that moment he notices the bright beam of light shining into his eyes!
Will save: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
increddibelly |
The light is bright. Very bright. The strain is becoming laborious.
But you can always play chicken and look away....or roll again! such is the nature of a staring contest...!
The beam of sunlight seems to grow even brighter, more focused, while Aerent looks up at the clouds. He doesn't appear to notice that the room has grown warmer in the last minute.
increddibelly |
Shrines (and temples, churches and cathedrals for that matter) are devoted to a deity of some sort. They're connected to that deific entity via 'pathways' that do not quite fit in our level of understanding.
How deep the connection between shrine and deity runs, depends on how important the shrine is to that deity; there are practical arguments that might make a shrine important; but most shrines are important because of ethical, political, or strategical motives.
Now, the long-term strategy of any particular deity, and the timescale involved in the executon of all the projects, plans and individual tasks related to that particular strategy... Those thousands of threads runs so deep, they are not something I'd care to elaborate on, even if I could.
As long as you understand the massive, world-changing, fate-bending scale of that level of deliberation, we're on the same page, and you get my meaning.
Now. Let's zoom back from that epic level, way back to our -relatively- puny escapades in a temple, devoted to murder, darkness and evil...
80 years ago, paladins of Sarenrae raided this place and effectively destroyed most if not all of the wickedness - and in that cleansing process, they set up a desperate shrine for Sarenrae, hoping it might be enough for her to get a foothold in this vile place...
And 8 seconds ago, Aerent casually bashed a table with candles. And now, suddenly the sun starts shining? At this particular spot?!
There may be cause for some genuine concern here.
Morvius Zaan |
If Aerent melts into goo, can I use any of his remains as alchemical components...?
On entering the horn
Morvius sneers - genteely - at the limited imagination of the cultists. "Oh, really ... a huge cavernous nothing in the middle of nowhere - I suppose we should be grateful that the hollowed-out volcano lairs were all taken. Still, I'm NOT spending 6 months here without a few creature comforts to remind me of civilized compa - *ahem* that is to say, remind me of home. An imminent return visit to Farholde is definitely required. By the Dark Prince, it comes to something when that backwater is the local metropolis."
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
On discussing the extra statue head - once someone else has pointed it out
Morvius frowns. "Hmm... if that particularly finely detailed statue is a little too detailed for comfort, might it actually BE one of the cultists and not merely a depiction?"
Perception: 1d20 + 10 ⇒ (5) + 10 = 15 Sigh... When Oret points out the oozes
"Oh yes, well spotted - let's see if I can remember my lessons... Perhaps I might even take a sample. Otherwise my ancestral saying would seem to be equally applicable here. But we shall need to get that hole in the wall fixed - is anyone making a to-do list? I can make some alchemical cement once I've reassembled my laboratory - yet another reason to return to Farholde sooner rather than later."
I'm thinking of taking the Bottled Ooze Discovery at some stage - the ability to throw Gelatinous Cubes at people appeals enormously, for some reason...
Knowledge (nature) to identify the oozes: 1d20 + 10 ⇒ (11) + 10 = 21
On meeting Hexor/Vexor
Morvius pales slightly and draws up the hood of his - treant-tattered - cloak, trying his best to fade into the background. You have not known Morvius for more than a few hours, but this behaviour seems ... uncharacteristic.
On entering the Knights' shrine
Morvius winces at Aerent's outburst in a consecrated place, but otherwise dispassionately watches the temper tantrum and Lady Iconography's cleaning efforts. He bows to Cala:
Int check to assist Cala as needed re the thrones: 1d20 + 5 ⇒ (16) + 5 = 21
increddibelly |
No matter how hard the beam of light may try to burn Aerent's eyes out of their sockets, the little that Aerent left standing of the shrine suddenly collapses in a heap of rubble and a cloud of dust - blocking Aerent's view of the sky, and unlocking his gaze.
As the table collapses, you can all feel the aura dissipate even if you did not notice it before. It is as if a stifling blanket is pulled away and you're once again allowed to breathe freely.
IBEzra-Thrice-Damned |
not half a split-second later, Ezra floats out of the walls between Morvius and Caladwhen, rudely interrupting their intellectual debate regarding the thrones.
"EEEEEEEYAAAAAAAAAAAAAHHHH!!!"
(she is smiling, though...)
Ezra pokes an ethereal finger at Caladwhen.
"Hmm. You are competent, sorceress." as if she didn't quite believe it from the earlier encounter.
"Took you long enough. Now! Ssshow me that ssseal you mentioned."
Now that the area is no longer consecrated, her speech seems to have lost their 'soft' edges. her S now has an unpleasantly harsh, grating timbre to it - much like a broken bottle scraping on metal.
Ezra can now move freely throughout the horn. You'll see her popping up when she feels like it.
increddibelly |
Also - if they are hit by slashing weapons, they simply split and live on as two smaller verdurous oozes.
There are two of them nestling in the dense vegetation.
As a result, what appeared to be a relatively accessible back door is actually a death trap.
Morvius Zaan |
Morvius grins widely, showing multiple rows of needle-pointed teeth.
"I think we can leave these little beauties be - stay away from them and they will guard this place for us. And we don't even need to pay them. Do stay away from them though, unless you want a little nap, followed by a lingering and painful death..."
Morvius considers further
"I might try and rig up some sort of alarm in the foliage, just to let us know if anything comes through that the oozes can't cope with. Thinking about it, alarms at all the entrances would be a good plan. I can get on with that once I've retrieved my tools from Farholde."
A frown: "Actually, how many entrances ARE there to this place?"
Caladwhen |
Knowledge Relgion: 1d20 + 10 ⇒ (10) + 10 = 20
While removing the consecrated drawings from the wall, Caladwhen's attention is drawn towards Aerent. Following his gaze towards the beam of sunlight, Caladwhen raises an eyebrow cautiously "Aerent, do be careful..."
Watching breathlessly at the divine competition of wills taking place, Caladwhen begins to worry at the potential outcome of such a contest and inquires "Aerent?" Suddenly, as the shrine collapses, an ever so slight but wicked smile curls at the corner of Cala's mouth "Well done."
The celebration is short lived for Caladwhen though, as the grating voice of the Banshee forces Cala to wince uncomfortably. Upon hearing Ezra demand to be shown the seal, Caladwhen quickly fires a glance towards Talon, Sindran or anybody that screams get me away from her.
"Y-yes, of course, the seal."
Sindran Eithe |
Entrances from outside. Assume that Sindran introduces these in an informative spiel which I will shorten for your ease.
Conventional entrances:
C-1 The Maw of Dagon
1-1 The Left Eye
2-1 The Right Eye
3-1 The Center Eye
Unconventional Entrances:
S-2 The Balcony
2-12 Master of Acolytes’ Private Chambers
"This one makes the sixth."
Later, in the shrine, Sindran watches with interest. Clearly, he underestimated how . . . stubborn Aerent could be when provided with the right incentive.
When Ezra arrives and accosts Caladwhen, Sindran senses the elf necromancer's plea and coughs politely, calling for Ezra's attention. "My Lady, if I may lead you there. It is two levels above us, in the Sanctum."
IBEzra-Thrice-Damned |
Ezra turns her full attention towards Sindran, and appears to notice his presence for the first time.
The vengeful spirit appraises the Half-Orc, but it's clear how 'high' she estimates the being she -until now- thought of as...
"Oh? You're not a pet Goblin then? Well, tool, prove your worth; take me there. You - sorcereres, this way."
She doesn't think Sindran can complete the task; so Ezra takes Caladwhen along so she doesn't need to get her when Sindran fails.
Ezra does not wait for you however; she simply floats up, through the ceiling.
Hexor-or-Vexor-never-quite-sure |
When Ezra fades away, the great Daemon who was still lingering around speaks his mind.
"Ahem. Good riddance... I simply detest that filthy ...rag."
He sighs, deeply.
"Misstress Mage, allow me to present the conundrum your green companion has placed you in: Ezra desires your presence in the shrine; however, the violent Elemental currently inhabiting the dome surely does not. It would be ...unfortunate if you were to escape death-by-Ez-rag *amhmm*, only to be soldered to the altar by lightning, would you not agree?."
Smiling pleasantly at his terribly cheesy play of words, he gives you a second to let the severity of the situation sink in.
"My brother and me, however, have certain...defenses... against what you materials call 'nature'. It will not be entirely without pain for us - but even if I'd were to perish, it'd only be a ... temporary annoyance. Your death on the other hand, would bring the return of our Master in great peril. So - if it would please you take my hand..?"
I'm not sure if the offer extends to Sindran as well. From [H|V]exor's point of view, Sindran caused the problem, so it'd be up to Sindran to care for himself.
Talon Dalkar |
2-8
Appraise: 1d20 + 4 ⇒ (6) + 4 = 10
2-9
Planar: 1d20 + 14 ⇒ (17) + 14 = 31
Arcana: 1d20 + 14 ⇒ (4) + 14 = 18
2-12
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Talon stays mostly quiet, making some notes here and there. Anything he notices that the others don't he points out to them.
After talking and whatnot
Unnatural things...should have just ended them all. Talon frowns at the beings offer. He turns to the others "Want me to accompany you? I may rise your threat level quite a bit." He doesn't face the daemon when he asks this question, clearly saying his opinion isn't wanted for this matter.
Morvius Zaan |
Hmm, I'm not sure how thoroughly they've checked for all the entrances to this place... Best see for myself - sooner rather than later
Morvius' yellow eyes widen as the shrine collapses and the spell dissipates; he bows deeply and respectfully to Aerent - before nearly jumping out of his skin at the appearance of Ezra.
His hand is halfway to a flask of holy water before he realises that the spirit is - at least for now - not hostile.
Unfortunately he has not been with the group for long enough to understand Cala's transformation from Ice Princess to frightened rabbit; he therefore misses her non-verbal cues completely. Only when Sindran comes to her rescue and Ezra disappears through the ceiling does he see Cala's relief and realise how things stand.
Of course - she sees herself ... Much like my relation with true fiends. On which note...
Attempting to shoot Cala a sympathetic and understanding look (as best a Charisma 6 half-fiend can manage), Morvius grimaces slightly before forcing himself to address the Daemon directly:
"I am pleased to say that we need to kill the lightning elemental slowly and painfully so that we can collect its blood. I believe that the prospect of such a delight should mitigate against any risk in the endeavour. If you are willing, it would be an honour to assist you as best I can. I would need 30 seconds to prepare for such a combat."
Caladwhen |
Gritting her teeth, Caladwhen closes her eyes and grips her forehead as though trying to sooth a dreadful headache. The constant demands of Ezra are clearly having a toll on her, her exhaustion made no better by the proposals of the Daemon.
It seems that all the servants of Vetra-Kali loitering about this damnable place wish to drag me to the seal... whether I like it or not.
Taking a deep breath to gather her wits about herself, Caladwhen turns to address Hexor (or Vexor) "Most cruel servants of Vetra-Kali, am I to understand that you would draw off the elemental abomination, allowing me time to satiate the demands of the Head Priestess?"
I think right about now, Caladwhen is beginning to feel a little bit like the rope in a tug-o-war match... Ezra, the Daemon, all of them are probably making her wish she'd stayed in bed.