Annalise Wilblund
|
Annalise will take a look to make sure Red dosn't need any medical attention
Heal: 1d20 ⇒ 4
"Your sacrifice to the cause is noted, Sir Red"
| Willard Scrub |
"Well, let us proceed." To Annalise, he says, "Good lady, did they mention anything about their leader? We're gong to have to get permission from the head honcho here, unless I miss my guess."
Jonas aka Red
|
Red takes an extra sash from his bag to apply pressure to his tooth hole with, and moves onward with the crew.
Annalise Wilblund
|
"Hmmm, I had assumed that the tooth was the toll to pass through the waypoint. I suppose we will just have to find out ourselves"
She replies, looking up to where the faeries flew away.
"Hopefully further passage will not require any more teeth"
GM Tim
|
Nothing happens to the mark on your hands when Red gives up his tooth, and Willard's supposition seems like a good one.
I'm going to move you guys up to the courtyard.
The courtyard is narrow. 12' high walls crowd in around you. High above, an arched bridge spans the gap from north to south. The courtyard is paved with bricks in floral arrangements.
Ornate double doors stand before you, to the north, festooned with spirals and whorls of ageing teeth.
In the south wall are two doors. One of which has an empty socket where the doorknob should be. The other is locked and chained and locked again.
Jonas aka Red
|
"Well, I assume we keep moving forward. Shall I try the door?"
| Vyr Embar |
"Perhaps we can check the one without a lock? It was seem unwise to start unlocking doors before we have what we need, but no harm in checking an open door, no?" Vyr will move and open the door without a handle, unless anyone objects.
Jonas aka Red
|
I was assuming we were heading north through the ornate doors - which I'm hoping aren't locked. The doors that were specifically mentioned as one being locked and one being unlocked were kind of behind us to the south, right? Just trying to make sure I have my bearings.
| Vyr Embar |
That was my understanding: doors to south, one is unlocked; check it before heading to double doors to north. Just don't want things at our back as we move forward.
Jonas aka Red
|
*thumbs up*
GM Tim
|
The door to this room opens with a gentle push. A pungent animal smell greets your noses when you open the room. Dried grass litters the floor and desiccated leather straps hang from the walls. A large roll of canvas sits against the back wall. It is lumpy and misshapen and a stain discolors the bottom of it.
There is also a feed bin in the back corner. A cursory glance at it reveals a wand
| Vyr Embar |
Vyr investigates the room, first finding the things in the trough.
"Hey, Annalise and Willard, look at these. Can you tell what they are?
While they work on that Vyr checks out the roll . . . much to his regret.
From spoiler: Unrolling the canvas unleashes a horrific stink of decay, requiring a Fortitude save from everyone in the room. A weird body is at the center of the roll. It has a mastiff's body, a feathery ruff, and a crocodile's head.
Fort: 1d20 + 5 ⇒ (15) + 5 = 20
Annalise Wilblund
|
Fortitude Save: 1d20 + 3 ⇒ (5) + 3 = 8
Annalise gags at the smell
Kn. Planes: 1d20 + 9 ⇒ (12) + 9 = 21
"A dead psychopomp..."
She will detect magic on the wand
Spellcraft: 1d20 + 8 ⇒ (6) + 8 = 14
and slippers
Spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17
"Im not sure what this wand is, but those are slippers of feather step"
Jonas aka Red
|
fort: 1d20 + 4 ⇒ (7) + 4 = 11
| Willard Scrub |
Fortitude: 1d20 + 2 ⇒ (17) + 2 = 19
Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
"It's a wand of cure light wounds. Very nice." Willard sniffs at the strong odor. "They don't seem much for housekeeping around here, so I doubt anyone would mind if we put these to good use."
Jonas aka Red
|
perception: 1d20 + 8 ⇒ (1) + 8 = 9
Red is busy trying not to puke
| Vyr Embar |
"Whoops, just my luck to uncover a rotting planar carcass."
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Vyr will pick up the bead from the bin that he's found, and hand it to Willard. "Take a look-see at this. Worth anything?"
| Vyr Embar |
want to A-L and slips to Red?
Annalise Wilblund
|
After Annalise recovers her composure
"I can keep that wand of cure light wounds for the time being. In case anyone sustains anymore injuries"
How many charges?
Annalise will put a handkerchief over her nose and approach the body
Looking for signs of how it died
Heal: 1d20 ⇒ 2
| Willard Scrub |
Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
"No idea what this is, but it's magical, at least."
| Vyr Embar |
feather step slippers, would you like them?
Annalise Wilblund
|
Annalise will also look at the bead
Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23
"A bead of healing. That will be useful"
Jonas aka Red
|
ah, somehow I missed those, and the autocorrect of “wand” to “want”sealed the deal on my confusion :-). I would love the slippers
| Vyr Embar |
Vyr beckons his companions and heads towards the double doors to the north.
Jonas aka Red
|
Red listens perc: 1d20 + 8 ⇒ (1) + 8 = 9
And looks for traps perc: 1d20 + 8 ⇒ (20) + 8 = 28
GM Tim
|
It's hard to pay attention on account of the throbbing in Red's gums. But he's pretty confident the door isn't trapped. Inside the big double doors...
This ornate room spans the entire width of the palace. The north end consists of a floor-to-ceiling stained-glass mural of skeletal knights with halos surrounding an angelic figure. Globs of metal and bits of teeth affixed to the stained-glass angel give it a repulsive appearance, with a mouth far too wide and teeth attached to its fingertips. On either side of the stained-glass mural are two delicate archways. From the room beyond comes the faint sound of flowing water.
The southern wall of the room contains two alcoves and a double door (the one you're entering through).
| Vyr Embar |
Vyr moves deeper into the room, being sure to check the alcoves to make sure nothing is lurking. If nothing of note is in the room, he'll move forward to look at the stained glass image.
Jonas aka Red
|
Red will accompany him.
| Willard Scrub |
Willard peers at the stained glass window.
"Well, there's no accounting for taste."
GM Tim
|
"How rude," says the angel as it peels away from the wall.
Willard: 1d20 + 0 ⇒ (4) + 0 = 4
Vyr: 1d20 + 1 ⇒ (12) + 1 = 13
Red: 1d20 + 6 ⇒ (12) + 6 = 18
Annalise: 1d20 + 1 ⇒ (2) + 1 = 3
bad: 1d20 ⇒ 15
~~+~~Initiative~~+~~
Red
Bad
Vyr
Willard
Annalise
Jonas aka Red
|
Sorry, I can't see the map at work, and I forgot to come back to this last night. I'll try to deal with it when I get home, but I'm heading straight back out to go camping all weekend, so if I forget, feel free to bot me.
Jonas aka Red
|
and if things seem uncertain, I often just move and go total defense. I'm good with whatever, though. It's definitely looking like I will be getting home, throwing olive in the car, and hitting the road again. sorry.
GM Tim
|
Red moves up to block the angel from attacking his friends and enters a cool-looking fight stance. total defense
The angel lashes out at Red, its joints and fingertips ending in razor sharp facets of glass.
slam: 1d20 + 5 ⇒ (11) + 5 = 16
slam: 1d20 + 5 ⇒ (9) + 5 = 14
But Red's martial style is too deft for that.
~~+~~Initiative~~+~~
Red
Bad
Vyr
Willard
Annalise
| Vyr Embar |
Vyr circles around to left and then closes to strike at the glass angel.
ectoplasmic longsword: 1d20 + 5 ⇒ (10) + 5 = 15
slashing dmg: 1d8 + 4 ⇒ (2) + 4 = 6
Annalise Wilblund
|
Annalise will cast ear piercing scream, hoping its glass form makes it vulnerable to sonic attacks
Conduit surge: 1d4 - 1 ⇒ (4) - 1 = 3
Ear piercing scream: 2d6 ⇒ (4, 4) = 8
SR (if needed): 1d20 + 2 ⇒ (1) + 2 = 3
hopefully not needed :P
GM Tim
|
Vyr scores a hit, though not all of his damage seems to go through. Annalise connects to the ley lines criss crossing the Boneyard and unleashes a frightening wail.
Fort: 1d20 + 1 ⇒ (8) + 1 = 9
Glass panes shatter left and right, showering Vyr and Red in a spray of fragments. the sonic seemed to do a good whack of damage
~~+~~Initiative~~+~~
Red
Bad -14
Vyr
Willard
Annalise
Jonas aka Red
|
Red step over for the flank and flurries away
fists: 1d20 + 7 - 1 + 2 ⇒ (19) + 7 - 1 + 2 = 27 for damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
fists: 1d20 + 7 - 1 + 2 ⇒ (8) + 7 - 1 + 2 = 16 for damage: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
| Vyr Embar |
I'll bot Willard as I know Matt is busy
Willard conjures a glob of acid and flings it at the creature.
Ranged Touch attack: 1d20 + 1 ⇒ (14) + 1 = 15
acid dmg: 1d3 ⇒ 2
| Vyr Embar |
Happy to have Red’s flanking support, Vyr continues his assault, but is a little over excited.
ectoplasmic longsword w/ flank: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
slashing dmg: 1d8 + 4 ⇒ (7) + 4 = 11